Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
JoeAver · 19
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 a token
- 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 of these and get full value every turn. They eliminate a lot of need for card draw and resources.
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.
Bulwark is a very interesting option. We would have to seal a valuable token, but in exchange we could ready our Ancient Covenant and potential use two Favors for two insta-successes a turn. This synergizes well with Guard Dog's ability. In practice though, I found that if I had two fed Favors in play, along with a guard dog, a gun, and bullets...I was already winning so hard I didn't need the help.
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 starting out and B)adding on damage can help when enemies take slightly more than one bullet.
