Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Carolyn - Big Ma'am on Campus (Hard Mode) | 0 | 0 | 0 | 1.0 |
Carolyn - Big Ma'am on Campus (Hard Mode) | 2 | 2 | 0 | 1.0 |
Carolyn | 0 | 0 | 1 | 1.0 |
Carolyn - Big Ma'am on Campus (Hard Mode) | 0 | 0 | 0 | 1.0 |
Carolyn - Big Ma'am on Campus (Hard Mode) reset to beginning | 2 | 1 | 1 | 1.0 |
Carolyn Fern - 12xp - The shrink, the patient, the bodyguard | 2 | 1 | 0 | 1.0 |
KHPL The Dr. Carolyn Fern Show | 0 | 0 | 0 | 1.0 |
KHPL The Dr. Carolyn Fern Show | 1 | 1 | 0 | 2.0 |
StartWithTheName · 68403
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This is a carolyn deck i have been working on since the release of Solemn Vow. When ive played carolyn in the past, I found I didnt enjoy spending a lot of my actions healing. It felt a little too slow for my playstyle, and it lacked a little dynamism since I wasnt interacting with the act or agenda much. So here I have tried to speed her up as much as possible and move the healing to a passive continuous function letting me focus on playing the game more and providing carolyns other primary function as a cluer.
When I put one of these guides together I usually play the deck a few times (two handed solo) on table top sim to test them out. However, this deck really wants a 3p or 4p group which is fiddly and less fun to do solo, so it hasnt had the same rigor as usual. Nevertheless, versions of it have cleared standard mode runs of The Blob, both Egypts, and several runs of Murder at the Excelsior. It is also currently part way through an all guardian 4p "Broforce" run of TFA where we are attempting to simply shoot our way out of any problem we see with big guns, while carolyn and tommy take the pain away.
While most of these have been standard mode, the deck is calibrated to be investigating at hard mode level, and most other functions are automatic so I dont expect it to struggle on hard.
The deck is shown here with a little xp to show the long run direction of the deck. To reset to campaign start:
- Ancient Stone Fearless or Smoking Pipe
- Pathfinder & Ever Vigilant Logical Reasoning
- Death • XIII Fingerprint Kit.
- Drop: Charisma & Stick to the Plan
- Shrewd Analysis is optional it just saves you 3 early xp at the price of an out of faction slot (see upgrades section)
Finally at time of writing Mr. "Rook" is not on the taboo list, but I expect he will be soon. And without knowing what changes may be made, its hard to say if he`ll work the same later on. Also I am aware a lot of people dislike Rook due to him being a bit on the strong side. At very least here hes not being exploited heavily, and he will draw you Rational Thought very early which is a sizable tempo loss. So at least in this deck he doesn't feel like hes being abused. Hes basically there for a little draw. For the most part Tetsuo Mori can do a similar job, or tbh Preposterous Sketches or any other heavy duty draw card.
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PROFILING (TL:DR)
OVERVIEW:
- CLUEING: ....................... Good.
- ENEMY HANDLING: ...... Low, escape buttons mainly
- ENCOUNTER PROT: ...... Decent.
- DRAW CONSISTENCY: .. High, tutor driven
- CASH ENGINE: ............... Very High
- HEALING: ....................... Good
PLAYSTYLE:
- ROLE: ............................. Cluer and Passive Healer
- COMPLEXITY: ................ Moderate, rewards practice.
- JANK FACTOR: ............... Full Rudegoldberg.
- THEMATIC FEEL: ........... Strict, Neurotic, and Inquisitive...
SLOTS:
- Hand One ...... Healing tool: Stone, or Mag Glass early game (+)
- Hand Two ...... Clue tool: Mag Glass/Fingerprint Kit (+)
- Accessory ...... St. Hubert's Key (+ & +)
- Body ............... Unused
- Arcane Slots .. Unused, but options are available
- Tarot ............... Death • XIII (+)
- Allies ............... Rook early game, Peter Sylvestre mid game+ (+), or both with Charisma.
A multiplayer support/cluer Carolyn deck which aims to minimise time spent on heal actions to enable more aggressive cluing. Most carolyn decks rely on occasional abilities on assets, like Liquid Courage/First Aid which can be time consuming and expensive to put in play and use. This deck instead uses Solemn Vow to move horror to Peter Sylvestre or Carolyns generous 9 San on her ID, action free, to heal off passively over time like a giant team wide Big Man On Campus - all the while generating cash for yourself rather than your subjects like any self respecting psychologist should (If you really must give it to them, I once heard that Ancient Stones can be used on others, just know that I am judging you!).
Between the Ancient Stone ( on upkeep card), Hypnotic Therapy and Peter Sylvestre, upto 3 passive horror can be healed per turn. Painkillers (also ) allows some of this to be damage instead, though you also will use these for yourself too, and you can also put damage or horror onto Rook (Or Tetsuo if you took him instead) since they need defeating in due course anyway.
Day to day clueing is achieved by stacking high with St. Hubert's Key, Magnifying Glass and Death • XIII which can reasonably reach 6 early game (any 2) or upto 7 late game, going to the 3 or 4 above a shroud 3 desired for hard mode. Bonus clues can be paid for once your rich, as can other Big ticket events. A (minimally tested) addition of Versatile, may also add more bonus clue events.
The asset density isnt as bad as it looks. 5 assets are fast, Pathfinder immediately replaces the action spent playing it, and Ever Vigilant (On STTP) reduces the your play actions needed by 2. This all leaves just 4 to 6 actual sunk asset playing actions needed over a game, which is on par with a lot of other decks. With a lot of passive draw and steady bonus income, theres a lot of time left in the system to do this.
Finally note that this deck is a good cluer, not a heavy duty cluer. You wont be as effective as a dedicated seeker, but you can reliably get 2-4 a turn which is decent. It also open up more efficient wider team plays by mitigating risk like occasional AoOs to position well or risking attacks in the enemy phase. I once Dynamited 3 other players wrecking a glut of enemies... Then got paid for it! Who said healing is dull!
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PERSONAL GROWTH (Upgrades)
Ive not had many chances to try out any late campaign builds since it needs a big group, though it has done a few 29xp standalones, which ofc cant have the stones. So a fair bit of this is speculative after the first steps. Please take the "Options" stuff with a pinch of salt.
Priorities:
Slowly transition Fearless & Logical Reasoning to Healy Stones. I keep Logical Reasoning longest to clear Rational Thought quickly and get BMOC's back online asap), but once you have the stones, drop them too to free up slots for some juicy xp toys.
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Fearless/Logical Reasoning Ancient Stone Healy Stones
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If you took Rook rather than Tetsuo, you can get away with 1 copy of Basic Stones, then just tutoring it out. Remember when you come to upgrade to Healy Stones you can add one copy of the Basic Stones then immediately upgrade both copies at once.
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Dont worry about trying to break the natural cap on charges here. Just use it on a 4+ shroud location. Take the Initiative and or Deduction are handy for passing the test. But once you have them 7 or 8 charges will be enough for most scenarios especially with Hypnotic Therapy (see Healing section).
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Shrewd Analysis only targets "eligible options", since Carolyn Fern can only take Healy Stones, technically you get 2x Healy Stones by default. ie taking Shrewd Analysis saves you 3xp, but at the cost of one of your out of faction (OOF) slots. Importantly this gives you the stones one sc earlier, which can make a decent difference, though the OOF loss is a decent price to pay.
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You`ll only be able to get the basic stone after the first sc, so depending how much xp you have, top up with some of these while prioritising the stones.
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Fingerprint Kit Death • XIII - More passive +. You can bring the finger printer back later if you want with Versatile (see below)
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Fearless/Logical Reasoning 1x Pathfinder & 1x Ever Vigilant - Sure up that asset density issue.
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Stick to the Plan, ideally take Ever Vigilant first or at the same time so you have a 3rd tactic to use.
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Charisma - Not as essential as it looks, but nice to have early campaign to increase Ever Vigilant targets.
This should get you to the deck as listed.
Other Options
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Versatile - Once 4 cards have been taken out of the deck with Stick to the Plan, adding 5 back in isnt as bad as people worry about, especially with rook. The main reason you might add cards back in is that consistency isnt just about deck size, but also composition. You're trying to get a reasonable proportion of cards for a given function, and this doesnt always divide evenly by 30, especially if you are filling in functions around a complex rig. So topping up some functions depending what your team are low on can be a good choice, especially if you have good draw. Some options:
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Any faction Card:. Honestly, this is a game, pick what looks fun to use. Ive been using Winging It on STTP to burn all that spare cash for bonus clues. Other simple "good stuff" include: Leo De Luca, Double or Nothing (+3xp if taboo) and Lucky Cigarette Case, Drawing Thin (+3xp if taboo).
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Need More clues: Fingerprint Kit (add back while adding Emergency Cache (3) to Stick to the Plan to refill). Other options if you have OOF slots: Read the Signs, if not Scene of the Crime, though I am on the fence about this relative to Perception for the deck thinning.
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Need More attacks: Spectral Razor is very strong, but not in the base deck as it cant go on STTP. Other options: another "I've got a plan!" or Dynamite Blast.
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More Draw: I would generally bring 2 cantrips to compensate for the deck size: Eureka! if you have the OOF slot, or Perception. Just play these on sight to self-replace like you do Self-Sacrifice.
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Peter Sylvestre (2) - More will power and a little extra space for picking up horror is handy. With this and St. Hubert's Key you`ll be at 5, which is not impervious but its pretty good for encounter checks.
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Protective Incantation - Mid game on wards you will have the cash to fund it.
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"Fool me once..." - Team encounter protection, can go on STTP
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Stand Together - More draw, and more team support
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Safeguard - Similar to Pathfinder, but saves using the OOF slot.
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The Black Cat - Healy Stones can heal your allies, so you can keep blocking those tokens for a long time.
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Hemispheric Map - usually as good as St. Hubert's Key, but much cheaper and occasionally double the benefits. Occasionally blank too so be careful.
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Keen Eye - more ways to spend that cash.
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DECK SHRINKING (Early Game & Consistency)
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STICK TO THE PLAN TARGETS:
STTP effectively thins your deck by taking 4 cards (~12%) out of it before you even start since Astounding Revelation, which can be triggered when Stick to the Plans searches the deck. You then have options for the other 3:
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Essential: Ever Vigilant. Upto 2 actions banked and a 3 penny discount in the early game is just fantastic for tempo, not least since we will be starting with 7 resources instead of 5.
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Option Slot 1: best reserved for a damage event since having a panic button on tap is handy while waiting for any chaperone you have to tool up. "I've got a plan!" is generally preferable to Dynamite Blast as its cheaper and doesn't require an AoE, but either work.
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Option Slot 2: Flex slot - a few possibilities: 1) another damage event, 2) Winging It, if you took it with Versatile, 3) "Fool me once..." or First Watch if you took it.
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MULLIGAN - Keep any of these that you see:
- Mr. "Rook"
- any Self-Sacrifices.
- Hypnotic Therapy
- max 2x of Death, Hubert's, or Mag Glass
- Pathfinder
then Mulligan anything else in hope of finding the above. Rook and Self-Sacrifice effectively self replace. Hypnotic Therapy and Pathfinder are just phenomenal time savers, and the rest is trying to build up cluing potential.
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EARLY GAME
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Get Cluing, let horror build up - Prioritise stacking so you can clue. Youre healing tools will show up in due course, or you can tutor for them later if needed. For now focus tutoring on Magnifying Glass, Death • XIII and St. Hubert's Key. This is important as if you spend too much of your early cash on healing tools, before the horror is down, you may not be able to afford Mr. "Rook", St. Hubert's Key or Death • XIII.
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Play Solemn Vows as soon as you see them but dont muligan for them. Theres 3 copies in the deck you`ll see one early. Put the horror on Peter Sylvestre if you have him, or on your ID for now. You will use the Stones to heal it off in due course.
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Spam Draw cards hard. Self-Sacrifice can be used on any test another player is taking. Just use it on the first test that either has no on fail effect, or one that will deal you horror anyway. Dont hold it back. If you had a fast card that would draw you 2 cards, you`d play it on sight. Similarly if you took Perceptions or Eureka!s with Versatile just fire them off on any test you are confident you will pass.
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Use Hypno Therapy as a Draw Action If you have horror on you, then anytime you would chose to take a draw action, just use Hypnotic Therapy. You`ll get a card, a penny, and remove 1 horror from the team. You are an investigator at your location.
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HYPNOCRATIC OATH (Healing)
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Solemn Vow is your primary healing method. Use it to move horror from your comrades and their assets, to Peter Sylvestre (where his will clear it and pay you) or your ID where Your Stones or can deal with it later on. You have 9 Sanity and decent . Use it like a battery.
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Healing Stone triggers off your upkeep card. Ie you can heal 1 horror from your ID a turn without any special effort. With Hypnotic Therapy down, you can use this to trigger its getting you a second heal if needed (though you still only get 1 penny since Hypnotic Therapy increases the heal from the stone.
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With a full rig, thats 3 horror per turn total passively. 1 from Peter Sylvestre, 1 from Healing Stone, and 1 from Hypnotic Therapy's . Hopefully thats enough for your whole team.
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You can put damage and horror on Rook/Tetsuo too. They are both 2/2 soaks, and they are both cards you want to kill off, tetsuo for the effect, rook to make space for the other copy once hes empty.
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Painkillers let you heal Damage too. And since the horror you take isnt direct, it can also be put on allies like Mr. "Rook" or Peter Sylvestre. You should keep a few of these supplies for yourself however as Carolyn`s low makes her vulnerable to damage. But if times are good, heal peoples damage too.
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CASE NOTES (Clues)
Probably no surprises here
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You wont be a top end seeker. This build uses some deck space for the heal engine, so its not going to be multi cluing like a dedicated seeker might. You are a hybrid healer/cluer. Dont expect to completely carry the team on both fronts, but you will be pulling more than your share (not least since someone else is doing the enemy handling most likely)
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Aim to stack Early Game. This is covered above in the early game section. But aim for 6 or 7 asap. This puts you 3 or 4 above a 3 shroud location, which gives about 80% odds on hard. Then just get on with cluing and progressing the act. The healing tools will come in due course, and can be played later on. Healing stops you dying, cluing helps you win, and short of a lot of trauma, people arnt going to have a lot of horror early game.
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Bonus clues come with xp. Deduction and Working a Hunch are your only bonus clues. This is why I add Versatile. 2 or 3 more bonus clue events go a long way. I find Winging It great for this. It starts on Stick to the Plan. Then as soon as your cash engine is working, play it, then play it again. Mr. "Rook" can dig it out again once its shuffled back in. Repeat each turn and your now reliably hitting 3 or 4 clues a turn.
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CAROLYN BURN! (Enemy Handling)
you wont be much of a damage dealer, but you have options
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Use 1 of the STTP slots for an attack. I prefer "I've got a plan!" for this as its cheaper and if you need it early game, that 5 bucks is a big tempo loss on Dynamite Blast. Though later on when you have money Dynamite Blast is usually the superior card overall.
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Take the Initiative can be used to evade. so long as you take the first turn. With Peter Sylvestre down it can take you to 6 which is enough for most panic moments.
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If you want more damage, modify the list a bit. Guard Dogs work well. Horror from attacks of opportunity (AoO) can be turned into money, while damage can then be dealt back. Other good options include Alice Luxley over St. Hubert's Key (again take the AoO), Spectral Razor, or just another "I've got a plan!"/Dynamite Blast. Remember Versatile can let you bring these in later on if you realise youre a little short after a couple of scenarios (See upgrades).
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EXPOSURE THERAPY (Encounter Handling)
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Tank the horror perhaps a little obvious, but if an encounter card deals horror you probably dont need to throw pips at it. It actually plays into your game plan.
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Be wary of your damage You dont have a lot to spare. Soak what you can on allies, use Painkillers as needed, and keep Ward of Protection should be held back for brutal effects or crisis moments. Take the Initiative can also get you our of tests which usually occur on encounter cards with damage effects like Spoiler. This means you shouldnt be too generous Vowing damage from other players, even if you have Painkillers. Youre a psychologist not a doctor.
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Play Painkillers early if you expect asset hate. Better to lose them than something more important. And notice that they dont discard when empty anyway. Similarly an empty Stone wont self discard, so its a viable sacrifice if you are forced to discard an asset by an encounter card.
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24 comments |
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Mar 20, 2020 |
Mar 20, 2020Is shrewd analysis really a good idea? all the stones are good but you really want the healing stones. Is it worth the risk that you don't get them? |
Mar 20, 2020
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Mar 21, 2020Interesting deck, Doma! Carolyn is one of my favorite investigators, but I had experienced difficulty splitting my actions between clues and healing, which this list seems to deal with. Definitely worth a test! I also wanted to mention that Logical Reasoning doesn't clear Rational Thought because it doesn't have the terror trait, so I would consider that two extra OoF slots for extra clues/damage early on. Neat deck! |
Mar 21, 2020Totally not my deck, that's StartWithTheName, Just wanted the point out the way shrewed analysis works. |
Mar 21, 2020
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Mar 21, 2020Cheers for all the comments all. Sorry i may be a little slow to respond on here due to various community stuff for my local games group monopolising my pet project time somewhat atm.
Cheers Also I wasnt sure if you thought this from your comment, but in case it helps, neither Logical Reasoning or Fearless count towards your OOF slots since they heal horror. I forget the ruling but it works and its at least how adb is programmed to count them. Anyhow - Thanks all for reading. |
Mar 21, 2020Spoiler! |
Mar 29, 2020I really enjoyed your Diana deck - played it in 2p game. Looking for a 2p Carolyn deck but you mention this is best 3p/4p. Is that bc Carolyn doesn't do well 2p or bc this deck isn't set up for 2p? And if the latter, what changes would you make to allow 2p mode? -THANKS! |
Mar 31, 2020Hi A group healer who is essentially feeding off the horror generated by others will naturally lose some of their charm with 2p simply because there will be less horror streaming in. However you could just pair up with someone like Agnes who will be deliberately taking extra horror. Or maybe someone like Roland who is used to taking horror on soaks could free up a little more deck space and go full glass cannon. Alternatively, or indeed additionally (and this is all untested), re-jig the deck to bring a little more combat or Evade. You can at least free up 1 of the Solemn Vow spots (i realise you will have 1 spare in the deck but you want to see it early and its pipped so the spare can be chucked for an encounter check). for enemy handling options perhaps something less bursty, but longer term like Mists of R'lyeh or Shrivelling would be ok. Note that you will struggle to land these pre Peter Sylvestre (2) and getting St. Hubert's Key/Hemispheric Map down without throwing pips at the test, but there are a TON of will pips in there. Ofc this will make sc1 a bit rougher without Peter Sylvestre (2) like. |
Apr 13, 2020Hi, first of all, thanks for the deck and the write up, very complete. I've just played the deck at lvl 0 to start a campaing, on hard, and I see some problems, and most of them are stats related.
And that's all, once I get the stones in the deck I'm sure the experience will be much better with the deck, but the start can be way more rough than with other decks. |
Apr 13, 2020Thanks Yes indeed the first scenario blues are a little harsh in this deck. Im afraid to say the second sc will be similar while you solve the Stones, though you will at least have more available. To address your points:
Hope that helps. The good news is the hard bit is almost over for you! |
Sep 10, 2020I like the Stones/ STTP/ Versatile upgrade path. I am trying a slight variant of this deck using Backpack to Backpack2 instead of Mr.Rook with more 'items' (dropping SolemnV for HallowedM etc) to save Charisma upgrade cost. Backpack should work well with Ever Vigilant. Good write above, lots of helpful ideas, thank you. |
Sep 10, 2020Trying out this deck w/ Akachi in RtPtC, Doubt path (after failing miserably in the last scenario with Tommy and Mandy who were up to that point absolutely dominating every scenario I really wanted to try the team who can both mitigate the Horror and have Willpower to put a reign on Doubty Hastur). So far it's going great, I have managed to identify the stones and am slowly working towards STTP. |
Sep 13, 2020fantastic |
Sep 17, 2020So, as expected, Carolyn and Akachi were completely wrecking Return to Carcosa on standard. The first few scenarios are a slight struggle, but once Ancient Stone and Twila Katherine Price appear it all starts going really smoothly. After Stick to the Plan shows up and Akachi gets that Shrivelling the duo becomes a little bit OP. Return to Dim Carcosa is still insanely difficult though - I managed to win, but only barely and with more than a little luck. I think they really went a bit overboard with difficulty there, and I don't see myself repeating that scenario any time soon (if I revisit Carcosa, last scenario will probably be the vanilla variant, there's only so much punishment one can take). One flaw of this pairing is that it pretty much depends on how quickly Akachi gets that Shrivelling. I am considering bringing this duo to TCU (with resetted decks), and I think a bit more damage dealing options for both Carolyn and Akachi might be in order. I still don't have those new starter decks, but adding 2x Azure Flame in addition to Shrivelling might be a good idea to mitigate those awkward situations when both Shrivellings get buried on the bottom of the deck. Anyways, great decks, and possibly one of the best synergies in the game I've seen so far! |
Sep 19, 2020sounds great |
Oct 30, 2020Add Book of Psalms. So good at level 0. |
Nov 23, 2020Great deck, thanks! Is it possible to swap Peter Sylvestre out and still make the deck work? And if yes, what would you replace it with? |
Mar 20, 2021Just popped in to speculate: seems like Whitton Greene could fill the Rook/Tetsuo role. I might give that a try in this deck on my run through TCU with Joe and Yorick. |
Mar 28, 2021Hi I must have missed your comment last november |
Mar 29, 2021
I'm trying out Safeguard instead of Pathfinder. Your point about triggering Whitton reliably makes me more tempted to upgrade to Safeguard (2) since that would (I think) mean Carolyn could be considered to "reveal" the new location when she travels with a buddy. (?) But then that's a lot of cards to have to draw to guarantee "consistency" which kind of defeats the purpose of consistency. Obviously, non-taboo Rook is the best choice, but I'm trying to avoid him if possible. |
Oct 08, 2021Update: Playing this is two player with a mark Harrigan. It's aweomse, but here's a few points: -fearless probably isn't worth it, smoking pipe is nice early game healing for Rational Thought though -In The Thick Of It is huge! Starts you with 2 mental trauma (early game target for making money, yay), and 3 xp (start with ancient stone in sc1, double yay!). -I'm thinking she needs a spare hand slot for a tome, so I think arcane enlightenment if you can spare the slots. Then she can tome while running double mag, or even the fingerprint kit + mag. Arcane enlightenment essentially = +1 passive knowledge symbol once you start into them. -taboo hurts. A Mr rook would be nice, and a tesuo is pretty sad. It's probably better than any other ally though, for that slot. -I have no idea what permanent assets can dramatically speed up clueing, but I think this build would be perfect if it had a touch more clue potential in it. 2 player seems slow on the clues at times. |
Oct 09, 2021Hi Completely agree with all that. There has been a lot of really good carolyn tech that has come out since this deck was first published, and Fearless was always the loose link at lvl0. There just weren't many good low action options back then - hence it being first cut. In the Thick of It is ideal for her to break the need to open with some self harm and even skip some of these lvl0 blues! As for clues, this was always the compromise with this deck. It was never going to clue as well as a seeker AND provide the team healing. Its a cluer/support deck really. When ive taken this through campaigns, i usually spend my OOF slots on one shot bonus clue cards like Working a Hunch/Read the Signs/Deduction to bring in a bit more compression. She has the cash to just pay for these afterall. I also had an old build using Fingerprint Kit and Venturers, then killing off the Venturers with Solemn Vows etc. THough this was even more convoluted than the above setup, and actually still pretty slow. I like the Arcane Enlightenment angle with the release of Book of Psalms and Grimm's Fairy Taless. Especially when not going down the Shrivelling route. It might be one you use at the start of the campaign, then xp over later on once you have Ancient Stones. As for Mr. "Rook", Backpack(2)s are another option. Rook is the bacon of the arkham world. he makes every deck better, but its not necessarily healthy to be reliant on him. And you can pay the XP for him of you desperately want him in. He is a lvl0 card for deck building access purposes. |
Hey there!
What's your take on the Pendant of the Queen? Is it worth including in the base 30, or would it make a great use of Versatile, or is it not that great?