Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
yachtcar · 1
it uses Taboo 10, and up to new core. so if you came of future, there's some more good decks.
English is not my first language, so I'm using a translator. Hope it’s clear!
[Deck Overview]
This deck utilizes Field Agents and Ancient Stones to automatically discover clues and cycle through the deck quickly while healing horror. Since healing horror generates resources for Carolyn, your economy will skyrocket once the engine is fully set up.
[Role in a 4-Player Campaign ]
This deck is optimized for a 4-player group. It’s not designed to be the "main" clue-getter. Instead, it functions as a Support+Horror Heal+sub clue role. Your goal is to clean up those lingering clues (1 or 2 left on a location) so the primary investigator (using Divination or Deduction) doesn't have to waste their actions.
Key Card Choices & Support Role
This deck takes on a Support/Utility role to help the team through the early game. Cards like Sharp Vision assist with setup, while Fool Me Once (1) and Restrained are included to neutralize crippling weaknesses. Since Carolyn cannot take Deny Existence (5), I’ve included First Watch to intercept encounter cards like Ancient Evils for the team. (I ended up cutting it in the final version, but I highly recommend keeping it if your group lacks a Mystic.)
In the 0xp version, Ready for Anything can provide a 0-cost, 2-card draw, though its timing can be tricky. Feel free to swap it for other horror-healing cards if it feels too clunky.
The Draw Engine: How to Cycle Every Turn
While other builds use The Star • XVII to boost Field Agent's health, this deck doesn't need it. Once the setup is complete, you'll be healing horror from Field Agents and allies every single turn, often having actions to spare.
The Loop: Requirements: 2x Field Agent, 2x Ancient Stone (4) + Well-Maintained, Empirical Hypothesis, and Fine Tuning.
The Cycle:
- Use 2 Field Agent to discover clues (taking horror).
- This triggers Empirical Hypothesis (+ Fine Tuning) to stack 2 draws.
- As you draw via Hypothesis, use Ancient Stone charges to heal your Field Agents. Healing horror triggers Carolyn’s ability to generate resources.
- When Ancient Stone hits 0 charges, play/commit Magnifying Glass to return the Stone to your hand via Well-Maintained.
- Re-play Ancient Stone on your turn to reset the engine. If the deck cycles fast enough, you can even discard and redraw the pieces.
Advanced Options (Bless/Curse & Tech)
For those interested in the Bless/Curse mechanic, I've included Key of Solomon (4), Mystic Research (3), and Humanity's Spirit (2). These are purely optional based on your taste and XP. Humanity's Spirit can intentionally damage you to create healing opportunities or add Curses to bail the team out of emergencies. Plus, Blessings provide horror soak while Curses fuel your economy.
Hidden Shelter is an underrated gem. Unless you draw an enemy weakness, it provides 4 horror healing and 4 resources across the board. I’ve included one copy, but feel free to run two if your campaign requires the investigators to stick together frequently.
The 0xp Strategy
0xp link: https://arkhamdb.com/deck/view/5981044 The biggest challenge for a Carolyn "Stone" deck is the first scenario before you can research the stones. To compensate, I’ve focused on a heavy support build using Hymnal for consistent healing/resources and First Watch for encounter management. Your priority is to accelerate your teammates' setups since you won't be the primary clue-getter yet.
Use high-wild-icon cards like Soul Sanctification and Preemptive Strike to help pass crucial tests, especially at locations with Shroud 4 or higher.
Upgrade Path
Priority 1 (Core Engine - 5 XP):
- Ancient Stone (4) ×2 (via Research) = 3 XP
- Field Agent (2) ×1 = 2 XP
Priority 2 (Consistency - 9 XP):
- Magnifying Glass (1) ×1
- Well-Maintained (1) ×2 + Fine Tuning (1) ×1
- Charisma (3) + Field Agent (2) (To have two agents out simultaneously)
Luxury/Late Game:
- Stick to the Plan, Ever Vigilant (1), and Fool Me Once (1) for deck thinning and consistency.
- Stand Together (3) to boost the team's draw power and speed up the final setup.