Card draw simulator
|None. Self-made deck here.|
birdfriender · 211
I had this idea for a Diana Stanley deck after I realized how potent "Eat lead!" is with her ability.
The aim of the deck is to utilize some of the Firearm synergy cards such as "Eat lead!" and Marksmanship which also happen to feature that all important "ignore" phrasing. This deck was build as a 19xp standalone deck but is definitely suited to campaign play too.
.32 Colt while the lack of a boost on a 3 investigator hurts a lot, the high ammo count actually means this maths out really well with "Eat lead!", spending 3 or 4 ammo to fish for a 0, -1 or lets you hit most reasonable combat tests. For tougher enemies there are other options in the deck.
.45 Automatic this is the best card in the deck, the +2 is very important for letting us fight without other boosters, and then when we're down to our last shot we can try to shoot a retaliate enemy and tuck the gun away for a card and a resource.
"Eat lead!" this is the fulcrum of the deck and basically the reason its worth building. It costs 0 resources to play, basically guarantees us a fight action and then refunds us a card and a resource. Even better, once we find our special we can do it all over again.
Twilight Blade Diana's special is a big part of the reason this deck works so well with her rather than any other investigator. It can be fished out with Prepared for the Worst and it lets us re-use our Marksmanship, "Eat lead!" and even reset our .45 Automatic. It's also the reason we dont play Flashlight, you want to have a gun in one hand and a magic sword in the other, both of which you are trying to fish out ASAP, so there is no room to be playing other hand assets.
"Let me handle this!" this deck at its core is the ultimate guardian deck. If our teammate draws a treachery, we can take it an beat it, if they draw a monster we can take it and shoot it, if they draw anything else we cancel it. This helps give us options and save us actions doing all of that.
Testless clues we dont want to dedicate time actions and resources to getting clues mostly, because we are trying to deal with everything else. But sometimes we will have off actions or sometimes there'll be high shroud locations and these can let usefully engage with those. These aren't priorities and can probably be cut for other cards if you think your team will have clues down.
Warning Shot from Union and Disillusion seems like it could be good. It's a strong combo with Dynamite Blast to herd enemies into one location to really get em with the dynamite. I expect I will try to find room for those two cards somewhere in here when that's released.
If they release another gun that Diana can take then it's an instant include, the biggest weakness this deck has is struggling to find its guns in her massive deck.