Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Finn Edwards -- El club de los martes -- La era olvidada | 0 | 0 | 0 | 1.0 |
Valentin1331 · 67336
Finn goes out of the Underworld with his Piano to solve issues, the Dirty Way
Credit: Henning Ludwigsen
While discussing with the community, @HatfulBob mentioned the .45 Thompson being one of the only non- card available to Finn. As it had never clicked in my head before, I researched and couldn't find anything using it. With the new Dirty Fighting and Underworld Market, it seemed like all the ingredients were here for a
After the 20k Series and its success, this 30k Series will focus on the investigators that are much harder to solve. Expect some jank, some outside-of-the-box thinking and hopefully some love for the underdogs of this game.
Click here to see all the previous decks. I will keep releasing a new standalone-ready deck concept every week on Friday, so stay tuned and keep pressing the ♥
button if you want to see more!
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Overview
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Main Strategy
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Get Ready in the Shadows
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Enough with Stealth, Time to Grab your Piano and Get the Work Done
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Leverage your Paycheck
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Other Cards
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Upgrade Path
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Make Your Own Deck!
Difficulty: | ★★★☆☆ |
Enemy Management: | ★★★★☆ |
Clue-getting: | ★★★☆☆ |
Encounter protection: | ★★☆☆☆ |
Survivability: | ★★★☆☆ |
Economy: | ★★★★★ |
Card Drawing: | ★★★★★ |
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Use your ability to evade and trigger Pickpocketing (2) x2, Lucky Cigarette Case x2, and Dirty Fighting to shoot with your .45 Thompson, resulting in 3 resources, 4 cards and 2 damages and 1 evade.
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Use this massive input of cash to pay for Swift Reload and maintain your .45 Thompson full or into Streetwise to collect clues.
Consulting the Underworld Market is a great way to get what you need.
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The Market is made of, in order of priority to take them out taking them out: 2 Pickpocketing (2) >> 1 Finn's Trusty .38 >> 1 Dirty Fighting >> 2 "I'll take that!" >> 2 .45 Thompson >> 1 Hidden Pocket >> 1 Smuggled Goods.
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Pickpocketing will turn enemies into resources and cards to start your engine.
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Finn's Trusty .38 is an excellent cheap early gun that is fast and will take you through the first enemies. Prefer the .45 Thompson only if you have Sleight of Hand in your hand.
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Dirty Fighting will make you land your first shots.
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"I'll take that!" can pay for the time you will actually play your Piano. If there are no Humanoid to evade, try your luck with some investigations on a low shroud location, hopefully committing Perception. The second copy can be kept to play the second Lucky Cigarette Case when the Hidden Pocket is down.
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Once you have the funds to play it, .45 Thompson can come in your hand and hit the table. From this moment, you will be unstoppable.
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Hidden Pocket is a later priority, sticks to your Track Shoes to host your 2nd Lucky Cigarette Case.
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Smuggled Goods is a bit useless in this deck, except early in the deck or to cover for some Crypt Chill.
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Once you are set up, enemies will be the fuel to your engine:
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Use your 4th action to evade with 6 , which will hopefully trigger Pickpocketing (2) for 2 resources and 2 cards.
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Dirty Fighting will trigger, giving you a fight action, with 7 .
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The bullet of the .45 Thompson is turned into resources.
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With your 2nd Lucky Cigarette Case in your Hidden Pocket, you hopefully collect 2 cards.
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In case the enemy is engaged with another investigator at your location, you can try Breaking and Entering, which is either paid back by Pickpocketing or gets you 2 cards (since you automatically evade, you cannot "Succeed by 2 or more".
- The rest of the sequence is the same.
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Since your evade action is additional, it is often worth it to evade, trigger Pickpocketing (2), Dirty Fighting and Lucky Cigarette Case, and if the enemy is not dead yet, investigate at the location, and evade again next turn to benefit from another Dirty Fighting attack, most likely finishing the enemy, in a much more time-efficient manner.
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Alternatively, it's always good to remind ourselves that not every enemy needs killing. Some can just be evaded and left behind.
You didn't come out of the shadows for nothing. Use your acquired Streetwise to search for clues.
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Streetwise is the clue enabler of the deck.
- With spending 2 resources, which will come easily with the amount of drip economy of the deck, you will investigate with 6 , using empty moments to move the game forward.
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If you are playing in 3 or 4 , you can add Pilfer and its upgrade Pilfer (3) to the deck to get clues more efficiently with the resources generated.
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Talisman of Protection is here for 2 reasons:
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Another resource for Cheat the System
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Compensate for Finn's notorious 1 . Together with Peter Sylvestre, he can absorb an on Rotting Remains at any point.
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Speaking of the devil, Peter Sylvestre is as relevant as ever. The static helps start the Evade waterfall effects, and the horror soak is more than appreciated.
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Track Shoes bring the 6th . Being slotless makes them fantastic, and they can occasionally increase the tempo when you need to cover greater distances.
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"You handle this one!" is another layer of protection for your 1 . Isn't there anything more than being rewarded for giving away your troubles to someone else?
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Breaking and Entering, though not benefiting from Finn's additional action, is still great action compression. It is 3 actions in one: Engage, Evade, and Investigate.
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Cheat the System is a fantastic mid to late scenario card that enables many clues with Streetwise.
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Faustian Bargain is, on the other hand, the tool you need early on when you want to empty your Underworld Market as fast as possible.
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While it is great to support, by doing the counter-intuitive action first to take Pickpocketing (2) out, you can take everything out of your Underworld Market without finding Faustian Bargain and without having to click for resources. It will just take a little bit longer to be able to pay for clues.
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In campaign mode, Faustian Bargain is replaced by Embezzled Treasure, which stores unused late-game resources for the next one. This saves the action to play Faustian Bargain, the , and the need to even find it in your deck.
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Kicking the Hornet's Nest is remarkable when you are running out of fuel to pay for Streetwise. Get an enemy to trigger your Evade loop, get resources to directly feed Streetwise, and a clue, all in one action! Because you rarely have these moments, one copy is more than enough.
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Sleight of Hand is excellent in early games to pull out the .45 Thompson when you can't afford it yet, and still get enemies down. The ammo used payback for the Sleight of Hand, and if you shoot multiple times, it can even become cash positive!
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Swift Reload is fast, so it can be played in the middle of a fight, and is cash positive in this deck: +2 resources (costs 3, gives 5 ammo which then turns into 5 resources).
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"Watch this!" is an easy way to generate more income when evading/fighting an easier target.
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Hatchet Man is your Vicious Blow, to deal with odd-health enemies.
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Manual Dexterity, Overpower and Perception are all cantrips that helps the deck do its job.
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Quick Thinking is the basic staple. Pro-move is to play it during another investigator's turn to use this action outside of your own turn.
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Take Heart is another way to leverage your 1 and take advantage of tests that you will inevitably fail.
Later additions:
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Lucky Cigarette Case (3), especially when there are 2 on the table, is an absolutely insane tutor.
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Getting Counterespionage is a perfect way to turn late-campaign treacheries and excess cash into an advantage.
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The permanent Streetwise (6) opens space in your deck, saves a play action, and boosts your stats more. What's not to like?
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Moxie (3) finally is an easy way to get more soak while also gaining the possibility to pay for tests and gain a 7th passive . Since you cycle your deck quickly, 2 copies should always be enough to have it up.
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To optimise Cheat the System, once we upgrade Take Heart out, we can purchase Shrewd Analysis for 1xp and get the last colour missing to the rainbow.
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Finally, don't forget to upgrade your Embezzled Treasure before your last scenario, as you won't need it anymore!
Disclaimer
: This decklist is published in the version that I tested. The upgrade path is just one possible way to upgrade while maintaining the best experience and value of the deck. As these decks are made to be universally good, feel free to adapt them to your campaign and change the upgrade order around based on your experience.
To create your own guides, find the template I have created here
15 comments |
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May 19, 2023 |
May 19, 2023
I also tried with Well Connected/Well Connected (3), but it took too much time after setup to have enough resources to use it properly, and Streetwise can cover multiple tests a turn at level 0. |
May 19, 2023I will definitely give this deck a try. Inhave played Finn onces with my girlfriend playing Ursula in the forgotten age but was not able to manage enough enemies so Zoe had to enter the party. But I was going through the card list and the upgrades and I think their is an error. You choose the talisman of prot as the 10th illicit item for underworld market and it is not illicit. Is their a misreading within my thoughts? Nevertheless thank you |
May 19, 2023Hey I will look into clarifying this, but the list of cards in the upgrade path are not all illicit, actually only a few are, it is because these only cover the 10 additional card space available when you purchase the Underworld Market. The cards going in the Market itself are detailed in the Get Ready in the Shadows section of the guide. |
May 20, 2023Hidden pocket can only hold an illicit asset - don't think you can run a second lucky cigarette case? Unless I am missing something? |
May 20, 2023Hey The whole Trick is to play the 2nd Lucky Cigarette Case with "I'll take that!" to give it the Illicit trait, and all of a sudden it can go in your shoes! :) |
May 20, 2023Cool deck. I'm worried about being the main enemy handler for a campaign for scenario one on harder difficulties because your total combat will be pretty low but I may try something like it someday. It seems really easy to fit in one more hidden pocket and lockpicks. For 1 XP you don't need to rely as much on streetwise. Your market will actually be over full which is usually hard to pull off but that seems better to me. Perhaps it's just hard for me to play Finn without lockpicks |
May 21, 2023
Lovely deck - |
May 21, 2023
Something to remember, though, is that first scenarios often have mild enemies which can be killed with 5 , and above all, not every enemy needs killing. You can use your evasion to "disable" enemies the time that you find Dirty Fighting for the mini-boss if there is one. Also, no matter what, even if you fail a lot of fight actions, the enemy is still evaded, so the risk is mitigated. In regards to Lockpicks instead of Streetwise, that is probably a bigger topic than you think, and that is a great opportunity to expand on the deck principle and compromise that had to be done. Let me explain:
I hope that this comment brought a bit more depth into the reasons behind my choices and most importantly, will help you decide what to do if you want to build your own deck, using this one as a starting point :) |
May 23, 2023I don't understand the xp costs in the Upgrade Path - Underworld market section. Can you clarify that? |
May 24, 2023
It's a bit weird the way it's displayed indeed but it checks out exp-wise, Underworld Market costs 4 exp, bringing the exp needed to 6 after buying it. |
May 26, 2023Thanks
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Jun 01, 2023The upgrade path suggests taking Talisman of Protection but this brings you over 6 survivor cards. |
Jun 12, 2023Hey Valentin, thank you so much for this sweety and all your writings so far, i read everything with the greatest pleasure! Would you give me startup help/your idea to modify the list if played in a 4 player and there is already a main damage dealer (zoey with hammer)? |
Jul 05, 2023Hi i dont have innsmouth cycle, anyone have any suggestion for replace 2 Breaking and Entering and 2 Faustian Bargain ? Im thinking about 3 Easy Mark and 1 blur. |
What are your thoughts on Stylish Coat as an enabler for Thompson and/or Pickpocketing?