Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
Valentin1331 · 65251
Wini is a Vamp who Pickpockets you first and then Snitches to a Muckraker.
As always, please don't forget to press the ♥ if you like the Deck and the work that has been put into making it :)
Credit: Christine Mitzuk and Aleksander Karcz
As I participated in Shadows over Scotland, I put together some decks to explore a few concepts I had in my backlog, and this one blew my mind. So, I thought I'd make a short guide to share the build with everyone.
Disclaimer:
This deck can quickly start to take up a lot of space at the table as you resolve 4 tests in one action. And it can become far worse when you start adding Double, Double and Ace in the Hole in the equation. While being on the very strong side of the spectrum, I wouldn't consider this deck to be pushing too far on what is acceptable at a playing table, but make sure the people you play with are on board with this type of playstyle.
-
Overview
-
Main Strategy
-
Vamp, Snitch
-
Other Cards
-
Upgrade Path
-
Make Your Own Deck!
Difficulty: | ★★★☆☆ |
Enemy Management: | ★★★☆☆ |
Clue-getting: | ★★★★★ |
Encounter protection: | ★★★★☆ |
Survivability: | ★★☆☆☆ |
Economy: | ★★★★★ |
Card Drawing: | ★★★★★ |
-
Cycle your deck quickly to have Vamp (3) and Snitch available almost every turn.
-
The skill cards, the commits from the Crystallizer of Dreams and Pickpocketing will turn each Vamp (3) into a "draw half of your deck" kind of situation.
-
I publish the deck at 12xp, because many Random Basic Weaknesses can hinder fast cycling decks, and so the fewer, the better. Plus, the more I play, the more I appreciate a lean, low-requirement concept.
-
Each time you play Vamp (3), you will have the opportunity to test 4 skills:
-
: the least important test, but it can be nice when you have Counterespionage placed under the Crystallizer of Dreams and can be useful if you have a doom on the enemy.
-
: a difficulty 0 clue is always appreciated. Based on whether you chose to perform this test before or after the test, you can discover the clue at your location or any connecting location where you chose to move the enemy.
-
: the most important test, since it triggers both Pickpocketing (though when you upgrade it, you can't have both the draw and the resource since it's a Parley action).
-
Being forced to move the enemy if it is non-elite is actually a bit annoying and prevents us from doing Dirty Fighting or .25 Automatic (2) shenanigans, but hey, we can't have it all...
-
: 2 Damage is surprisingly useful to chip some health off enemies. You are mainly a cluever, but this will come in handy more than it seems.
-
Don't do this one first if it would kill the enemy.
-
-
As you succeed in a Parley skill test, you can trigger Snitch, which adds 2 clues to the result of your action.
-
Outcome of 1 action: 3 clues, potentially 6 cards plus any draw from the cantrips, up to 13 resources from "Watch this!" and Gregory Gry (15 minus 2 resources to pay for the events).
-
Don't forget that all this is at difficulty 0 thanks to Fine Clothes, and therefore is basically all or pass.
-
To increase the chances of having an enemy on the board and be able to use Vamp (3), we chose the Crystallizer of Dreams instead of Lucky Cigarette Case, so we have the Guardian of the Crystallizer to parley. And since it arrives in play exhausted, the danger is rather limited in a high-draw deck.
-
Lockpicks are great for getting clues during turns when there are no enemies on the board.
- The oversucceed is useful to use Opportunist reliably and trigger Wini's ability.
-
Crystallizer of Dreams is amazing in this deck to provide an enemy and store events for more regular use of Winifred Habbamock's ability.
-
It offers another less obvious advantage: when pulling an while committing your events from the Crystallizer of Dreams, you will draw them immediately!
-
On the other hand, make sure that you don't keep your events under the Crystallizer of Dreams when you re-shuffle your deck, especially Vamp (3), but with its 2 icons, that shouldn't be an issue.
-
-
Gregory Gry and Hit and Run are here for 2 reasons:
-
Paying for Counterespionage.
-
Soaking the Horror every time you re-shuffle your deck.
-
-
"I'll take that!" is amazing in this deck:
-
It speeds up your setup.
-
It stays in play, and therefore, it doesn't become a dead draw later in the scenario, thinning your deck.
-
-
Small Favor is here to use some of that leftover cash to snipe enemies.
- With 6 resources, you can deal 2 damage to an enemy that was moved by Vamp (3). 4 total damage is not perfect, but since the enemy is moved and evaded, I think it's decent enough to cover the majority of situations when you would need it.
-
"Watch this!" is obvious in Wini and in this deck: you'll overcommit regularly, and the income will help pay for events.
-
Manual Dexterity, Overpower and Perception are fantastic since committing them, and another skill gets you to draw 2 cards if you succeed.
-
Perception can be committed to Lockpicks tests even when you can't Vamp (3).
-
Nimble is a free move when you need to, either on a basic evade or during the test of Vamp (3) to follow the enemy and save 2 resources on Small Favor.
-
Opportunist is a staple in Wini since it will very often come back to your hand to be committed to many tests, significantly increasing the chances of triggering her ability.
- Careful that Winifred's ability says 2 different non-weakness cards. This means the second copy of Opportunist, as well as Arrogance, don't count for the 2 commits.
-
Quick Thinking is also great for getting a little bit more juice out of each turn. Even if the deck doesn't really need many more actions, it always finds a way to be helpful.
-
Counterespionage to replace "You handle this one!", as an answer to your 1 , or literally any treachery that would impact your tempo negatively. The opportunity cost of playing it is almost non-existent since you'll be swimming in cash.
-
Opportunist (2) is a great way to keep them in hand longer, increasing the number of times you can trigger Wini's ability.
-
Manual Dexterity (2) for more draw each cycle.
-
Pickpocketing (2) mostly because it is Fast, and we have no time to lose.
-
Ace in the Hole instead of 1 Quick Thinking, because 3>1.
-
Double, Double because it's stonks. It is better used on Snitch or on Vamp (3).
- Importantly, if you want to Double, Double Vamp (3) on a non-elite enemy, you will need to skip the test on the first instance of the Event, since the move is forced, and this would prevent you from playing Vamp (3) on the same enemy.
-
Streetwise is a bit useless, but since you have more resources than you'll ever need, so why not pump your skills high enough that you don't ever risk losing your Opportunist.
-
Observed and Another Day, Another Dollar are just here in case you have that much experience and nothing else to get.
Cost | Total | ||||
---|---|---|---|---|---|
In the Thick of It | → | Lockpicks • | 1 XP | 1 XP | |
In the Thick of It | → | Lockpicks • | 1 XP | 2 XP | |
"You handle this one!" | → | Vamp ••• | 3 XP | 5 XP | |
Small Favor | → | Vamp ••• | 3 XP | 8 XP | |
Crystallizer of Dreams | → | Snitch •• | 2 XP | 10 XP | |
Gregory Gry | → | Snitch •• | 2 XP | 12 XP | |
"You handle this one!" | → | Counterespionage • | 1 XP | 13 XP | |
Pickpocketing | → | Pickpocketing •• | 2 XP | 15 XP | |
Pickpocketing | → | Pickpocketing •• | 2 XP | 17 XP | |
Opportunist | → | Opportunist •• | 2 XP | 19 XP | |
Opportunist | → | Opportunist •• | 2 XP | 21 XP | |
Manual Dexterity | → | Manual Dexterity •• | 2 XP | 23 XP | |
Manual Dexterity | → | Manual Dexterity •• | 2 XP | 25 XP | |
Quick Thinking | → | Double, Double •••• | 8 XP | 33 XP | |
Quick Thinking | → | Ace in the Hole ••• | 6 XP | 39 XP | |
+ | Streetwise ••• | 3 XP | 42 XP | ||
+ | Observed •••• | 4 XP | 46 XP | ||
+ | Another Day, Another Dollar ••• | 3 XP | 49 XP | ||
+ | Another Day, Another Dollar ••• | 3 XP | 52 XP |
-
If you are looking for a more simple version of this deck, I have also tried something similar, but with a few differences:
-
Hit and Run and Gregory Gry are replaced by Hidden Pocket to have 2 Lucky Cigarette Case in play at the same time.
-
Moxie (1) and then (3) is then used to absorb the horror from the deck re-shuffling.
-
-
9 comments |
---|
Sep 29, 2024 |
Sep 29, 2024This looks really fun. I'm thinking of running this in my next campaign but one of the other players is already planning on playing a deck with Gregory Gry. I could swap Gregory out for Moxie as you suggested for the simple version of the deck which would help with soak, but wouldn't help with resources. Do you have any suggestions? Or should I just save this for a run when I can get Gregory all to myself? |
Sep 29, 2024Oh, Wini landed his plane at Alessandra's party! I'll try this deck for sure, it seems so funny! |
Sep 29, 2024
|
Sep 29, 2024Doesn’t +2 Swift Reflexes make it infinite? |
Sep 30, 2024Hey! just a couple of thoughts. Do you really prefer small favour over Intel report? And in case the damage is really needed, would clean sneak or backstab be good upgrades? Also, would easy marks or three aces make sense here? i guess you have enough money and draw that you dont need them no? Anywhos, another banger it is, good job |
Sep 30, 2024As the person who played at the same table, can confirm that the deck is a bit finicky and attracts a LOT of tentacles but still better than even the best Mandy decks. |
Oct 02, 2024On the 12xp, I was under the impression that In the Thick of It didn't affect the number of Random Basic Weaknesses you have to take in Standalone mode, so 12xp would still mean one additional weakness plus some Trauma for your troubles. Did that change at some point? |
Oct 02, 2024Oh, now I see the rules response on the card page. It hadn't made it to the FAQ yet. Good to know! |
But how do we make this go infinite? Untaboo the Quick Thinkings and Ace in the Hole? Versatile for a Seeker card? Run it in Lola with Will to Survive?
There must be a way.