Eric, if you do read the comments, do know that you have a big fan in Brazil. I love PBG's videos, I love watching all of the crew (you yourself, Eric, and Justin, Bryn and Travis, of course), and I'm really grateful for all the fun I get to have watching you folks play! Keep up the good work!
These deck retrospectives (and Eric content in general) have become my favorite content on this channel! It's great to hear both of your thoughts on all the cards and to see Eric learning and growing every video, looking forward to Dream Eaters! As Eric requested for deck feedback, I agree with Justin on Beat Cop probably being better overall than Red Gloved Man (though he is so much fun to play). Overall your deck seems like it struggles to hit higher fight numbers from a combination of lack of skills and lack of buffs. Generally in my decks I try to get 2 buff cards and I don't think I have ever run a deck that didn't play its neutral draw card (Overpower in this case). I personally would have run Overpower and Daring, Glory is maybe overkill but I would think about it cause I love card draw.
Love these retrospective episodes. My thoughts: Duo issues - not enough clue compression. Not enough high damage output potential. You took a lot of actions this campaign and didn't really advance the game state. Enemies weren't cleared and locations weren't flipped or investigated. Yorick - Red gloved man killed the deck. 10 xp on an ally. Could have been a beat cop level 2 and would have been a big improvement. Back pack 2 and short supply could be seen to work against eachother, have you already got a lot of playable items in your discard and hand? Do you need the card, an action and further actions to be able to play items that you could draw from a small deck or play from your discard with special ability. Yorick likes the discard so I would have ignored the backpack. Baseball bat shouldn't have been the primary weapon as it can break and therefore is unreliable. Being 2 handed you cant even have a back up weapon ready. Overpower would have been a nice add and some basic weapons. I think Red gloved man made you make a 2 card deck with 28 others and not look at making a 30 card cool discard cycling deck that made sure you could kill enemies and soak damage. Pete - I don't think this had the clue gathering needed opposite a Yorick. There was a lot of table space devoted to increasing test difficulty, failure benefit, ways to pass a test you were going to fail and a succeed by 2 benefit. It was a lot of cards that any pair wanted one result but another pair at the table wanted the opposite result. Scavenging and Ice pick alongside drawing thin and rabbits foot. Red gloved man thoughts - play him in Amanda as discusses. arkhamdb.com/deck/view/1689659. Here is a deck I have played a few times and red gloves normally come late to the upgrades. But he works perfectly here especially with cards like testing spirit.
Agree with most of these points, except that backpack doesn’t work with short supply. They work great together. Between the two, you can be sure of finding any item you need to get very early in the game since your deck is so small. If short supply discards backpack that’s fine, just kill an enemy
I agree with the majority of these points. We started with a plan for each of us to flex, but we didn't and kind of drifted into a non-committed role of goon and clues. Again, I've played a lot of this kind of deck with Ashcan Pete and I think the Drawing Thins actually led me down a path that I shouldn't have followed. Like you said, I did a lot of tests at high difficulty, but that left me with one less action to get clues, which is opposite of what the Never Fail Ashcan decks actually wants, which is just gritting his teeth and getting clues with each action he has.
@@hammerdall I get that they can work. But with a 5 card hand and 10 in short supply you're working with a 15 card deck. You can backpack to find items but you also have half a decks worth in your mulligan and discard. I personally prefer to use those items rather than go searching into my deck. I find it action intensive. Card itself, action to play, 3 actions to play the 3 things you grab. When Yorick already had a built in efficiency to actionlessly play and search for items. He just does it from the discard and not his deck. So I like to lean into my action efficiency in Yorick by not backpacking. But I can see how you could use it to find specific things. I just don't value that as much in my Yorick builds. I prefer the theme flavour and think I'll have enough to play with in my discard.
I can confirm that watching this playthrough in real time it really felt like Justin was too indulgent with Pete's Drawing Thin and moved too slowly at the start of scenarios.
I agree with the attention splitting being the roughest thing here. Having an impermanent statboost ally AND a cycling-out weapon knocks your consistency in a game where Move -> Fight -> Fight is the usual expected sequence of actions for a fighter. I think going harder into cycling Ol Meathands would have been beneficial; Resourceful to recycle the Chance Encounters, possibly even leaving them at level 0 and playing Scrounge for Supplies and having that be a whole thing - not to mention the huge synergy those cards ahve with Short Supply. Glimmer of Hope is also a card I was shocked not to see in a deck with Short Supply, as it's so much statboosting you can always 'draw' back with ease, that could have papered over a lot more cracks. The Neverfail deck I'm really confused as to why Lucky wasn't in there, especially since it has two steps of upgrades for DTRH and Lucky-3 is a bonkers card. If you're changing out DTRH you can grab a couple of level zero seeker cards that really help a lot, like any of the book-boosting Allies - but then again, you were both kinda planning to flex initially, so...
I think that a guideline for a Guardian or Mobster is that you have to reach 6 fist to fight. That means a level 0 weapon and a cop (or ally, or tarot). That way you can fight reliably a 4-fight boss, without commiting a lot. The red-gloved man Yorick, lacks that IMO. The baseball bat gives you +2 but it's two handed and it can break.
I think Eric is selling themselves a little short on the no skills decision. While I do think skills are important, and it generally pains me to see people run decks with almost no skills, I think it could've worked in context. Context being that some Yorick builds do not need skills and foolishly accepting their fate, earning The Tower. Anyway, just wanted to say that I love these deck retrospectives! Will see you both in Dream-Eaters!
I find it good when you have actionless tests that you want to fail or ok with failing. So Track Shoes or Stella and those are pretty specific combos. Outside of that,... why would I be aiming to fail?!
Eric, if you do read the comments, do know that you have a big fan in Brazil. I love PBG's videos, I love watching all of the crew (you yourself, Eric, and Justin, Bryn and Travis, of course), and I'm really grateful for all the fun I get to have watching you folks play! Keep up the good work!
These deck retrospectives (and Eric content in general) have become my favorite content on this channel! It's great to hear both of your thoughts on all the cards and to see Eric learning and growing every video, looking forward to Dream Eaters!
As Eric requested for deck feedback, I agree with Justin on Beat Cop probably being better overall than Red Gloved Man (though he is so much fun to play). Overall your deck seems like it struggles to hit higher fight numbers from a combination of lack of skills and lack of buffs. Generally in my decks I try to get 2 buff cards and I don't think I have ever run a deck that didn't play its neutral draw card (Overpower in this case). I personally would have run Overpower and Daring, Glory is maybe overkill but I would think about it cause I love card draw.
Honestly, it's hard to say no to more card draw.
Love these retrospective episodes. My thoughts:
Duo issues - not enough clue compression. Not enough high damage output potential. You took a lot of actions this campaign and didn't really advance the game state. Enemies weren't cleared and locations weren't flipped or investigated.
Yorick - Red gloved man killed the deck. 10 xp on an ally. Could have been a beat cop level 2 and would have been a big improvement. Back pack 2 and short supply could be seen to work against eachother, have you already got a lot of playable items in your discard and hand? Do you need the card, an action and further actions to be able to play items that you could draw from a small deck or play from your discard with special ability. Yorick likes the discard so I would have ignored the backpack. Baseball bat shouldn't have been the primary weapon as it can break and therefore is unreliable. Being 2 handed you cant even have a back up weapon ready. Overpower would have been a nice add and some basic weapons. I think Red gloved man made you make a 2 card deck with 28 others and not look at making a 30 card cool discard cycling deck that made sure you could kill enemies and soak damage.
Pete - I don't think this had the clue gathering needed opposite a Yorick. There was a lot of table space devoted to increasing test difficulty, failure benefit, ways to pass a test you were going to fail and a succeed by 2 benefit. It was a lot of cards that any pair wanted one result but another pair at the table wanted the opposite result. Scavenging and Ice pick alongside drawing thin and rabbits foot.
Red gloved man thoughts - play him in Amanda as discusses. arkhamdb.com/deck/view/1689659. Here is a deck I have played a few times and red gloves normally come late to the upgrades. But he works perfectly here especially with cards like testing spirit.
Agree with most of these points, except that backpack doesn’t work with short supply. They work great together. Between the two, you can be sure of finding any item you need to get very early in the game since your deck is so small. If short supply discards backpack that’s fine, just kill an enemy
I agree with the majority of these points. We started with a plan for each of us to flex, but we didn't and kind of drifted into a non-committed role of goon and clues.
Again, I've played a lot of this kind of deck with Ashcan Pete and I think the Drawing Thins actually led me down a path that I shouldn't have followed. Like you said, I did a lot of tests at high difficulty, but that left me with one less action to get clues, which is opposite of what the Never Fail Ashcan decks actually wants, which is just gritting his teeth and getting clues with each action he has.
@@hammerdall I get that they can work. But with a 5 card hand and 10 in short supply you're working with a 15 card deck. You can backpack to find items but you also have half a decks worth in your mulligan and discard.
I personally prefer to use those items rather than go searching into my deck. I find it action intensive. Card itself, action to play, 3 actions to play the 3 things you grab. When Yorick already had a built in efficiency to actionlessly play and search for items. He just does it from the discard and not his deck. So I like to lean into my action efficiency in Yorick by not backpacking.
But I can see how you could use it to find specific things. I just don't value that as much in my Yorick builds. I prefer the theme flavour and think I'll have enough to play with in my discard.
I can confirm that watching this playthrough in real time it really felt like Justin was too indulgent with Pete's Drawing Thin and moved too slowly at the start of scenarios.
I agree with the attention splitting being the roughest thing here. Having an impermanent statboost ally AND a cycling-out weapon knocks your consistency in a game where Move -> Fight -> Fight is the usual expected sequence of actions for a fighter. I think going harder into cycling Ol Meathands would have been beneficial; Resourceful to recycle the Chance Encounters, possibly even leaving them at level 0 and playing Scrounge for Supplies and having that be a whole thing - not to mention the huge synergy those cards ahve with Short Supply. Glimmer of Hope is also a card I was shocked not to see in a deck with Short Supply, as it's so much statboosting you can always 'draw' back with ease, that could have papered over a lot more cracks.
The Neverfail deck I'm really confused as to why Lucky wasn't in there, especially since it has two steps of upgrades for DTRH and Lucky-3 is a bonkers card. If you're changing out DTRH you can grab a couple of level zero seeker cards that really help a lot, like any of the book-boosting Allies - but then again, you were both kinda planning to flex initially, so...
I wish I could see Yorick's deck build of each of you
For yorick, I think running resourceful, true survivor, and grizzled (possibly add daring) are good way to continuosly recylce cards to commit.
"Travis is gonna be gone in April". **checks timestamp** Right. TH-cam time.
I think that a guideline for a Guardian or Mobster is that you have to reach 6 fist to fight. That means a level 0 weapon and a cop (or ally, or tarot). That way you can fight reliably a 4-fight boss, without commiting a lot.
The red-gloved man Yorick, lacks that IMO. The baseball bat gives you +2 but it's two handed and it can break.
I think Eric is selling themselves a little short on the no skills decision. While I do think skills are important, and it generally pains me to see people run decks with almost no skills, I think it could've worked in context. Context being that some Yorick builds do not need skills and foolishly accepting their fate, earning The Tower.
Anyway, just wanted to say that I love these deck retrospectives! Will see you both in Dream-Eaters!
Hey, did you decide not to do your Resolution this year?
I'm poking at it occasionally, but it hasn't hooked me as much as I hoped it would.
I know the math on Drawing Thin is good, but my experience has been underwhelming.
I find it good when you have actionless tests that you want to fail or ok with failing. So Track Shoes or Stella and those are pretty specific combos. Outside of that,... why would I be aiming to fail?!
I don't like Down the Rabbit Hole. It pushes deck building too much in a predetermined direction.
It’s like driving out of your way for a sale you heard about to save money, but realistically you’re just wasting your time and your money
It's great in mystics where your first 20 exp is probably just getting your lvl 0 spells to lvl 5. Probably not worth it otherwise