Extra Turns with Dexter Drake

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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ArkhamSeeker88 · 1

After playing Arkham for some time I have encountered plenty of various action taxes that get in the way of progressing the acts in order to complete the scenario. These taxes vary from enemies whom you have to dispose of, treacheries that requires tests or basic movement from one room to another. Investigators can manage more difficult taxes later on in the campaigns either by becoming more efficient in their actions or getting more actions.

Most other Dexter Drake decks would get highly efficient spells such as azure flame, shrivelling, clairvoyance, etc however this deck instead seeks to get as many actions as possible. My reasoning for this is that the highly efficient spells have the risk of blowing up your own character should you get unlucky and put you into a very dangerous position. This causes you to play more passively until you get healing/damage soak or some ways to manipulate the chaos bag which can be very detrimental.

This Dexter Drake deck grabs cards such as Haste, Close the circle, Eon Chart, Sign Magick and Leo De Luca to obtain up to 9 separate actions in a single round. This allows us to cover large distances, help allies, clear enemies and/or resolve treacheries that require actions to remove.

In terms of playing the deck you want to try and get stuff such as sixth sense/wither in addition to 1 of our resource cards (Jewel of Aureolus, David Renfield, Uncage the Soul, Prophetic). Afterwards grab any other of the cards that give extra turns and replace them with Dexter's ability to secure points of interest. Should you need any additional cards scroll of prophecy nets 12 cards over its duration which would allow us to get whatever we need or help other investigators.

I highly encourage other players to try this deck and provide feedback on how it does in your campaigns!

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