Painting my way to Carcosa...solo

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mihnea13 · 1162

This is my solo build for Carcosa, but I think it would work well in Dunwich too (see the end of this description for a couple of notes about that).

Note: Sefina is far from the best investigator solo, but with some smart upgrades she can hold her own well enough. The 0-XP version is frankly underpowered and more inconsistent than I'd like (it's hard to cover all bases with Sefina). Hopefully the fact that you draw 13 cards should help with the lower consistency. But get 4-5 XP in there (Delve Too Deep will slowly pay dividends) and Sefina really starts to shine.

Some ideas:

Since you only have 2 fighting cards (Shrivelling) try saving The Painted World for copying Backstab (for Hunter enemies), Elusive and Think on Your Feet (for non-Hunter enemies).

This deck has a relatively high resource curve, but and Lone Wolf should make resource generation easy. You'll probably find you actually generate too many resources, but those will come in handy once you get Streetwise

Clue gathering is hard initially, but once you get past the first scenario I highly recommend investing 2XP for 2 copies of Lockpicks and it will get much easier. You can leave Rite of Seeking in for the rare cases where you don't draw into your Lockpicks or you're unlucky and they break, but both flashlights can safely go

St. Hubert's Key instead of Holy Rosary? I think it works better. The higher cost should be not a problem for a Rogue, Sefina doesn't need the horror soak and the added +1 to Lore is very welcome. It's also a good target for a badly-timed Corrosion, as it's the least essential of your assets and also has a high cost

Arcane Initiate and no Leo De Luca? It was a hard choice but I ultimately decided on running a single ally, to leave more space in the deck for events. Arcane Initiate works great because it allows you to draw into your spells (note that The Painted World is a Spell!). And Sefina will gladly take any damage soak she can get

Upgrades:

As mentioned, first priority should be exchanging your flashlights for Lockpicks

Adaptable is awesome, letting you add specific cards only when needed (like Fine Clothes for The Last King scenario) and slowly taking out sub-optimal cards (Uncage the Soul and become less important once you get a Hot Streak, Delve Too Deep is useless at the end of the campaign etc)

After that you want high impact events, preferably with a lower cost, that you can copy during the game. Hot Streak is a priority, although I find a second copy to be a bit overkill. Ace in the Hole, if you are lucky to draw it in your starting hand, can easily give you 2 or 3 extra turns. Cheat Death can save your life more than once per scenario

Once you get a resource engine going, Streetwise is a no-brainer

Suggestion will make evasion a piece of cake and provide a much needed way to cancel high-damage attacks. It also combos with Arcane Initiate and Uncage the Soul

Depending on your progress through the campain, you might need to give Sefina a Bulletproof Vest at some point...

About Dunwich: With Sefina you'll run dangerously close to emptying your deck even without the discard effects from Dunwich so Quantum Flux is a must. Dunwich also has more locations with 2+ clues per investigator, so a second Rite of Seeking is welcome. Maybe put it in place of Scrying, as they'll compete for the same slot. Other than that, I don't see any changes necessary.

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