Card draw simulator
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None. Self-made deck here. |
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None yet |
Valentin1331 · 84511
Marie Finds a Lost Book with inifinite Glyphs Charges.
Credit: Bob Stevlic, Dani Hartel, and Anna Christenson
As always, don't forget to press the ♥ if you like the Deck and want to give visibility to my work :)
With a new expansion comes a new set of combo and fun deck concepts. Now that I have completed all the new investigators, I will try to release a few new deck concepts. I can't promise I'll stick to a schedule, but they'll come out eventually!
For this second deck, we are choosing Marie Lambeau. I am happy to give her a new build since she is one of the least liked investigators of my previous 20/30/40k series. And turns out there is a new combo that only she can run!
Disclaimer
I know that the Archaic Glyphs (Guiding Stones) (3) have been used and abused by many before. This is not one of these broken decks. This is probably what the designers had in mind when they designed the card: a powerful card that, when entirely built around, could be high investment, high yield, but without warping the game mechanics.
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Overview
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Main Strategy
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Unlimited Glyphs
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Crush the Glyphs
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Other Cards
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Upgrade Path
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Use the Lost Arcana and Enraptured (2) to keep your Archaic Glyphs (Guiding Stones) (3) fueled for the whole scenario.
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Gather multiple clues per action using the Archaic Glyphs (Guiding Stones) (3) and boosting your skill value with the plethora of options packed in the deck.
The first part is to keep charges on the Archaic Glyphs (Guiding Stones) (3) so we can use it every turn for the entire scenario.
- The Lost Arcana is the new card and reason behind this deck. Ideally, you empty one location in one Archaic Glyphs (Guiding Stones) (3) charge, and when you do, the Lost Arcana will recharge it immediately.
- This is extremely convenient, and means that as long as you spend one charge per location, you have your infinite charge combo. No need for fancy Eldritch Sophist or The Raven Quill transfers...
- Because finding the Lost Arcana may take a little while, we add 2 of the new Enraptured (2), which can also be pushed by Practice Makes Perfect for extra charges.
- In theory, 2 copies of Enraptured (2) alone should be enough to give enough fuel to your Archaic Glyphs (Guiding Stones) (3) for the whole scenario, even if you draw them outside of Practice Makes Perfect. If you find them early enough, you can skip the Lost Arcana for a while and use the hand slot for Scroll of Secrets or dual Spirit Athame.
The second part is oversucceeding with a base 4 in a . In this context, after passing the test, every +2 skill value is equivalent to a Deduction. With this perspective in mind, here is what this deck offers:
- Fieldwork helps us with any first test when we enter a location
- We pack 2 of them because they have no limit per investigator.
- Mouse Mask boosts both and and replenishes if you make sure to open up locations.
- Spirit Athame boosts the Glyphs since they are a Spell
- They can be dual-wielded if you have enough charges on Archaic Glyphs (Guiding Stones) (3) already and you don't need the Lost Arcana.
- Enraptured (2) and Perception both bring 2 icons to the table.
- Occult Theory and Promise of Power both add a stagering 4 !
With all these boosts, after a bit of setup, it will be easy to test at 10 every turn, making it likely to yield a decent number of clues with every charge of the Archaic Glyphs (Guiding Stones) (3).
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Marie Lambeau of course. Her ability offers a 4th action to play Spells or use Archaic Glyphs (Guiding Stones) (3) and Eyes of the Dreamer, as long as you have Baron Samedi or Arcane Initiate on the table.
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Scroll of Secrets works well in this deck despite the slot overcrowding, since draw is the weak spot of this deck, especially as it's very combo-centric.
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Arcane Initiate primarily helps us find the Archaic Glyphs (Guiding Stones) (3), along with 6 other targets.
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Sacrifice brings this whole deck together. You can use it on Arcane Initiate before her doom becomes an issue or on an empty Scroll of Secrets, and it gives you whatever you need most for your setup: cards or resources, since both can be an issue in the early game.
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Eyes of the Dreamer is the new backup option of choice for a lvl 0 investigate Spell in a .
- Spend charges 3 by 3 to have higher chances of getting 2 clues.
- Spend charges 1 by 1 to have higher chances of passing the test.
- Spend no charge to investigate with your (should you want it, though it is rather unlikely in this deck).
- Spare your charges for Spectral Shield to become invicible.
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About Spectral Shield, it works especially well in this deck when Baron Samedi comes at the wrong timing, and he sticks around for longer than intended, to prevent him from killing you.
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Voice of Ra is an Arcane Initiate-friendly resource event. Resources are key in this deck based on how much set-up you need to ramp up your value.
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Practice Makes Perfect fits well in this deck. It doesn't have that many targets, but the targets are well worth it:
- Perception, the old and trusty, to thin your deck
- Enraptured (2) of course for a truckload of charges
- Promise of Power for insane skill values on repeat
- Note that when playing Practice Makes Perfect, Occult Theory has no icons and so is never a valid target.
Early campaign
In the early deck, since we don't have the upgraded Archaic Glyphs (Guiding Stones) (3), we rely on our instead, and use both Rite of Seeking and Eyes of the Dreamer to get clues, on top of basic investigate actions.
Late campaign
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If you have enough xp, you can at some point replace Eyes of the Dreamer with Divination (1) and Divination (4), to still benefit from a decent number of charges for the Spectral Shield, as well as the option to get clues one by one when the Archaic Glyphs (Guiding Stones) (3) don't empty the location fully in one action. Upgrading to Divination (4) is a worthy investment to get clues efficiently while you are still searching for the Archaic Glyphs (Guiding Stones) (3).
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Grounded (3) is also a nice way to have another small boost to Archaic Glyphs (Guiding Stones) (3), while adding some fast, free soak.
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Finally, as there are not that many options available for upgrading the deck, we can lean towards Memories of Another Life. Here are some suggested options:
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The classics Bank Job and Thorough Inquiry if you need cash/cards
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St. Hubert's Key is a good contender in this deck for the great icons.
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Lucky Cigarette Case is another option since you will try to oversucceed every turn (or Empirical Hypothesis if you are already using the accessory slot for whatever reason).
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In higher player counts, Safeguard is a nice way to get free movement every turn.
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Disguise is solid for a bit more evasion, if your team is struggling with enemy management.
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Dr. Milan Christopher is, of course, always a great choice, but remember you have the Baron Samedi always looming...
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Bizarre Diagnosis, Emergency Aid, Bandages for some damage healing, Logical Reasoning for some horror healing.
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True Grit, Something Worth Fighting For or Hunter's Armor for soak.
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Research Librarian to find the Lost Arcana if you are in dire need of charges on Archaic Glyphs (Guiding Stones) (3).
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Cost | Total | ||||
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In the Thick of It | → | Sacrifice • | 1 XP | 1 XP | |
In the Thick of It | → | Sacrifice • | 1 XP | 2 XP | |
In the Thick of It | → | Spirit Athame • | 1 XP | 3 XP | |
Archaic Glyphs | → | Archaic Glyphs ••• | 3 XP | 6 XP | |
Archaic Glyphs | → | Archaic Glyphs ••• | 3 XP | 9 XP | |
Rite of Seeking | → | Spirit Athame • | 1 XP | 10 XP | |
Enraptured | → | Enraptured •• | 2 XP | 12 XP | |
Enraptured | → | Enraptured •• | 2 XP | 14 XP | |
Rite of Seeking | → | Occult Theory • | 1 XP | 15 XP | |
Guts | → | Occult Theory • | 1 XP | 16 XP | |
Guts | → | Lost Arcana ••• | 3 XP | 19 XP | |
Uncage the Soul | → | Lost Arcana ••• | 3 XP | 22 XP | |
Eyes of the Dreamer | → | Divination • | 1 XP | 23 XP | |
Eyes of the Dreamer | → | Divination • | 1 XP | 24 XP | |
Spectral Shield | → | Grounded ••• | 3 XP | 27 XP | |
Divination • | → | Divination •••• | 3 XP | 30 XP | |
Divination • | → | Divination •••• | 3 XP | 33 XP | |
Perception | → | Memories of Another Life ••••• | 5 XP | 38 XP | |
Perception | → | Memories of Another Life ••••• | 5 XP | 43 XP |
Thank you for the guide! I played her for TSK before TDC was out and had a blast with the Archaic Glyphs even though I could not super-charge them. So this sounds definitely like a lot of fun as you can leverage the glyphs more. I feel like Marie often gets underappreciated so it is nice to have a new deck.
Thank you for always writing such interesting guides!