Infinite Knowledge Daisy|20k Series|Deck Guide

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Valentin1331 · 24712

Daisy Reaches Infinite Knowledge, Emptying Locations in one of her 6 .

daisywailker.jpg

Credit: Aleksander Karcz


Introduction:

The cards from TSK are overpowered, and I think that no one uses them better than Daisy Walker. Let me show you why.

This series is a celebration of the 20k points on ArkhamDB to thank you all for all the support received.
I will release a new standalone-ready deck concept every week on Friday for the following months, so stay tuned and keep pressing the button if you want to see more!

Let me know which investigators you would like to see next in the comment!

Warning: because Archaic Glyphs is a research card, this deck is not officially legal for a standalone scenario.


Table of Contents:

  • Overview

  • Main Strategy

  • Stat Ball

  • Drop Clues

  • Gain Tempo

  • Other Cards

  • Upgrade Path


Overview:

 
Difficulty: ★★★★☆
Enemy Management: ★★☆☆☆
Clue-getting: ★★★★★★
Encounter protection: ★★★☆☆
Survivability: ★★☆☆☆
Economy: ★★★★☆
Card Drawing: ★★★☆☆

Main Strategy:


Stat Ball:

Both Archaic Glyphs and Research Notes' rewards increase if you oversucceed at a test. For this reason, we choose Daisy's 5 base intellect and bring it to the next level.


Drop Clues:

  • Each clue dropped is saved twice, as soon as you have 2 Research Notes on the table, and gives you 2 actions as you can play 2 Press Pass with Relic Hunter.

  • Use Quick Study every single turn as it stores Evidence, brings more clues with Research Notes/Archaic Glyphs and the clue you just dropped can be picked up in the same test, not impacting your tempo in any way.

    • You can also use the Quick Studies as a Mythos defender to evade enemies or pass treachery tests. +6 to any test should be more than enough.
  • Captivating Discovery and Analysis are just ways to drop a lot of clues in one go to pile up Evidence on Research Notes. You don't mind dropping all your clues at once since you can get them all back so easily. The more you drop, the more you get.

There are more clue-dropping techs out there, but relying primarily on Quick Study is, in my opinion, enough to generate a sufficient number of Evidence on Research Notes, while not taking too much space in the deck.


Gain Tempo:

Besides that clue explosion, other tools are here to increase your tempo:


Other Cards:


Upgrade Path:

Link to the 0xp deck here


 Cost  Total
   In the Thick of It  →  Charisma ••• 3 XP 3 XP
 
Core Upgrades 3 XP
   Deduction  →  Quick Study •• 2 XP 5 XP
   Deduction  →  Quick Study •• 2 XP 7 XP
   Archaic Glyphs    Archaic Glyphs ••• 3 XP 10 XP
   Archaic Glyphs    Archaic Glyphs ••• 3 XP 13 XP
   Feed the Mind  →  Press Pass •• 2 XP 15 XP
   Analysis  →  Press Pass •• 2 XP 17 XP
    →  Relic Hunter ••• 3 XP 20 XP
 
Luxury Upgrades 20 XP
   Dr. Milan Christopher  →  Unearth the Ancients •• 2 XP 22 XP
   Whitton Greene  →  Unearth the Ancients •• 2 XP 24 XP
   Practice Makes Perfect  →  Jeremiah Kirby •• 2 XP 26 XP
    →  Charisma ••• 3 XP 29 XP
   Inquiring Mind  →  Winds of Power 1 XP 30 XP
   Inquiring Mind  →  Winds of Power 1 XP 31 XP
   Perception    Perception •• 2 XP 33 XP
   Perception    Perception •• 2 XP 35 XP
   Promise of Power  →  Deduction •• 2 XP 37 XP
   Promise of Power  →  Deduction •• 2 XP 39 XP
    →  ☑☑ Research Grant 2 XP 41 XP
    →  ☑☑ Peer Review 2 XP 43 XP

(View at arkham-starter.com)


Link to the full xp deck



To create your own guides, find the template I have created here

7 comments

Jan 20, 2023 Yenreb · 15

This is similar to a deck my friend played last campaign, although he used Arcane Enlightenment and Maleson for extra hands and mythos protection respectively, and Backpack for extra search. He never took Relic Hunter but he got to meme double Press Pass anyway in one scenario thanks to the Tarot deck offering an extra slot.

Jan 20, 2023 jaunt · 15

I also played a deck like this, and found the magnifying glasses felt like they belonged to a different deck; they compete for hand slots and don't help with research notes or feed the mind. The deck is so intensely asset dependent I found better luck optimizing for card draw and econ. Once you have 2x press pass, 2x research notes, you're a steamroller of clues. Unearth the Ancients was also super clutch. I noticed the difference when I started with it in my hand and not.

As for the necronomicon, I played Arcane Enlightenments and let it stay in play. My actions are the main means by which we move the game forward, I don't have time to spend reading a scary book, and I draw too hard to feel confident in not just instantly redrawing it.

Jan 21, 2023 david6680 · 43

I feel like I would have taken Knowledge is Power to use on the Research Notes. It would get a lot of clues without spending your evidence. (Unless it doesn't work the way I think it does).

Jan 22, 2023 Swebbers · 1

Probably should add a caveat with a retooling for when research notes inevitably gets taboo'd

Jan 22, 2023 HarrisonF · 144

@david6680 Knowledge is Power has been ruled to not spend evidence off of Research Notes, but that is kinda silly in an already kinda silly archetype. A fast action event to get 6 clues without spending evidence is not really intended imo.

Jan 22, 2023 mugu · 35

I wonder how you do get enough ressources to play all those assets (besides a bob who fuels you with infinite actions and catalogues alongside a guardian double stand together 3 you)

Jan 22, 2023 Valentin1331 · 24712

Thanks for the many comments! Let me try to get back to you all :)

@Yenreb Happy that I'm not the only that thought about this! I also considered both of these cards, but they didn't make the cut. Here's what I thought when taking these decisions:

  • I ruled out Dr. William T. Maleson because of the many allies that bring the crucial boost, and the fact that Quick Study x2 is already enough to be immune to the encounter deck, as long as your teammate.s can deal with the evaded enemies. And the allies also bring many benefits: Whitton Greene tutors your key cards, Dr. Milan Christopher fixes the issue that @mugu is pointing out and later Jeremiah Kirby comes with nice 19/30 even cards for the draw.

  • Arcane Enlightenment is less interesting in Daisy Walker because of her Tote Bag which already takes care of the hand slot issues. On the other hand, Feed the Mind is helping with the heavy set-up, and it's a card that I never used before, so it had a little binder-fodder benefit in my eyes.

  • Backpack (2) is an interesting addition that I didn't consider because of the low xp threshold that I wanted to keep. Also, I wonder what to replace it.

  • Now we're here, I think I can also speak about Ancestral Knowledge, which is the last card I cut in this deck to bring the XP down to a 19xp threshold rather than 29xp. I really liked the fact that it opens a bit more deck space.

How did it go for your friend, though? Was it as strong as I say it is?

@jaunt Thanks for the detailed review!

  • You're right; the Magnifying Glass also has been a doubting point. Other options like Hawk-Eye Folding Camera that give a static were in my drafts. The hand slots are less of an issue thanks to the Daisy's Tote Bag, but you're right; the fact that it doesn't work for Research Notes was a big con. Yet I decided to use the good ol' Magnifying Glass mainly because it is cheap (still the problem that @mugu points out) and fast in a very asset-heavy deck. Finally, during my testing, I almost never felt like was an issue during my Research Notes tests, when the Archaic Glyphs do need a lot of support...
  • For the The Necronomicon, I used your technique at first, and here I'm being completely subjective: it felt frustrating to autofail on the . On the other hand, because of the high number of actions, it felt less impactful to use one action each turn to get rid of the book during the first cycle. I would then leave it if it came a second time.

@david6680, it is a good call, but I am aligned with @HarrisonF. I wanted this deck to be long-lasting, as some other famous decks use some interactions that have been ruled out after their publications. I suspect that Knowledge is Power's situation will be fixed soon, especially as the ruling used in this case was made before Research Notes was released. On the other hand, as also pointed out by @HarrisonF, the deck doesn't need this to be already pushing the limits of clueing.

@mugu, you're right; resource generation can be a bit swingy, at least until you purchase Unearth the Ancients (2), which is really strong as @jaunt said.