Card draw simulator
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None. Self-made deck here. |
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cyberpianta · 1
I prepared this deck using 2 Core Sets and all the Expansions of the Dunwich Campaign, BUT I never played the Dunwich Campaign before, I only tested this deck in the First Campaign (Expecially in the The Midnight Masks).
The main strategy is to be able in EVERY turn to do EVERY test at least at 5. Duke is the most important card but an ability at 4 is not so much, so we use some powerful asset. To investigate the Newspaper (I play with Daisy, so I don't take so much clues, but in a turn I can take a certain clue with 6 if I use both cards). To fight the Fire Axe.
The Fire Axe is very powerful but difficult to use, since the one resource that I take every turn I will probably use with the Fire Axe, so I don't have resources to do anything. BUT this could be something good, if I overuse the Dark Horse. So every turn (if I have to fight) I'll take a resource, I will use the Fire Axe with the Dark Horse to fight with 5, then I can fight again with Duke with 5, and maybe again with Duke using "Ashcan" Pete's ability.
Peter Sylvestre is another good card. It has a +1 in Evasion and an extra horror to spend every turn. This can be combinated with the Painkillers (since "Ashcan" Pete will probably die for the damage and not for the horror) and the Ward of Protection that is strong, I think.
Since I don't have resources to spend I use the Emergency Cache to gain the 3 resources for Peter Sylvestre or the Dark Horse (and in the future for Aquinnah), the Lone Wolf could be useful too.
Rise to the Occasion (without Duke the base skill value for fighting and investigating is 2), Survival Instinct and Lucky! are cards good without more than 1 resource cost.
I choose 2 not slot for Quick Thinking since very often it can happen that I overwin the skill tests, and another turn is always good.
Suggested Upgrade: +2x Aquinnah +1x Charisma +2x Peter Sylvestre