Card draw simulator
|None. Self-made deck here.|
|Silas Marsh the Himbo 19 XP||1||1||0||1.0|
Valentin1331 · 19540
This is a fighter build for The Sailor, abusing Skill Cards and calling them back with his Harpoon for endless benefits.
Feel free to ♥ this deck, and let me know in the comments what is your favourite version of Silas!
• 21/05/22: Added the Drawing Strategy chapter to explain better the shift between set up and late scenario and the possibility of using Unrelenting to block nasty tokens once you are set up, and added a paragraph about as suggested in the comments.
Credit: Shane Pierce
Table of Content:
• Main Strategy
• Calling the Sea Change Harpoon back
• Targets for Resourceful
• Drawing Strategy
• Other Cards
• Your Ideal Hand
• Example of a Fighting Turn
• Upgrade Path
• Make your own Deck!
Calling the Sea Change Harpoon back:
Use the Harpoon every turn :
What prevents you from using the Sea Change Harpoon every turn?
• The resource cost of re-playing it
• The action to put it back on the table.
What if we could cancel these 2 Downsides?
• With Quick Thinking, you get a 4th action that can be used to play the Harpoon back, making it virtually .
•• This is 3 cards and 6xp. That's all you need to start the cycle.
• In the very first scenario, Schoffner's Catalogue covers the costs of doing this every once in a while, which should be enough to make it out alive.
Skills used with the Sea Change Harpoon:
As you exhaust the 2 Drawing Thin on your attack, you want to overshoot the test by at least +8. This is easily doable by committing a lot of cards. Don't be shy. They will all come back to your hand eventually.
• Daring x2 - 1 card draw per copy committed
• Overpower - Max 1 committed for 1 card draw
• Quick Thinking - Max 1 per turn to get an action, used later to replay the Harpoon
• Resourceful x2 - Draw 2 cards from your Discard Pile. We will develop later the targets for this.
• Unrelenting - Max 1 committed to get 2 cards.
• Nautical Prowess - Get 1 card
• You can exhaust and discard your Ice Pick (3) for +1 and +1 Damage.
The All-In Attack:
In one single test, you could count as net profit: 3 damage, 8 Cards drawn (2 from your Discard Pile), 1 Evade and 1 additional Action often used to re-play your Sea Change Harpoon.
This combo can be performed once each round since the taboo introduced a limit to Quick Thinking. The other attacks are performed using Brute Force or by committing a Skill to an Attack with the Sea Change Harpoon.
_The only threat to that cycle is the , which is cancelled by Eucatastrophe. Always keep 1 in hand in case you draw the during your All-In Attack. If you are the unlucky type, you can also adopt the Nightmare Bauble as an extra layer of protection.
Why not Bruiser?
I initially used Bruiser in this Deck. Still, while playtesting, it turned out less interesting than Drawing Thin since the resources on Bruiser can only be played to re-play the Harpoon or the Ice Pick (3), or occasionally boost attacks with the Harpoon which is not needed.
On the opposite, Drawing Thin gives you resources that you can use to pay for Assets, and as you always use it on your Harpoon attacks, you always have enough to play Eucatastrophe. You can also use the ability of Drawing Thin on the test of the Track Shoes if you only want to move 1 location or get 4 resources in 1 action by investigating.
Targets for Resourceful:
As you will play 2 Resourceful per All-In Attack, you will have the possibility to choose a good number of cards to bring back. The best targets are in order:
2. Brute Force is one of your most lethal weapons but does not always land.
3. Plucky (3) in case it was discarded. It can be played right after as it is fast and free to absorb Horror.
4. Unrelenting for more draws and better access to your key cards.
During the Set up of your Deck:
• A lot of cards in this Deck are Cantrips (cards that replace themselves). By playing them on every test that allows you to, you can find your most important cards as fast as possible.
•• You can reliably play Unrelenting for its +2 cards twice per turn, once using your and once during your All-In Test. This will draw your Deck at a remarkable speed.
Once all your key Assets are on the table:
• You will not want to draw anymore unless you search for a specific card such as Resourceful. The reason is that the more you draw, the more time you will spend dealing with your weaknesses, as they will keep on showing up as you cycle your Deck.
•• The best way to get rid of your cantrips is to stack up cards in your hand and discard them during the Upkeep Phase, only leaving the cards needed to run your combo and maybe a couple of defensive cards if you have space.
•• Unrelenting which is your #1 Target for your can now be used with its other feature: Ignoring the nasty tokens. Call for the worst modifier or the Symbol Tokens and guarantee success/no consequences on almost every test.
•• This is especially true if you are playing in Hard/Expert and have Symbol Tokens that are auto-fail, give damage/horror, or simply the -8 Token.
Tip: Unrelenting is notorious for dramatically slowing down the game's speed. Instead of taking the bag, searching for the said tokens, and sealing them on Unrelenting, I personally call specific tokens, and if I draw the said token, I put it aside and pull another one. This only works if you call ALL the tokens of a kind: If you call out three 0 Tokens, it works, but not if you call out 1 out of 2 Tokens. If I can only partially seal a specific token, I am forced to take it out of the bag.
• As suggested by HanoverFist in the comments, once your setup is complete, there is also a way to use your with Signum Crucis to add tokens to the bag, especially when using Drawing Thin x2 on your Track Shoes test. And if you have additional experience, you can then leverage these with the Ancient Covenant.
• Plucky (3) to buy your way to the tests you are the worst at and to absorb the Horror from cycling your Deck 3-4 times per scenario.
• Jessica Hyde is not mandatory but the +1 is welcomed while using Brute Force and it provides you unlimited Health. She is especially needed if you decide to use Nautical Prowess that comes with Dreams of the Deep and can give a lot of damage if drawn during your last action.
• Track Shoes are fantastic for 2 reasons:
•• Action compression to move further.
•• Give you a test with no consequences (other than the ones of Symbol Tokens) for you to use your 2 Drawing Thin if you do not need the 2nd move action.
Earlier in the campaign:
• Lucky! is the classic staple, handy against tests triggered by Treachery Cards.
Late campaign cards that can be useful:
• Lucky! (3) is terrific, especially as you can spend it on other investigator's tests.
• Sharp Vision accelerates your Clue-Getter's job and moves the game together faster.
• Nine of Rods could be nice to draw more enemies if you are bored.
• _There is a game-breaking loop available with this Deck using On Your Own and Will to Survive. I haven't tried it because I am not interested in it, but if you would like to explore it, look at the Make your own Deck! section at the bottom of the Guide._
Your Ideal Hand:
Based on where you are in the campaign, your priorities are:
All the rest can be shuffled, and most cards are cantrips that will eventually lead you to one of these cards.
Once the Sea Change Harpoon is on the table:
Once you have started, your ideal hand is as follows:
This takes your 8 card slots, and as you draw, you will be able to commit the cards to the tests or discard anything that is not one of these during the Upkeep Phase.
• Eucatastrophe to maintain a constant protection against the .
• Brute Force to deal more damage.
• Ice Pick (3) to replace the one already on the table that you will discard during the attack.
• Unrelenting for the net 2 cards unless you have everything on the table and do not want to draw your weaknesses.
Example of a fighting turn:
• Action 1: Sea Change Harpoon:
•• Use the Harpoon's ability to bring it back in your hand along with all the skills committed to this test.
Note: When committed to a non-basic fight action, Brute Force only gives +1 and no damage bonus. Since we are getting it back to our hand with the Harpoon's ability anyway, it is still helping with the test.
• Action 2: Brute Force:
•• Play Ice Pick (3)
•• Result: 11 + 4 Damage + 2 cards -1 resource.
• Action 3: Brute Force:
•• Result: 12 + 3 damage + 3 cards.
• Action 4: Quick Thinking:
Result: -3 resources
During such a turn, which is quite common with this Deck, and including the upkeep phase, you have:
3 attacks with 10+ , 10 damage, 9 Cards, 0 resource, you evaded an enemy, and you're set up again for another fighting turn.
•• Eucatastrophe is second on the list to prevent you from that pull on the All-In Attack which would be hard to recover from.
•• Unrelenting comes next as it is a great combination with Silas Marsh's and allows you to dig in your Deck much faster. Also finding your Peter Sylvestre and Plucky (3) faster makes the Cherished Keepsake less relevant.
•• Boring but extremely good for consistency since you need 1 card to run your combo.
•• It is finally time to ramp up your damage output. Brute Force is free and deals 3 damage per attack.
•• Help your teammates win the game!
Make your own Deck!:
• If you do not have Nautical Prowess/Dreams of the Deep, it doesn't change anything to the Deck. It will perform almost as well without it, but since it has a good added value here, why not adding it.
• Here is a Baseball Bat/Old Hunting Rifle Deck that I haven't tried but seems fun too. Use Heavy Furs to cancel and the Nightmare Bauble and Eucatastrophe to prevent the . The rest is skill boost, Encounter Protection and card draw/resource.
• Here is the Link to the Deck that plays Will to Survive almost every turn. Prophetic x2 pays 4 resources on a Spirit, which is the trait of Will to Survive. So if you can have Will to Survive in your hand at the beginning of every turn, you could technically ignore the Chaos Bag for the remainder of the game. This is where the Harpoon recursion comes into play. By committing Resourceful to your attacks, you can bring back Will to Survive to your hand, making it available every turn when there is an enemy on the board. The only chance for it to fail is when your 2 Will to Survive are in your discard pile and you Attack with the Harpoon committing Resourceful x2 and you draw an , which is the reason why there is a Nightmare Bauble.