this is every daisy deck i play tbh

Card draw simulator

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Derived from
None. Self-made deck here.
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amber autumn · 83

this is designed to be played on hard with at least one other investigator to handle your enemies for you, but obviously it crushes on standard as well if you prefer.

this is a hand size deck - your goal is to have your entire deck in your hand by the end of the scenario and use that to play a million fast cards and commit a million skills to every test. scenario 1 your main tool for maintaining hand size is dream enhancing serums, and lab assistants can help you get there before you find dr. christopher, who is going to be your main ally, and as soon as you find him you can start ignoring or committing the lab assistants. your key cards for drawing in the first place are obviously your books, your lab assistants, your empirical hypothesis (you'll probably never upgrade it, it just says you draw a card if you succeed by 3 or more) and your practice-makes-perfects into perceptions.

you start by hard mulliganing for your assets, holding maybe a eureka in opening hand which is basically just filtered draw anyway. if you start with a book in hand, great. if not, use your lab assistants/perceptions/empirical hypothesis and find one as quickly as possible, slam it down, and start taking 4 action turns. practice-makes-perfect is targeting perceptions until you get your books, and then you can freely start using it on deductions and enraptureds, which you'll be using to recharge your grim memoir and scroll of prophecies, and eventually your upgraded old book of lore.

daisy's printed 5 in intellect plus flat boosts you'll build up from dr. christopher and st. hubert's key mean you will be testing investigations at a pretty high base value, plus the ability to throw a million skill cards and so on on the really high value locations. you probably want to be investigating like 2-4 times per turn depending on what the moment demands out of you and you want to use a pmp basically every time you can. it has six valid targets so rarely should it miss.

economically our engine is a combination of dr. christopher giving us an extra dollar every turn starting from when he's first played, and cryptic writings, which should end up giving you more resources than a rogue by the end of a game, but obviously upfront money is a challenge. if you find you're doing a lot more searching than drawing you can sub the writings out for burning the midnight oil, or for astounding revelations and take out an enraptured, but i think this version works pretty well. you can also swap st. hubert's key for chemistry set if that sparks joy, either work pretty well, especially on standard.

it's a pretty late scenario deck, a lot of the first chunk of the scenario you want to be playing your assets as you find them. you'll probably still be investigating a couple times per turn in this early stage though, it's a really powerful deck. your main mobility solution is your shortcuts, which you're never going to upgrade because honestly you will get more uses out of them as they are.

upgrades! i've put basically every upgrade she could ever want in the side deck, so to specify the important ones: your very first upgrade is miskatonic archaeology funding so you can have your lab assistants out instead of them being dead weight for most of the scenario. your other top priority upgrades include:

  • charisma + abigail foreman: an extra book action every round is huge for your tempo, seriously.
  • 2 knowledge is powers: fast cards are very powerful in a deck that draws itself rapidly, so the more card draw you get the more powerful these become. even at 2 xp they are a steal, they're SO powerful in this deck. eventually you'll be looping these and using them on your grim memoir, which at a certain point doesn't even warrant putting out on the field because you're just proccing it with these things.
  • upgrading one of your old books of lore. it's a really powerful upgrade, especially if you're doing a lot of enraptured to keep it charged up.
  • card draw stuff! your absolute best value for this is cryptic research, you want two of them as soon as you can. after this the next best card draw increase is your perceptions, which can get played twice per deck cycle with pmp. from there you can start doing like, grisly totems and the world and so forth, but those are luxury upgrades after you've got the rest of stuff on this list done.
  • defensive upgrades. once you have enough card draw, you're going to start to get worried about the horror you take cycling your deck so much. you have a few options! if you take two scientific theories and two cryptic researches you can actually go infinite with this, but if you're just looking for very powerful instead then upgrading your logical reasoning goes a long way (this would be your target if you take farsight) and so does having just one scientific theory.
  • from there you can start taking other stuff; upgraded deductions, observed, genĂ©, there are plenty of cards which are good as luxury upgrades once you have all that other stuff.

deciding what to remove is a challenge. at some point you'll be able to bail on scroll of prophecies and one of your old books of lore, maybe the eurekas, the deny existencedeny existence if it isn't doing anything. whatever you find isn't helping you. i would caution against removing the second shortcut - the late-campaign endgame of this deck is to be cycling your deck several times per turn and thus this will save you an astonishing number of actions.

a word on weaknesses! once you draw the necronomicon, don't even worry about it, it's there for the rest of the game. if you got rid of it you'd just draw into it again right away, you just have an extra autofail. for that reason i don't recommend getting the advanced version of the tote bag/necronomicon, it's not worth it. there are also some basic weaknesses that will totally wreck your game plan and require you to build into a totally different direction, and i don't have as much guidance for that because it hasn't actually happened to me.

basic weaknesses which, if drawn, completely ruin this deck in all cases: amnesia, doomed, narcolepsy, offer you cannot refuse, overzealous, psychosis, through the gates. it looks like a lot but it's only about 14% of the weakness pool, so you're most likely okay? paranoia is pretty nastly as well but really just means you give up on the working a hunch dream and use the knowledge is powers instead, and if you get dread curse you just let all your teammates know at the top that the bag will always always have ten curses in it.

and that's daisy, according to me, a spooky librarian in training. enjoy!

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