True Conviction | Echoes of the Past [DttF Contest]

Card draw simulator

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PureFlight · 763

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Minh had had enough.

Racing out of a nightmarish cast party, Minh navigated the dark streets of Arkham. She knew the recent supernatural events following her were linked to that accursed play her former employer left on her desk. It was time to get out of the office and get to the bottom of this. And she knew just the place to look for answers: The Arkham Historical Society.

Suspicious of what might transpire at the cast party, she had told Dr. Maleson and his associates, "If things do not go smoothly, I may need your help. Look for my signal tonight."

Armed with only her wits, her conviction, and an autographed local championship Baseball Bat conveniently mounted in the Historical Society's lobby, Minh swallowed her fears and crept through the manor's open door. She was determined to see through the madness of The King in Yellow...


This solo Minh deck is designed to play Standalone Echoes. This scenario is all about controlling the influx of various cultists and then picking up bursts of clues to advance the Act deck.

Cultist Management

Firstly, you try to prevent the cultists from ever spawning (I mean, you are a seeker, so you kinda suck at combat). You have Dr. Maleson (searchable by Flare) to simply ignore/delay the cultists entirely.

When the enemies do show up, you have a handful of temporary combat options to clear them:

This should feel like you're frantically trying to improvise ways to fight off these cultists as you run through the manor. Of course, there will be times when you don't draw these tricks, and you just run out the doom clock. But I didn't say Minh was Lucky!

Clue Collection

Almost all the locations in this scenario are single-clue, and the Act deck only requires 2-3 clues at a time on solo. Therefore, most of your investigating can be done with one-shot effects like Perception. Most of your actions in Echoes will be moving, so Fieldwork will help with your clue-grabbing as well. Seeking Answers should help with high-shroud locations, as the central locations have shrouds of 2 or 3.

Dr. Maleson will create some 2-clue locations sometimes, which is where Deduction and "Look what I found!" come into play.

As you're uncovering a lot of locations fending off cultists, you will hopefully set yourself up for a big Deciphered Reality play to get all the clues you need to instantly advance the Act deck, keeping you ahead of the agendas.

Other Thoughts

Because Echoes is so movement-intensive, I wanted to include something like Pathfinder or Shortcut. I couldn't justify them thematically, however, but Seeking Answers should help a little.

If you're spending a lot of actions moving, you don't have time for a lot of assets or draw. Between Eureka!, No Stone Unturned, Flare, and cantrips, hopefully you can find the tricks you need to defeat enemies.

I've got Charisma in here to allow room for Mr. Peabody in addition to Maleson. I mean, Maleson wouldn't just peace out when Peabody shows up. I then wanted to include some Miskatonic mooks. Art Student wasn't very thematically appropriate (like, I don't know you, and what are you doing here this late?) and Research Librarian wouldn't do anything mechanically in the deck.

Regarding weaknesses: Drawing the Sign is an easy thematic include; Chronophobia represents Minh's terror increasing as the night ticks on. At the cast party, she's led to believe that these things might be illusory. However, upon seeing other people have broken into the manor looking for the same things she is, her fears are actualized. She knows The King in Yellow is an actual threat, and her mind races as the night creeps on.


Thanks to the Drawn to the Flame podcast for offering such a neat contest, and for all the content they create for the community!

1 comments

Sep 02, 2018 TheBlackHorror · 17695

Very nicely done!