Daisy Walker Research Notes Taboo | Deck Guide

Card draw simulator

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

Ramun · 281

Daisy Walker Research Notes Taboo | Deck Guide

aleksander-karcz-daisy-walker-aleksander-karcz.jpg

Credit: Aleksander Karcz


Introduction

I wanted to build around Research Notes and the clue dropping mecanics. Daisy seemed a good choice with her base 5 and free action on Tome abilities.

The taboo on Research Notes actually drove a lot of decisions in this build. With the "max 3 evidence spent per round" limit on a (0) test, Daisy can get the maximum effect (discover 3 clues) quite easily. In other words, there is no point in being able to oversucceed tests by large amounts. I decided I would extend the "no need to oversucceed" idea to the whole deck: I ignored cards that rely heavily on oversucceeding such as Archaic Glyphs (Guiding Stones) and I did not worry much about boosting my base statline with + assets.

Finally, it is worth mentionning that I am planning to play this deck in a 2 player game with a combat focused friend (possibly Nathaniel Cho).


Table of Contents:
  • Overview

  • Main Strategy

  • Economy & Card Drawing

  • Encounter and Enemy management

  • Other Cards

  • Upgrade Path


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

Main Strategy:

Economy & Card draw:
  • I chose Astounding Revelation myriad as a source of economy. I like its concept (bad if drawn, good if revealed during a search), and I was going to put search cards in this deck anyway as it is highly dependent on getting Research Notes in play. So here are the cards that work with Astounding Revelation:
  • Note: I ignored cards that make you draw "blind" (such as Preposterous Sketches) to avoid drawing Astounding Revelation by accident.
  • To complement the myriad I included a single copy of Crack the Case for additional economy.

Encounter and Enemy management:

At 0 Xp, there is not much we can do except:

  • Ward of Protection to cancel a treachery. This feels like an auto-include for any investigator with access to card pool and decent horror soak.
  • Mind over Matter can help for and tests.
  • Mr. "Rook" provides a decent 2/2 soak.
  • Bizarre Diagnosis is a very effective 3-damage heal (which can save us considering Daisy's low health) and supports the Research notes mecanic.

With some Xp it gets better:


Other Cards:

Upgrade Path:

Core upgrades

 Cost  Total
   Mind over Matter  →  Quick Study •• 2 XP 2 XP
   Mind over Matter  →  Quick Study •• 2 XP 4 XP
   Archaic Glyphs    Archaic Glyphs ••• 3 XP 7 XP
   Archaic Glyphs    Archaic Glyphs ••• 3 XP 10 XP
   Research Librarian  →  Press Pass •• 2 XP 12 XP
   Research Librarian  →  Press Pass •• 2 XP 14 XP
   The Raven Quill    ☑☑☑☑ Supernatural Record 4 XP 18 XP

Luxury upgrades

 Cost  Total
   Ward of Protection  →  Forewarned 1 XP 19 XP
   Ward of Protection  →  Forewarned 1 XP 20 XP
   Deduction    Deduction •• 2 XP 22 XP
   Deduction    Deduction •• 2 XP 24 XP
    →  Relic Hunter ••• 3 XP 27 XP

Use https://arkham-starter.com/tool/upgrade


This is the first deck guide I have ever published on ArkhamDB. Any feedback would be greatly appreciated :)


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

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