Card draw simulator
|None. Self-made deck here.|
yohhighness · 29
This is my scenario ready parallel Skids deck. It is incredibly fun to play! Also it is very easy to build! Once the Dream Eaters releases under the new format, all you need to build this deck are it, the revised Core Set, and the Winifred Habbamock starter deck (and download the print n play cards).
One thing that makes me particularly excited is when I get to use unlikely cards to great advantage. The obvious example here is Surprising Find. It has been truly surprising how useful that card is in this deck. The only searches are Practice Makes Perfect and Lucky Cigarette Case. But with parallel Skids' thin deck, it’s really easy to stumble upon a copy. I will say, this deck could be compared to a fine-tuned precision engine. If something goes wrong, it can become hard to pilot. The weakness Through the Gates is particularly dangerous. When I took this deck to GenCon to fight the Blob, he devoured one of my Mausers, and it became really hard to “reload” the other one. It required playing both Lockpicks so the empty Mauser would discard and then cycling the deck.
Cycling the deck comes easier to this one than anything I’ve ever played. Three cycles is a low number in any given scenario. This means two things: you’ll get to play/commit the same awesome cards over and over and over again, and you’ll take a certain amount of horror… My first draft of this deck did not have the Liquid Courage, and I only survived the scenario because one of the other players had some heal. Liquid Courage plays well into this deck tho. On a lucky pull you get to draw another card, and we really like drawing cards. Also, it has pips, and so does the upgraded Cigarette Case, that means that Skids becomes really consistent in passing tests! My friend played a Silas deck in a scenario where we had to pass a certain number of tests, and despite our low stats, we did so with ease!
Otherwise, it’s quite straightforward. Leo De Luca gives you the extra action to have a leg up on the scenario, you kill things with Mausers and investigate with Lockpicks. Usually you succeed because you have a plethora of cards to commit, and succeeding leads to further draws, which leads to more cards to commit. If your Mauser runs out of bullets you play another one. And by the time that one runs out, the old one should be back in your thin deck, ready to be found on a Cigarette Case trigger. Ensure you get to search your whole deck by playing Daring Maneuver (or reuse the Mauser on the same turn if you got a rough token). And in a pinch, when you have few cards in your hand, use parallel Skids’s ability to get a skill test. It lets you commit Manual Dex for draw, or use Practice Makes Perfect to find Momentum, make your next test easier and trigger the Cigarette Case or a Surprising Find in your deck in the process. That should refresh your hand, and you still get to take your four actions that turn.
It’s min-max-y but very powerful! Let me know if you have any stories of using Surprising Find or any other underrated card to great success!
PS, if you want to play a Lv0 version of this deck, I suggest replacing Surprising Find with Fortuitous Discovery, Momentum with Nimble, and Liquid Courage with Lucky. Downgrade everything else and prioritize upgrading back to Momentum asap because it’s an important target for Practice Makes Perfect. (Mausers next, then Cig Cases and Surprising Finds. Save Daring Maneuver and Liquid Courage for last.)