Card draw simulator
|None. Self-made deck here.|
clarionx · 129
22 of the 36 cards in this deck are Item cards, and 9 of those 22 items are not competing for the precious hand slot, making it easy to curate your opening hand with a mulligan to play between three and four items on turn one with Geared Up.
After that, just cruise along for the first few turns, using Daisy's naturally high intellect to pick up clues and your two scrolls to find the rest of your tomes. When fully set up, this deck can have a whopping 8 tomes in play. Your 9 and 15 Sanity will be enough to make any Mystic Jealous.
Now, you're probably wondering what good that 9 is doing us with only three, limited use spells in the deck? That's where the upgrades come in.
- True Magick. With Arcane Enlightenment, holding three spells in hand is no trouble, and the upgrades to Forbidden Tome reward you for holding cards anyway. Now that 9 can be consistently put to use every turn fighting, investigating, or evading as necessary.
- Studious x2. The more cards in hand, the better your first turn is going to be.
- Segment of Onyx. It's another set of Item cards that do not take up a slot. While you don't save any actions playing them on turn 1, you do save money, so you'll never be unhappy to see them when they're one of the 7 cards in your opening hand.
- Sleuth. This deck can struggle a bit for resources in the mid-game. Often times its enough to just pick up clues and wait for the upkeep resources to accumulate, but if you need to set up faster, Sleuth is here for you.
- Dream Diary and Forbidden Tome. Upgrade and translate these when convenient.
- Cut Archaic Glyphs for a bit more resource generation or card draw. It's currently in the Level 0 deck as a very cheap tome that also benefits from Shrewd Analysis if you decide you want to upgrade it. Alternately, leave it in and replace them with higher level tomes like Prophesiae Profana and Encyclopedia when convenient.