Keep Those Clues in the Air

Card draw simulator

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

Patrick · 124

Darrell_Simmons.png

I haven't been excited to build my own deck in quite some time. For the last few campaigns, and replays of campaigns, I've exclusively netdecked, unable to concoct and conjure some concept around which I'd want to create a deck.

Perhaps it's because I'm a photographer by profession (alright, that's most likely why it is), but Darrell Simmons has finally inspired me to craft something of my own. And it's been a blast!

Because of his ability, the deck takes obvious advantage of evidence-based cards and the new customizable Empirical Hypothesis. But with the releases in the latest Scarlet Keys cycle, FFG appears to place additional emphasis on juggling clues—placing a clue on a location to achieve an effect—with Research Notes brining extra utility to that idea. So I did both.

Core Concepts

It's a pretty inexpensive deck, and one that takes advantage of a couple mechanisms and weaves them together: placing clues on locations and reducing the difficulty of skill tests by spending evidence. I started out with the whole "failing to succeed/failing forward" concept, but this one genuinely doesn't need those because we're not failing too often (at least, not intentionally). I don't think anything being done in this deck is groundbreaking by any means, but it's definitely enjoyable!

Clue Juggling

It feels counterintuitive to place your clues on your location and take a hit to your action economy, so the effects better be worth it, right? I'm not placing my hard-earned clues all willy-nilly; I'm only placing them down when the situation from the encounter card or chaos token is dire.

There are two aspects to focus on when it comes to juggling clues:

  1. The card should have a meaningful effect.
  2. You need to be able to discover more clues than you're placing.

Therefore, we've got Analysis, Dr. William T. Maleson, Forewarned, and Captivating Discovery to place clues. Three of those cards can help mitigate negative effects, including two to handle the worst one of them all—particularly when we don't have evidence to help reduce the difficulty on a treachery—and the other is to draw cards. And because we're placing clues on our location, Inquiring Mind is more likely to be triggerable (is that a word?).

After we place clues down, we need help to pick up more clues than we lost, and we have plenty. Shed a Light, Working a Hunch, Deduction, Winging It, and Professor William Webb (and later, Old Keyring) will provide.

Evidence + Difficulty Reduction

Darrell's ability allows you to spend an evidence to reduce the difficulty of the skill test by 2. This can help in many instances, but to really get the most out of it, we want to combine it with Old Keyring to get a 4-shroud location down to 0. This helps make any challenge a breeze, and combos with cards like Scavenging to return discarded keyrings back to hand (or into play) and Shed a Light to get three clues.

Research Notes provides added efficiency when you place clues by giving you evidence to use for keeping that shroud down, or giving you a chance to collect a massive number of clues.

Oh Yeah, and There's Typical Antics

A deck would be remiss without the recycling mechanism, right? Maybe? Especially since we'll be drawing two and discarding one due to Forced Learning. So, we've got Scrounge for Supplies to get clutch level 0 cards back to hand (or even Resourceful, if needed), Scavenging to help cycle the Old Keyring or even return a Cherished Keepsake, and Resourceful to bring back the fun events (or even Scrounge for Supplies, if needed). Recycle, reduce, reuse, right?

Upgrade Path (Roughly 32 XP)

My Hypothesis on Empirical Hypothesis

I focused spending XP on customizations that gave me more options to trigger Empirical Hypothesis and get that sweet, sweet evidence. Getting both of these out (since it's non-unique) for multiple triggering instances is the dream. The other customization options require you spending evidence to do things, which defeats the purpose with Darrell's ability. I spent four 4 XP at once when upgrading this card, so take that into account, I guess. However, here are the upgrades I made when I used it:

  1. Field Research (1 XP) – A little tricky to do early in the scenario, but once locations are revealed, it's easy to trigger.
  2. Independent Variable (1 XP) – Not so much for the enemy part, but sometimes you know you're going to deal with a Treachery—especially when you draw your Random Basic Weakness—and it's predictable you're going to discard it. Heck, even with the enemy, you could get all mind over matter on it and defeat it with some Occult Invocation.
  3. Trial and Error (1 XP) – If you're doing things right, and your is adequately watching your six, you're not going to need this one. But sometimes, the scenario leaves you no choice and you know you're taking a damage/horror to the face. Might as well get some evidence for it!
  4. Pessimistic Outlook (1 XP) – Admittedly a little tough to do with cards available to you, but at this point, what else are you gonna spend the XP on? If you want, you can save this XP for other upgrades and only customize the card three times—I won't judge you for it.

Honorable Mention: Peer Review (2 XP) – Your chosen criteria gets met by any investigator at your location, which increases your chances of adding evidence to the card. However, it costs 2 XP, which means two of the above criteria are no longer options. So if you're confident you won't be separating the party, and your other investigators are going to reliably protect you with their "Get over heres" and "Let me handle this-es", then buy Peer Review and drop Pessimistic Outlook and Trial and Error.

Win-More Upgrades (If You Have XP to Burn)

Deckbuilding Honorable Mentions

A Less-Fun Darrell Deck

Unless you're Mandy, most people would cringe at playing a 45-card deck, but I believe every card has its place and really helps make the entire concept sing, and the added discard by Forced Learning helps seed the discard for antics. However, I can hear the boobirds lamenting the clue juggling concept because they find Research Notes to be too niche. If that's you, hello! You're kind of a downer, but I get where you're coming from. You could probably remove the ten cards built around that mechanism and find five more to make this a normal-sized, boring-sized deck:

Then you could probably remove 2x Cherished Keepsake, 2x Eureka!, and I guess 1x Lucky!. I'd also maybe remove 2x Burning the Midnight Oil and add 2x Mr. "Rook". Just know that you're breaking my heart, but I will survive.

Thanks for taking a look at my deck, and don't forget to keep those clues in the air!

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