Card draw simulator
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None. Self-made deck here. |
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TrotiC · 22
Hello everybody,
here is a very conceptual but very efficient Luke deck, where the idea is simple: you never leave the Dream-Gate (almost).
This deck works for standalone but could easily be an upgraded deck for a campaign. I actually completed a true solo expert Innsmouth Conspiracy campaign with this.
How does it work? Your two most important cards are Eldritch Sophist and True Magick. The first one moves the charge on the second one to your Gate Box every round so you can keep going to your Dream-Gate over and over. And if you do so during the fast window after the hunter ennemies move, then you'll spend the whole mythos phase where enemies can't spawn. Ever. It is exceptionally good in Innsmouth with all the enemies that deals you damage or horror when they engage you. It is important that you go to your Dream-Gate every turn, especially your first turn. If an enemy shows up that one turn you didn't you could get stuck for a whole round. And it's equally important that you use your first turns to reveal locations, so you can be free to move wherever afterwards.
Now that you are comfortably sitting in your Dream-Gate, you still need to play the game. You can find clues from there using Luke's ability and events, or using In the Know, and if you have charges to spare on your True Magickonce in a while, you can kill an enemy who spared at another location with the Enchanted Bow. Or you can actually lower your high self to go down and see the regular enemy free locations (which you'll have to anyway) using a free Eon Chart's action. Then you'll use your Sixth Sense through your True Magick to find clues (good news it won't use your charge!).
Then, when the boss actually comes kill it with your Brand of Cthugha.
The rest is just there to help you mechanic going. Whitton Greene to find your True Magick and the rest of your relics every time you put a new location into play (which will be every round). Plus it's one and one , that you'll get automatically since your Gate Box is a relic in play, which gets you to 5 and 4. But this is not over. Four of Cupsand Hawk-Eye Folding Camera will get you to 7 and 5 and the amazing with Luke Hemispheric Map will often get you as high as 9 and 7 when you are in the Dream-Gate. Without counting the bonus from cards you might play. And finally you have a few ways to get ressources with Astounding Revelation, Burning the Midnight Oil, Crack the Case, which you'll need since True Magick, Eldritch Sophist and Whitton Greene each cost 4 to play.
Now if you're not playing solo, this deck works too. Ennemies will still show up when the other investigators draw them (except if they use First Watch; "You handle this one!", etc), but you won't have to waste actions moving in order to reveal all the locations.
Of course, if you don't play on Expert mode, you could also loose a few boost cards and get more events, since your stat line won't need to be 9-7-2-3.
And if at the end of a campaign you still have XP to spare, I'd go for upgraded Brand of Cthugha and one more Relic Hunter to get one more Hemispheric Map.
I hope you'll enjoy that deck! Let me know if you used it or made any adjustment!
3 comments |
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Dec 02, 2023 |
Dec 02, 2023Here is one 0xp version (the lvl0 events are a bit different, but it doesn't change much): arkhamdb.com The Alchemical Transmutations are here only to put charges on the Gate Box so you want them with Eldricht Sophist within your first 3 turns. For the upgrade, what you want is obviously True Magick after the first scenario. If you don't have the 5xp, save some and try to keep going with the Alchemical Transmutations. Then it's the Sixth Sense and ugraded Whitton Greene so you can investigate with True Magick and the Hawk-eyes at 8-9 most of the time. Since you're in the Dream Gate every mythos phases, you won't have much ennemies, you'll have time to set up and maybe draw some cards if you didn't get what you need with your opening hand or take ressources. Now that True Magick is in the deck, you want Whitton Greene in your opening hand more than Eldricht Sophist so you find True Magick quickly. Eldricht Sophist will have to be in place in the first 3 turns though, when your Gate Box runs out of charges. So you'll want 11xp after the first 2 scenarios, if you have more, go for the Brand of Cthugha just in case you have to kill something. Then the trick with Innsmouth is the fact you can't spend xp between scenario 3 and 4, and you'll have a lot to spend afterward. Then you can go for the combat things: Enchanted Bow and Brand of Cthugha in any order. Then the boosts: Hemispheric Map and Four of Cups (but there might be a better card than this) I guess now I would trade Eon Chart and Relic Hunter for 2 Pathfinders that will help you get out of the Dream gate more easily. Let me know how it goes! |
Dec 17, 2023Thank you :) Sorry it's a bit late I just started today and managed to get all 4 flashbacks in Pit of Despair. Didn't quite have enough time for the VP locations though and I played it safe. It was great just discarding the Amalgam. It got a bit dicey when Gatebox become fully flooded. |
I'd like to try Luke on a solo expert innsmouth run. Do you remember the 0xp version and upgrade path?