Daisy Walker Consistent Infinite ClueSweep&EncounterCounter

Card draw simulator

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

kl · 2

Overview

This is a try hard multiplayer Daisy Walker build that is able to achieve the following via infinite loop with 14 exp (typically after scenario 2) [1]*

  • Start the loop easily within 3-5 turns.
  • Discover all clues from all revealed locations in a single turn without any action spent and skill test.
  • Move the whole team anywhere connected without any action spent.
  • Counter 2 non-peril treachery draws every round (can additionally have 2 additional counters against any encounter draws if you'd like to).
  • Gain infinite resources and thus infinite , and .
  • Optionally fight enemies at +3 damage, but with action cost.
  • Withstand up to one weakness that goes into your every reshuffle but can be countered by Deny Existence e.g. Amnesia.

This deck is not able to

  • Truly gain infinite actions.
  • Gain infinite .
  • Withstand if there is any weakness that goes into your every reshuffle that cannot be countered by Deny Existence e.g. Through the Gates, or if there are more than one weakness that goes into your every reshuffle, e.g. you get Amnesia as basic weakness and later Lost Soul from campaign The Path to Carcosa.

Use at your own risk as this build may destroy your team's game experience and friendship :)

Strategy

High level speaking, you draw your entire deck ASAP and keep most of cards in hand with the help of Dream-Enhancing Serum and Laboratory Assistant.

You use

Mulligan

You aim to get only three types of cards

  1. Card draw like Deep Knowledge, Laboratory Assistant and Scroll of Prophecies.
  2. Resource gain, only Emergency Cache in this case.
  3. Utilities that grants to additional actions or card draws like Daisy's Tote Bag and Dream-Enhancing Serum.

Any other cards you need to use should be drawn later during game process as they will not help you start your infinite loop engine.

How to Start the Engine

Now this is some general rule of thumb strategy for Dream-Enhancing Serum decks. You should not do anything else in the first 3-5 turns other than drawing and playing critical assets. You will start providing enormous help to your team once you start your infinite loop, and doing other things during your engine start will delay that loop timing. I do not foresee anything you can possibly do can generate team value that outweighs the infinite loop.

Here is a priority of cards to play in your first draw through

  1. First copy of Dream-Enhancing Serum.
  2. Anything that draws 1+ cards unless your hand exceeds limit.
  3. Resource gains, as you typically are short of resources to play assets in first draw through. [2]*
  4. Second copy of Dream-Enhancing Serum. [3]*
  5. Other fast cards as you see appropriate, e.g. Ward of Protection to cancel treachery that makes you discard assets.

Notes

Note that you can play tomes actionless if you have your signature Daisy's Tote Bag ready.

Scroll of Prophecies is a high priority draw piece to help with engine start because you have an additional action every turn dedicated for activating it. When discarding cards, choose those that are not useful immediately e.g. Shortcut and you already have 2 copies in hand, because the 1 copy cards have a chance to trigger the additional draw effect of Dream-Enhancing Serum later.

Cards added to hand by Scroll of Secrets will not trigger the "if you draw" effects because "add to hand" is not treated as "draw".

Priority of Upgrades

  1. Inquiring Mind -> Scientific Theory.
  2. Establish Motive -> Cryptic Research.
  3. Upgrade Ward of Protection.
  4. Extensive Research -> Preposterous Sketches or Knowledge is Power.
  5. Crack the Case -> Eye of Ghatanothoa/Scroll of Secrets + Foresight or No Stone Unturned.
  6. Upgrade Cryptic Writings.
  7. Upgrade Emergency Cache.

DO NOT upgrade Shortcut as it's a recycled event and the upgrade removes it from your deck so that you cannot use it more than once per turn.

Discussions over Cards Adopted and not Adopted

  • Only 2 tomes Scroll of Secrets and Scroll of Prophecies used. Even though Daisy can take various other tomes, they do not provide much value this deck needs but misses. Even though this means you cannot use your additional action until you play Scroll of Prophecies, I figure it's better to keep your deck clean and slim with only the highest valued cards than stuffing it with things that you will not need while infinite loop and does not help you start the loop.
  • Versatile + Swift Reflexes. Already Tabooed to twice per round. Not worth 5 more cards just for 2 additional actions. It would be more efficient if you leave the action cost tasks to your teammates and help them with card draw and deck searches.
  • Practice Makes Perfect + Deduction + Perception, the typical investigating toolset. Not using this as we do not perform skill test or investigate to discover clues.

P.S.

[1]* If you want to be even faster, you can replace the starting Charisma with Scientific Theory, so that you only need 10 exp, which is achievable after scenario 1. You have The Great Work and team normally provides 2 copies of Delve Too Deep, so as long as you get 8 exp from scenario you are good.

[2]* You need to play 2 copies of Dream-Enhancing Serum, 2 copies of Laboratory Assistant, 1 copy of Daisy's Tote Bag, 2-4 drawing tomes, which add up to 2x3 + 2x2 + 1x2 + 4~8 = 16~20 resources. You start with 5, and gain 10 from 2 copies of Emergency Cache and 2 copies of Cryptic Writings. You will also gain 3-5 resources from upkeep, so you are definitely on a very tight resource usage.

[3]* The first copy of Dream-Enhancing Serum gives you the most critical effect of holding more cards in hand. The card drawing effect is a good to have bonus but not super critical, so the second copy has a much lower priority.

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