"What does it mean to have payoffs anyway?"

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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suika · 9288

Note: Scientific Theory (1) here is meant to be Scientific Theory (3), which due to a bug can't properly be added for some reason.

It's about payoffs, not about carddraw for carddraw's sake ~@Cuherdir

Seekers can draw cards very easily. Cycling your deck multiple times in a turn is a spectacularly unimpressive achievement as a seeker, especially Amanda who can do that starting from as low as 10xp.

Card draw alone doesn't win games. On the contrary, it can easily cause you to be less efficient simply with you repeatedly taking horror from deck cycling and having to replay assets to mitigate it, even if your random basic weakness is relatively tame. The mark of a well-built seeker deck is one that takes all that draw and economy and turn it into something more than the sum of its parts.

Unfortunately many of those decks, like this one, end up being too strong to properly play. This one in particular doesn't go infinite, but ends up monstrously fast.

The core concept is simple: play out your assets, then turn all that draw into megaturn after megaturn with a combination of The Red-Gloved Man, Unearth the Ancients (2), and Eon Chart.

"Piloting"

Put Unrelenting under Amanda, play RGM. Exhaust your Eon Chart to investigate, gaining a move and an investigate action, which you will use to investigate with Unearth the Ancients, playing another Eon Chart. Take another move or investigate action, then exhaust the newly played Eon Chart, for another investigate and move action. During those tests, if you're been using your Practice Makes Perfect, all your cantrip skills and Cryptic Research, you might have drawn Unearth and Eon Chart again from your discard, so you can play them again for another go. Repeat until you fail some tests, or you get bored.

Next round, bounce Red back to your hand with Protecting the Anirniq and have another go.

We also have Segment of Onyx to make sure that enemies won't disturb us while all this is happening, and Enraptured to recharge it because why not? Now that it's back to 1xp taboo'd, Amanda is a prime Segment user, and it thins the deck wonderfully without losing you tempo.

I like Scientific Theory as a fast soak for those turns when you don't want to play RGM. When you've cleared out the map of clues already and are just waiting for your fighty boys to clean up, it's something to stand between you and the encounter deck.

Try not to hog the glory. You have enough draw to spread around some Cryptic Research for your teammates, or abuse PMP to commit multiple cards to your allies' tests.

Progression

At 0xp, you are basically Every Amanda Deck Ever: https://arkhamdb.com/deck/view/1671764

If you get a bad weakness, concede the game and play a different investigator.

Consider In the Thick of It for Unrelenting because it's an a huge power spike on Amanda. Cipher is decent payoffs for Astounding Revelation, for getting rid of Whispers in the Dark, and for getting an extra investigate out of a skill card (protip: there's a player window just before mythos phase ends).

We use Whitton Greene because she's 2/2 and digs out Astounding Revelations. That extra point of health soak will save your life.

At 14xp, you are still basically every Amanda Deck ever. I prefer to start by rocking Segment of Onyx because I like trivializing parts of the game. Your mileage may vary. Get Scientific Theory (3) at this XP point because you're going to cycle hard that horror from deck cycling will be a problem.

Next upgrade point, you get Unearth the Ancients at the same time you upgrade Perception. Now you can replay your Ciphers actionlessly.

From then on, it's your choice of whether to go RGM first or to go into Relic Hunter + Eon Charts, depending on what your team needs more. RGM is better for passing random tests, Eon Charts for pure speed.

Flexibility

Ancient Stone is a better payload than Pendant in theory because you can replay it for free with Unearth, after using a magnifying glass to play over it. You even save on the Relic Hunter. Swap out the Enraptured with Plan of Action or something. Don't actually do this because it makes the Guardians feel bad, unless you're soloing.

Necrobook + Knowledge is Power works as well in the same manner, but costs a lot more XP.

9 comments

Oct 01, 2021 mattastrophic · 3071

Hmm... For a non-Seeker card, Unrelenting might be a bit overpowered.

Oct 01, 2021 GermanJoey · 998

This decklist shouldn't have Relic Hunter, right? Or otherwise, I don't understand how you can continuously play Eon Charts over and over unless you have some other way to discard them that I'm not seeing.

Oct 01, 2021 chirubime · 25555

its bitter.

Oct 02, 2021 suika · 9288

@GermanJoey Pendant of the Queen also takes an accessory slot.

Oct 12, 2021 1337duck · 1

Some minor criticism:

1) I'm not sure it's worth running Astounding Revelations in a deck with so much raw card draw power. It feels like AR will more often end up under Amanda than triggering its (much better) research ability.

2) I'm not convinced Unearth the Ancients is worth running with only 2 relics which are not "fast" to play. I think running Cryptographic Cipher cypher would be more useful most of the time.

Oct 13, 2021 suika · 9288

@1337duck Sure, happy to address them.

1) You will never put Astounding Revelations under Amanda, the card you always want is Unrelenting, and if not, Perception. The purpose of including ARs is purely to speed up cycling, since you'll hit them with Practice Makes Prefect (and even Eureka). It doesn't really matter if you draw them, since you can just immediately commit them to the many investigate tests you'll be making.

2x Shortcut and a Magnifying Glass or a second copy of Unearth the Ancients are better in this 38xp version, but the Astounding Revelation are a holdover from when the 0xp deck where you actually needed the economy they provided (when Ciphers and Whitton Greene were actually expensive).

2) The point of the deck is the interaction between Unearth and Eon Chart. Each play of Unearth the Ancients refunds its own play costs, reduces the shroud to 2, draws 1 card and gives you an additional action when you Unearth an Eon Chart. There's no limit to how many times you can do it each round (Eon Chart's ability is not max once per round, though I expect a Taboo) except for your draw power and the , because you're testing at 7 before committing any cards. Each investigate (which Unearth the Ancients itself is) also gives you a whole bunch of cards between PMP, Unrelenting, Perception (2), and Cryptic Writings.

Your turns aren't actually infinite because of the , and sometimes you need to move more than once, but taking 10+ actions a round isn't uncommon. More XP makes the loop go even longer, because a second copy of Unearth the Ancients means you can fail once, and you even save on move actions once you buy back shortcut. The deck presented is just the earliest version that starts getting stupid.

Oct 19, 2021 1337duck · 1

Thanks for the reply. Regarding your comments:

1) Good to know they are hold overs, and not intended for the "endgame"(TM) deck; unlike for Myriad Mandy style deck :). I personally would prefer to get rid of them with additional xp. At "lower"(TM) xp, the economy and and potentially secrets can be nice. But with the higher raw draw, I think magnifying glasses or some ancient stone would be much more impactful.

2.1) I get that the test is 2-shroud. But lowering the shroud to 2 doesn't allow you to discover any clues from the location, even with deduction because, as I understand it, deduction says "If this skill test is successful while investigating a location". We are not "investigating a location". Or has there been a ruling regarding this...?

2.2) Regarding Eon Chart, it says "During your turn, exhaust Eon Chart and spend 1 secret". As per the ruling on exhaust, you cannot use the exhausted Eon Chart again until it readies during upkeep, or through some other effect. Hence there is a limit on number of secrets you can spend from a Eon Chart currently in play. (I.e. once it is exhausted, it cannot exhaust again until it readies. Exhausting is one of the two costs, and 1 secret is the other cost.) There's only 1 upkeep phase per round, with no window between readying an asset and the next Mythos Phase. (This excludes cards that simply say "Fast".)

Oct 19, 2021 suika · 9288

@1337duck investigate is always on a location. Even the Unearth the Ancients (2) test is still an investigation on your current location.

The reason you can use Eon Chart multiple times each round is because you're playing a new Eon Chart every time with Unearth the Ancients. The new Eon Chart enters play unexhausted, thus giving you 2 more actions.

Oct 19, 2021 1337duck · 1

Hmm I see: arkhamdb.com

If the test is successful, the investigator has succeeded in investigating the location, he or she discovers one clue at the location. (This occurs during step 7 of the skill test, per "ST.7 Apply skill test results" on page 26.)

arkhamdb.com

Investigate your location.

You are correct.

Also, it seems that being able to discover clues may be an extra of Unearth the Ancients (2), since Unearth the Ancients (0) explicitly says "If you succeed, instead of discovering clues".

Regarding the multiple Eon Charts getting played per turn, I haven't tested this specific deck so I cannot say for sure. But looking at the asset count, even with the insane draw power, I don't know if Eon Chart can be that cycled that fast. Probably need to take it for a spin some time, but I'm too busy for the time being. :(