Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
JoeAver · 117
Bill goes hunting
This deck can clear enemies like nobody's business. Moreover, since it is going testless a lot of the time, it is going to be suitable for hard and expert level play.
There's long been a wicked interaction between Ancient Covenant and Favor of the Sun. Just trigger the Sun on any test, then activate the covenant. Instant, testless +2 success. It was always powerful, but Chapter 2 pushes it into overdrive.
The combo requires setting up three tokens. That was doable with Ancestral Token, but could be problematic to start up (takes 5 resources and a kill). It could easily hit speedbumps.
Enter the new combo of Hunter's Instinct and Keep Faith. You can start the bless/favor party before getting to an enemy, it's cheap, and engaging any enemy can toss the blesses right back in the bag.
- Engaging an enemy triggers Hunter's Instinct
- Pull a Keep Faith or Stock Ammo Reload from the discard
- Shoot Old Hunting Rifle
- Play Keep Faith if needed
- Trigger both Drawing Thins as needed for resources/cards
- Trigger Favor of the Sun instead of revealing tokens
- Trigger Ancestral Covenant so you win the test
- Presuming the enemy dies, pull a fresh Hunter's Instinct or new Favor of the Sun out of the discard via William's ability
It's going to be a long path to get everything we want out of our boy William, but worth it. Besides, a deck that keeps improving over a long campaign is more fun to run sometimes.
The first step has to be generating the tokens. Can't capture what isn't there after all. That means your first 8xp go to Hunter's Instinct and Keep Faith. While you can run Hunter's Instinct at level 0, I wouldn't suggest running Keep Faith that way. Too expensive entirely.
Your next move is getting the core together with 4xp for Ancient Covenant and Favor of the Sun. This is the part where it starts coming together.
Now, you'll be tempted to go ahead and get the guns out, but I'd advise to get your Drawing Thins first. These synergize beautifully with the deck. Most decks have to fail a test every time they want value out of these, but not Bullseye Bill. He has base 4 plus 3 from the gun and +2 from the forced bless we will often use. That's a testless 9. Even against a 5 enemy, we can activate both Drawing Thins on the shot and still hit. They eliminate a lot of need for card draw and resources. You can rely on the Baseball Bat for a little longer
The final big piece will be the Guns and Ammo, of course. After all that, we'll be at 28xp and pretty much cakewalking any enemies we come across. The remaining upgrades in the listing (and others like Guard Dog or Vicious Blow) will just pile on to your successes.
Alice could be a good option to assist with cluing. Peter makes for a good horror sponge. Ultimately, I thought Guard Dog the better option since A)he can buy time to get your gun out at the beginning and B)adding on damage can help when enemies take slightly more than one bullet.
| 8 comments |
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Sep 24, 2026 |
Sep 24, 2026Great note! Makes even more sense not to consider the Bulwark. I'll take that section out. |
Sep 28, 2026You've inspired me to build my on version of the deck: The core combo remains the same. The main addition is the inclusion of Custom Modifications with Quicksilver Bullets upgrade. Combined with Favor, this guarantees 4-damage attacks with the rifle. And if you don't use Favor, you may cancel one token. I also removed Drawing Thin to keep the total XP under 29XP, replacing it with Bounty and Glory which synergize with Yorick's ability. |
Sep 28, 2026I like the addition! In my 0xp starter for this deck, I have Baseball Bat, Glory, and Bounty, so I'd cosign adding them, though losing Drawing Thin is painful. In general though, glad you like the deck. I've found it to be almost TOO dominant and easy to run. |
Oct 03, 2026Hey so small thing. You can't actually replace Hunter's instinct (unless there's a new ruling that changes things I've missed). It's only 1 per investigator and doesn't discard itself when it's out of uses. You can't play another 1 limit card if ones already in play, and trying to play one doesn't discard the other (see rulings with the Hemlock Masks). And with bringing back favor you'll only be able to do that once the original is empty. Still it's a solid combo and being able to easily add 16 bless to the bag is nothing to scoff at! |
Oct 04, 2026Hey NaughtyZombie, this was an error on the Dev's part. The most recent Errata/Taboo has corrected the error so that both the base and upgraded Hunter's Instinct has 'If there are no supplies on Hunter's Instinct, discard it.'. |
Oct 04, 2026Oh! And of course you'll bring the Favor back after using the last charge, but since you'll generally be using to kill something on a guaranteed hit, it's super easy to time. |
Oct 04, 2026
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You cannot have 2 Favors in play as it is unique. Otherwise, cool deck ! I like the core combo Old Hunting Rifle + Favor of the Sun + Ancient Covenant + Keep Faith + Hunter's Instinct :)