|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
|Good Stuff Joe 7 xp||0||0||0||1.0|
|Reluctant Mentor Joe||0||0||0||1.0|
duke_loves_biscuits · 556
"Maybe the neckbeard was right, maybe there really was more to this 'witch' stuff than a couple of frustrated fraternity kooks playin' dress-up. Heck, maybe this even tied to that damn unsolved case, though Joe figured he would go to his grave before he got to the bottom of that.
Joe reached across his desk for his rolodex, figuring he would call Jimmy at the precinct, but thinking again about the bodies, the locked doors and all the weird shit, changed his mind. Jimmy would want to knock on doors politely, get a warrant and other boy-scout stuff. Ain't got time for that.
'This isn't something the cops can deal-with', he muttered to himself. 'This calls for ol'Joe Diamond. This calls for the good stuff.'"
A standard Joe Diamond deck that focuses on investigation, efficiency and consistency.
I've written about the Hunch Deck in Joe Diamond reviews. We are picking cards that bring value and consistency. Here we are rocking, Delay the Inevitable, No Stone Unturned, Preposterous Sketches, Scene of the Crime and Working a Hunch. Logical Reasoning and Shortcut go in the main deck.
Your primary goal is to get clues, and you have a lot of tools here for both power and speed. For pure strength, Dr. Milan Christopher, Magnifying Glass and Perception help make up for his 4-intellect (no slouch, but no Daisy). For speed, you have the full suite of Deduction, Scene of the Crime, Working a Hunch, Fingerprint Kit that should almost equal Rex in terms of clue-gathering clues per action.
After clues, comes combat, but you are a pinch-hitter here, not a primary Guardian. That said, Machete, Vicious Blow, Overpower should be able to take out a lot of enemies before you need backup. And of course you have your trusty Detective's Colt 1911s. All these weapons and tools take up a lot of hand slots, so Joe packs a Bandolier, a card I think will be a staple in Joe decks.
You're only running 3 weapons, but your strong card draw with your free No Stone Unturned, Preposterous Sketches as well as cantrips and Prepared for the Worst should enable you to get at least one reliably, and will often get your preferred Colts. Even with all the discounts, Joe likes money, and Emergency Cache helps pay for all this good stuff. Sandbagging a Cache is a good way to prepare for Unsolved Case if you don't want to always save 2 resources.
Lastly we have defence. With 2-willpower and 2-agility, Joe isn't really a defence-kinda guy ("Maam, I have found that in times like these, I prefer to punch first and ask questions later"), but with only 6 sanity, you can't afford to just completely ignore defense. Delay the Inevitable and Logical Reasoning soak some damage, and Take the Initiative can help a little, but you should expect to take a bit of a beating from the Encounter deck before you find what you're looking for. It's the Joe Diamond way.