Evenhanded Trish (Deck Guide)

Card draw simulator

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

obsidiandice · 101

Are you tired of every seeker deck ending up as the same pile of staple cards? Have you played with all the powerful skill cards a hundred times? Or are you just sick of seeing all those disgusting 1s and 3s in your hand?

Well, worry no longer - welcome to Evenhanded Trish!

Kirby's Adventure

Jeremiah Kirby is the impetus for this deck, rewarding our devotion to even-costed cards by consistently drawing 4-5 cards when played. He also has the upside over most card draw that he doesn't hit weaknesses, meaning that your big setup turns won't be interrupted by random enemies or treacheries.

This amount of card flow lets us play a lot more events than most decks without running out of cards. The drawback is that not are we halving our total cardpool of assets and events, we're committing to not running skills at all! (That's right, kids - having no cost is not the same thing as being zero-cost.)

It would be entirely reasonable to decide that running the odd Lone Wolf or Deduction is powerful enough to justify the fact that Kirby won't pick them up. But I wanted to take on the deckbuilding challenge of sticking to 100% even-costed cards.

Upgrade Path

  • Easy Mark and Streetwise (3) are our top priority, strengthening our resource economy and then giving us the ability to convert those resources into stats. This is an easy swap for our Fieldwork and Streetwise (0).
  • Magnifying Glass (1) is an upgrade that conveniently goes down to an even cost, and lets us bump up our investigation numbers a bit.
  • Eon Chart is a strong addition to our deck - moving, evading, and investigating are the exact actions we want to be taking, and this lets us do more of them. Blur is very similar and slightly worse - it costs 2 and gives us an extra action, but only when we successfully evade.
  • Stirring Up Trouble is a good way to bypass high shroud values as we get deeper into the campaign. At this point we might also want to consider False Covenant to ameliorate all the weakness we're adding to the chaos bag.
  • Counterespionage is some more encounter-deck protection that can replace "You handle this one!" or be run alongside it.
  • Given Trish's relatively low Willpower/Sanity and this deck's lack of soak, Elder Sign Amulet could be a solid addition.
  • "I've got a plan!" (2) is another seeker upgrade that drops down to an even cost, and is a solid upgrade over our Occult Invocation.
  • Hiking Boots lets us keep moving, potentially even with enemies in tow.
  • If you're flush with XP, Rogue's have plenty of great exceptional cards that Kirby ensures you'll see in most games. Ace in the Hole, The Gold Pocket Watch, and The Red Clock are all solid additions.
  • Double, Double would be an interesting direction to take this deck, but that requires so many changes that it would be its own deck guide.

Here is a fully upgraded version of the deck.

Tips for Playing the Deck

  • Trish is a weird investigator. Your ability requires you to have an enemy in play, but if they start stacking up it's easy to get overrun. You don't need as much constant babysitting as other dedicated cluevers, but you really need a fighter who can get their ass in gear and do a lot of damage all at once when things go bad.
  • There are a lot of tricky ways to manage enemies and move them around without taking attacks of opportunity, but don't get too focused on it. Getting an extra clue now usually isn't worth having to spend an action next turn evading.
  • Mulligan aggressively for Jeremiah Kirby. If you can get him in your opening hand, it doesn't even matter what your other cards are - you'll be drawing a whole second hand worth of cards right away. If I don't have Kirby, basically the only other cards I'd consider keeping are other card draw.
  • Don't forget that you can share your wealth with teammates. Faustian Bargain and Crack the Case both let you divide up the resources however you want. Sometimes 1 resource to a teammate can be a game-changing difference. Sometimes it's worth throwing the entire pile their way.
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