Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
SGPrometheus · 803
If action compression (doing two or more things with a single action) is arguably the most powerful thing in the game, shouldn't a character with one more action than anyone else be extremely strong? That got me thinking about Skids, and his ability to take 3 (standard set) +1 (ability) +1 (Leo) +3 (Ace in the Hole) +2 (Police Badge) +1 (Derringer) +1 (Quick Thinking) actions in a single turn, for a total of 12 actions. That's equivalent to 4 of another investigator's turns, and it's not counting a second copy of Quick Thinking (+1) or Police Badge (net +1 after playing it), which give us 14 total. While this is a crazy dream-turn, it's far more likely to simply take 4 more turns than anyone else over the course of a full game, rather than all in one turn. And furthermore, you need to survive a few scenarios to gain the xp required for the full combo.
The deck has significant combat and evasion ability, but middling investigation power and limited defense against the Mythos deck. The .41 Derringer is great for higher-fight enemies and should be upgraded ASAP, and the .45 Automatic can be exchanged for Lupara or the Typewriter, or one of each. Flashlights will be instantly switched up for Lockpicks, which will greatly improve the deck's ability to investigate, assuming you can find them (on a side note, there's very little fetch/draw in the deck, so either mulligan aggressively or add in Pickpocketing or similar).
Between Joey, Leo, your ability, and all your other expensive assets, the deck may struggle with resource generation, but should recover after you pick up a Hot Streak or two. At level 0, Lone Wolf and showing off are the only economy cards included, but they're highly subjective themselves and can be replaced with Emergency Cache depending on solo/multiplayer/playstyle. Alternately, you could include Burglary if you think you can investigate reliably.
Sleight of hand combos well with Flashlight, .41 Derringer, .45 Automatic, as it allows you to expend their charges with your extra actions, then play them with full charges later.
Think on Your Feet, Elusive, and Dynamite Blast are all in there to further compress actions, allowing you to evade+move or do 3 damage with a single action. Even while enemies are engaged with you, you can always play Skids' On the Lam to simply ignore them and take your game-winning turn unhindered.
Upgrade path: Hot Streak, Ace in the Hole, Lockpicks, Lupara, Chicago Typewriter, Police Badge.
6 comments |
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Mar 27, 2018 |
Mar 27, 2018
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Mar 28, 2018I dont think Lockpicks combos with Burglary, because unlike Scavenging, Burglary requires an action. Using Lockpicks and using Burglary are 2 different actions. |
Mar 28, 2018I had a good game with this deck last night. I made a few changes.. Swapped think on your feet for Narrow escape and opportunist with overpower. Yeah, worked pretty well during curtain call. Maybe a bit slow to start with but pulled its weight when helping the other investigators.. Earned 5 xp.. Nice deck.. |
Mar 28, 2018 |
Jun 03, 2018
Thanks for the comments, everyone; I think I'm going to edit this soon and publish a new version with better combat chops. |
I like the look of this deck and think I am going to give a try, teaming up with my Norman Withers deck that concentrates on clue gathering and encounter deck manipulation..