Lola Hayes Performs Many Unchained Miracles

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Lola Hayes Performs Many Miracles 80 67 6 1.0
Inspiration for
None yet

azokul · 22

A slight variation of Lola Hayes Performs Many Miracles deck, which should provide a little more consistency and explosiveness (thanks to Double or Nothing presence).

DISCLAIMER - This list has been developed and tested during a Base Game + Bob That Ate Everything + Path Of Carcosa run so it had easily access to XP and in a 4 people group.

It started from the "Lola Hayes Performs a Miracle" that includes 2x of Delve too Deep and a Charon's Obol.

CORE DIFFERENCES

2x Mr. "Rook" instead of 2x Leo De Luca should be able to trigger both Crisis of Identity faster, so we can start playing (or at least reduce the possibility of that particular bad draw).

1x Crystalline Elder Sign it's the 3rd enabler (third Dark Horse). In solo play it might be useful considering 2 Crystalline Elder + 1 Dark Horse instead with a Relic Hunter , but as a 4 group player sealing +1 or star token, might be a little overkill.

2x Cheat the System It consider the classes we're currently using, it's a faster, better Emergency Cache.

2x Savant Considering a +3 base stat, we're having a better version of Unexpected Courage.

Q: Why is 2x Cheat the System better than Emergency Cache ?

A: We usually are at least 2 classes at turn 0 (Seeker + Rogue), we tend to go for the third as soon as possible (Survivor) with Dark Horse and sometimes get the 4th class with Crystalline Elder Sign.

Considering 3 classes as standard, we have bulked Emergency Cache (at least it's rapid) and a better Unexpected Courage.

1x Haste instead of Ace in the Hole Whenever i'm not combo-ing with Double or Nothing i found out i'd like to have a little bit more consistency.

Ace in the Hole might pump a bit a one-time combo, but Haste really shines over time. We do have a lot of actions we like to triplicate for free, starting from the best:

3x Borrowed Time: to bulk our next action and having a free action.

3x Draw: we usually want to clean our deck as fast as possible from our Weakness and/or to find our combo-pieces or to re-shuffle our discard pile.

4x Attack: with fire axe.

Observed That's a interesting card. It's not really needed, but might be beneficial from early stages of the game. I've been considering all the Tarot Cards and reduced the useful pool for our list at 10 out 22 which can guarantee a 85% chance on finding a useful card on 3 draws.

Here's my tarot pick guide:

MEH - You get +1 health.

MEH - You get +1 sanity.

BAD - After you reveal a star during a skill test, you may heal 1 damage or 1 horror.

VERY GOOD - You choose 1 basic weakness in your deck and remove it from the game (return it after the game ends).

LIGHTLY GOOD -The first time your deck would run out of cards, you may shuffle the bottom 10 cards of your discard pile back into your deck.

GOOD - You begin the game with 3 additional resources.

VERY GOOD - You begin with 2 additional cards in your opening hand.

VERY GOOD - When the game begins, search your deck for an Ally asset, add it to your hand, and shuffle your deck.

VERY GOOD - When the game begins, you may play an asset from your hand at -2 cost.

GOOD - During setup, you may take up to 2 additional mulligans.

VERY GOOD - During your first turn, you may take 2 additional actions.

MEH - Increase your maximum hand size by 3.

BAD - You have 1 additional slot of a type you choose when the game begins.

MEH - During the first test you perform each round, you get +1 .

MEH - During the first test you perform each round, you get +1 .

MEH - During the first test you perform each round, you get +1 .

MEH - During the first test you perform each round, you get +1 .

MEH - Once each act, when you reveal an automatic failure token, you may cancel it and treat it as a 0 token instead.

GOOD - Cancel the first doom that would be placed on the final agenda of the game.

GOOD - When the game begins, replace a token in the chaos bag with a 0 token. Swap the back after the game ends.

GOOD - If you are not defeated during this game, you earn +2 experience during its resolution.

MEH - If you are not defeated during this game, you may remove 1 trauma of your choice during its resolution.

DISCLAIMER #2 I've been testing some updates on this version: Short Supply as a way to resolve try reduce the number of Treachery on the starting deck (so we can easily set up without worrying too much).

I've been testing this card for 4 games in total, in general i feel it's quite balanced, you lose some combo power (Double or Nothing Quick Thinking) or some long term micro-combo cards (Haste Leo De Luca Will to Survive), as it's kinda easy to go through the entire deck i don't feel losing some power at the beginning affect so much the rest of the game.

This card in exchange to the loss, provide a lil bit of extra time to setup without worrying too much about Treachery cards.

The Red Clock seems like a great value oriented card, truth be told i've not been able to test it yet, i'll try it out during Dim Carcosa.

It should provide a little bit more consistency over time, but i feel it might not be worth the extra 7XP with Relic Hunter, out of 4 turns it provide a little help on two turns (second and third).

Two free move action are neat during combo, and being able to add another extra actions that can be stored in Borrowed Time it's cool too.

These are the choices i'm testing atm, you can consider to swap them for: 2nd Laboratory Assistant and Scrapper

0 comments