First scenario this might be a turn or so later so we bridge that brief gap with skill pips which can be used on her X333 statline as one shots later on. Xp adds +2 to most spell assets, getting us to 5 or 6 effective from just 2 or 3 / Rosarys and is very achievable on turn 1 or 2. If you had a fast card that simply said gain 1 penny, draw 1 card and gain +1 you would play it on sight. Play as many or + cards you can in rounds 1 and 2 (its once per phase not round) and just spam them irrespective of what you are cancelling until you have 3 or 4, yes even Ward. Setting up spells much faster than most mystics. Combined with Rosarys and Arcane Initiates, close to half of the deck draws a new card and close to half of the deck boosts, all at minimal cost and almost all as fast actions. With your these are cost neutral or cash generating. This rises to 14 after your first xp and there are 4 less flexible ones too. The deck has 12 highly flexible -able cards. With 8 to 10 base skill on spell based tests, Olive McBride can fish out (and the odd ) for things like Sixth Sense (4) despite needing to resolve 2 tokens, while providing 3 soak for big Shriv. We basically boost to 6 or 7 super fast, then convert all our actions through via spells (which also add 2 ), and use cancels to overcome the drawbacks on the spells. The deck is focuses around card draw and rapid escalation to both find the appropriate spell and boost its base skill really high really early in the game making a highly consistent all rounder mystic thats tough as nails to boot. Early: Arcane Initiate, Late: Olive McBrideĪ fast off the starting block, mixed clues and combat, thematic Diana build (she even holds a dagger and a Candle!). Combat Spell ( Shriv > Mists/ Shards > Wither) Clue Spell Sixth Sense > Rite of Seeking if you took it. I realise the draw and list is unlikely to be needed in another ID of course. If you found these useful or cumbersome (and please be honest) i`d like to know so i can include/exclude them on future write ups. Hopefully whatever i do next will be more straightforward.įinally, part of the extra length is due to the addition of a few extra details that ive not previously used, mainly the slots list, the cost table and a few similar bullet point list overviews at the start of some of sections highlighting some details like which spell to prioritise. I will try to thin it down in edits when i find time, but im not sure how soon that will be. Its just such a complex deck there's a lot more detail needed. My apologies again for the length of the write up on this one. However it is hopefully one for which the write up will be more intuitive as the last one relied on a lot more token manipulation. This is definitely not one for people who are new to the game.
The result, a bit like the last iteration is still on the complex end. You can find his wonderful discussion article here. Huge shout out to for his suggestion of making a pure caster version. This version was derived from some of the comments on the last one. And a variant closer to the last published version has cleared labyrinths of lunacy, and both parts of guardians of the abyse (standard mode) ending each with negligible damage or horror. Versions of it (including this one) have cleared hard mode TCU twice, and half of hard mode carcosa paired with differnt Joe and Minh decks. This is the second major version of a Diana deck that i have been playing A LOT recently. Diana Stanley - Practicing Safe Hex (Hard Mode)ĭiana Stanley The lucky bastard - Hard - Building Guideĭiana - Bringing Hexy Back and Findin Cluesĭiana - Practicing Safe Hex - Now Even Hexier (Hard Mode)ĭIANA STANLEY - Painter and Desecrater (DttF Comp)ĭiana - Practicing Safe Hex - Now Even Hexier (Hard Mode) -B