![]() This graft was especially nice, as it can create card draw and targetted composure for 0 cost cards, such asĪny 0 cost "create an argument", creating Vanish, Heated. (Graft) Parlous Concept: When you shuffle your deck, improvise a card. (Graft) Whenever you draw a card, gain 1 composure (Graft) Whenever you gamble, gain 1 composure Add more effects and card draw, and you have a strong cycle deck. So net result is 0 cost, discard/play 2 cards, draw 2 cards, gain 1 dominance. Momentum - (argument) When you discard a card, draw a cardīottom Snail - discard this card: Draw 1 card and gain 1 dominance (unplayable) I wasn't sure which cosmic graft to pick, but I ended up picking Parlous Concept, which turned out to be great for the deck.īut what happened was an extreme cycle deck, which let me almost one-shot enemies. It ended up being a hostility deck, with a few "on _" argument generators. So then I took other pieces that worked with discarding. So I took several copies of Snag, which lets me discard a card. The mutator for not discarding your hand was set, so I figured Discard was important. This is another deck I happened upon in negotiation daily challenge. I may try different types of decks in the future, as well as different choices for the family members. Overall I enjoyed the story and thought it worked well. I ended up with 3 bane effects halfway through, but they were not a huge issue, and some/all converted to dislike due to the perk that reduces hate at the start of the day. Most of the rest of the deck fell in line which what I expected, though there were some nice combos with some of the cards. So this allowed fairly high damage output.īraggart and the adrenaline flourish seemed like a large amount of damage, so I won't be surprised if those get decreased in the near future. Plus I had the flourish that gave +12 adrenaline, and the graft that gave additional adrenaline at the start of combat. Got a few small damage cards, plus masochism (which gives adrenaline when you take damage on your turn) to give some adrenaline. My battle deck was basically power + adrenaline, along with some threshold cards. I also picked up the 2 renown per person who loves you, which worked out great with the perk for "+1 person who loves you per day" - which let me get up to 40-50 renown in some cases with If "double duty" would double the effect. Near the end, this could do 5 damage per Brag with influence. I picked up Braggart about halfway through, and that was a significant amount of damage. My negotation deck was mostly just renown. And then at the end, it felt stronger due to having limited defense as Smith. I started with a more combat focus, but eventually switched more to negotations when possible since they were typically easier. ![]() It worked out pretty well, though my deck was pretty stable for the last half, and I never tried to work my way into the party store - meaning I ended with a fair amount of money. It was basically a "protect the family" run, opting to side with the family members in each case, as well as trying to save the last family member as well - negotiation, then combat. This blog contains spoilers, including story and gameplay spoilers.įinished my first complete run as Smith, which I enjoyed a fair amount.
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