Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Droll · 32
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Yaotl originally allowed you to discard the top card of your deck once per turn, but it was errata'd to once per phase. That means four times per turn instead of one. In an event heavy Wendy deck that translates to actual card draw since your amulet allows you to play events from the discard pile, and any weaknesses you have can simply be discarded if you know they're coming up. Such as with FiLP.
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FiLP arranges the top 6 cards to make Yaotl discards and E-Cache (2) draws hit the mark. Generally you want to play Black Market, Backpack, and then FiLP during setup to first thin the deck before arranging the order. Since it draws Favor cards, it can be used in setup to draw and trigger Black Market as well.
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Black Market allows you and your team to double up on the same events if you've got the Amulet out. They could play FiLP/Cheat the System and it would immediately go in your discard which you can immediately play with the Amulet.
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Sleight of Hand can be used on a Backpack to retrieve it back on hand to maximize your chances of finding the Amulet this turn or the next. Otherwise keep at least one asset in your hand so that SoH doesn't clog your discard pile when it shows up.
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E-Cache (2) is very solid deck grease at setup. You can tutor it with a backpack and use its draw with FiLP to pull exactly what you need without taking basic draw actions.
Setup: Hold onto the Amulet, Yaotl, Black Market, FiLP, and Backpack. Mulligan the rest. With this strategy I've had 70-80% consistency in holding both the Amulet and Yaotl in the first two rounds and sitting at ~10 resources.
Play: Generally you want to discard cards with Yaotl as often as possible. Try to scout for potential stopgap events and assets with FiLP to draw them with the E-cache or upkeep card draw.
Always applicable:
Cheat the System, FiLP, Hiding Spot, Winging It
Use whenever possible:
Black Market, E-Cache
Can cause stopgaps in your discard:
"Look what I found!", Dumb Luck, Sleight of Hand
Good to keep on your hand:
A Test of Will, Elusive, Lucky!
Possible upgrades (courtesy of RMM):
First replace 2x Flashlight, 1x Dumb Luck, and 2x Sleight of Hand.
Must-haves:
- Good Weather (2, Myriad)
- Keep Faith (2)
Solid additions:
- Alter Fate (3)
- Lucky! (2) or (3). Helps with card draw.
- Salvage (2). Allows you to get back the Amulet in an emergency. Dead draw otherwise.
- Peter Sylvestre (2) and Charisma (3). Tankier, but now you've got 3 cards you absolutely don't want to accidentally discard.
- True Awakening. Nice flex card. Clue, Draw, Healing.
Campaign upgrade path: (Refine optional)
- Start out with two Peter Sylvestre (0) and a Refine. Mark FiLP for Clever. Replace Peter with 2x Yaotl: 3-4 XP
- Mark FiLP for Prompt and buy 2x Black Market (2): 5-6 XP
- Buy 2x Cheat the System and an Adaptable: 3 XP
- Upgrade one Backpack and one E-Cache: 4 XP
- Upgrade one Backpack and one E-Cache: 4 XP
| 3 comments |
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Nov 10, 2026 |
Nov 10, 2026Want to add that True Awakening is goated here, its not only a card that provides 4 actions that are relevant the entire game, but also if your fighter has nothing to do he can actually spend one of his action to get a clue from this card, i think its pretty cool. |
Nov 11, 2026I did forget to mention in the description that I am limited in my card pool (one of my friends have opinions on proxying) but I am very impressed by Keep Faith (2) and Good Weather. They're the perfect blend of fast, cheap, always applicable, and party wide support! The first cards to go would be Dumb Luck, Sleight of Hand, and the flashlights, which allows us to slot in 3x Good Weather, 1x Keep Faith (2), and 1x Alter Fate (3) while ending up at 28 XP for standalone. After that, it's hard to decide which cards to remove for a potential True Awakening or Trial by Fire. You want at least one keyring on higher difficulties to be able to lower shroud within "Look What I Found!" range (which doesn't use up any keys btw). Thanks for the input! |
I think its a cool idea with black market and double value events, but its really difficult to pilot it properly, need some real experience for it to maximise value. What do you think about changing some cards for Good Weather, Keep Faith(2) Alter Fate(3), Trial by Fire(3)?