|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
accidentallysam · 329
For me, building for true solo play is about maximizing the generality of your deck and minimizing its draw uncertainty. I designed this deck to ensure you will have cards in your hand that will help you reliably respond to the largest possible set of game states and tests, with the exception of agility tests. Expect to fail the latter.
This simple deck does not do everything, and it does rely on combat to advance the game state. It also does not feature any flashy combos. It will rarely leave you without any options, though. Do not be reluctant to commit duplicate asset cards to skill tests, and use allies to soak damage and horror early and often.
Mulligan to get at least one weapon and one ally in your starting hand. If you do not have a weapon in your starting hand, use Prepared for the Worst to get a weapon into play as soon as possible. From then on, the cards in your hand should serve as a guide to action.
Note that if you use Leo's special ability to play Venturer, the latter gets you 3 additional ammo on any Firearm for 3 resources and zero actions. If you plan ahead, this can be very powerful, especially once you have the M1918 BAR in your deck.
Elusive is essential for navigating scenarios with a large number of locations. Remember that you can play it even if you are not engaged with any enemies!