Sled Dog

So first of lets get it out of the way...

Who's a good lil pack of puppies, you are! you are!

Okay now that is out of my system we have a card here that does a very very nice pair of things "handless 2+ damage attacks" and "high speed movement for one action" notice that both of these only actually require two dogs to be in play to be good, once you have three dog's in play you start entering sweet territory and at four dogs....well that's about 1 enemy per scenario survives you whistling to your dogs.

Getting 12 resources worth of dog into play while also having the ally slots to hold them is a big ask. it is made a lot easier by calling in favors (which also will probably grant you some amount of restored soak) and any other support cards we might see in the future for allies seems good.

Now I am going to say something shocking here, I don't think Leo Anderson is the best dog handler, that is to say, I don't think he receives the most benefit from having them in play, I foresee these dogs going a long way to supporting more non-guardian fighty decks, those that struggle with their class options weapons being too niche and too situational to be consistent enough to be worth running, you can use your dog's to fill in the gap you might be missing.

The other case I see the dogs being insanely good in are primarily or flex clue decks that have decent enough time with their fight stat, people who will use the dogs primarily to get them across the map and occasionally chomp on an enemy that would be too annoying for a guardian to come deal with. Minh has no issue boosting any stat to any number but she can't capitalize on that without weapons, now she can just run a bunch of happy doggies instead, I never found Minh dependent on any ally before so losing the slot isn't a major deal, she also draws at an obscene rate so getting to the two doggo minimum is pretty simple for her.

Can't wait to play with them and hopefully my theories to their usefulness don't fall flat on their face.

The last thing to highlight here is you CAN (with some great deal of luck) have 14 doggo's in play at the same time under your control, how you achieve this is left as an exercise for the reader, good luck! (bonus star for anyone who figures out how to get more, no matter how hair brained the method)

Zerogrim · 295
Guard Dogs shores up the damage of the Guardian upgrade to the Tommy Gun, a classic Leo card, by letting him utilize it as a 6 damage gun every turn. Leo can also host all the dogs out of the gate without charisma, and can play them faster than anyone else due to the free actions. — dezzmont · 222
Waiting for Leo deck called "Who let the dogs out". — bugiel_marek · 24
You can actually get the 16 max doggo: Leo's signature, 2 Charisma, 1 Relic Hunter, 2 Animal Rods and then get the dogs with teamwork/untimely transaction/you owe me one — Uberdolphin · 1
If you had players to take sled dogs from you could get even more: Either by being Charlie Kane or some crazy nonsense where you take The Hierophant Tarot and Rods of Animalism from other players — Uberdolphin · 1
Untimely transaction doesn't work for the dogs just the Rods. Apologies to the dogs for objectifying them :P — Uberdolphin · 1
Lily Chen

People would love a 5 Mystic, but I wouldn't be surprised if the Discipline is the way to go for her at the start.

EotE investigators all have the same deckbuilding tension: you have 5 slots to devote to Level 0 in your second class, but if you upgrade out or otherwise replace them, you don't get to backfill those L0 cards for free. So if you want a Survival Knife later on, it can feel wasteful to put the L0 version in your deck at the start - even if it might be helpful in that first scenario. Same goes for fighting staples like Beat Cop and Vicious Blow. Between working around that, and her refusal to pick up a gun, Lily has a hard time leveraging the 5 out the gate.

4, though, opens up some options. She can get that to 5 or 6 easily between Holy Rosary for soak, and David Renfield for soak and blood money, fueling a powerful suite of Mystic events like Spectral Razor, Read the Signs and Storm of Spirits, many of which end up replicating the effects of L0 Guardian cards, but ... better. More importantly, with 4-6, spells like Azure Flame basically become your guns - except unlike guns, they're just as good at blowing nasties out of the sky as they are putting ghosts to rest. Having that much gives you a resiliency many guardians would envy, and it helps that the associated Discipline offers some built-in healing, while being fairly easy to mend when broken.

Using spells-as-guns lets you run enough "weapons" to lean into the "I'll draw something, probably" school of deckbuilding so you aren't using your L0 Guardian slots on tutors like Tetsuo Mori and Prepared for the Worst like many Guardians do for consistency. This lets you run other L0 cards that don't have higher-level equivalents, like Steadfast, which is good for everything you do, or support cards like First Watch - cards that can keep paying off to the end of the campaign. And once you start entering the L1-5 Guardian territory, you can keep leveraging that with cards like Enchanted Armor and Enchant Weapon.

Also - Delve as deep as you want. You've got stats on the line, and if anyone complains, tell them you're the chosen one.

Teag · 54
Has anyone ever complained about Delving Too Deep though? That's a myth — neescher · 316
Love Chen Li, absolutely one of my all time favorites. For a soft spot for Gong Fu as I trained it growing up. Love her decomposing though she's very tough to build , as are all the EoTE gators, but in a great way. Access to Delve + Drawn is superb. — Quantallar · 8
Nkosi Mabati

This Card is Jim Culvers new go to signature Ally. Making other bad tokens skull-zeros is incredibly strong with him and powers up other cards triggered by skulls like Jim's Trumpet or Song of the Dead.

A strong enabler.

Maybe pair with Protective Incantations to keep the other hard number tokens out of the bag.

two black wizards :) — Pawiu14 · 202
And you can use Eldritch inspiration to double the +2 damages on Song of the dead. — AlexP · 284
Or Recall for a +2. — MrGoldbee · 1492
"Eat lead!"

Time for a 'highly practical combo!'

Get yourself a friendly Leo and equip an upgraded 45 Thompson

Slap two sets of Extra ammo in there, and then double that delicious 11 ammo twice with two upgraded Contrabands to shoot up to 44 bullets.

Then, just hold down that trigger and rake 30 resources in from your 7 card, 5 action, 16 cost combo by playing two Eat Leads. Bonus, you get to keep your gun with 12 bullets left on it, and you force two elder sign activations! What a steal!

dezzmont · 222
Sponsored by Cash 'n Guns! — MrGoldbee · 1492
Seems practical! — SGPrometheus · 847
I know right? That is a net gain of 6 actions, as long as you wanted money and don't value cards or actions more than 1 resource. And who would do something silly like that...? — dezzmont · 222
Can X be greater that the amount of chaos tokens in the bag? — Django · 5162
An interesting question that may make this combo even more """"""efficient.""""" I assumed no, both because this combo is, even merely getting you a net gain of 1 action's worth of resources compared to what you put in over the some odd 7 turns you dedicated solely to setting this up, way too powerful, and allowing it to grant you a net gain of 15 actions worth of resources for a whole less card and action to boot! Clearly, enhancing this wonderful, soon to be meta-defining combo any more would be in violation of the grim rule. — dezzmont · 222
Short Supply

I love this. This is such a clever, thematic, and uniquely indirect form of tutoring that's perfect for Survivors.

e.g. Imagine having Amnesia or Paranoia in your deck- basic weaknesses that are so brutal, you have to adapt how you play your entire deck until they're flushed. Now imagine that in ~30-40% of your games, you'll be freed of that on the first turn, and in the rest you're much more likely to hit them early and can prepare. Reliability- even for weaknesses- can be valuable in Arkham, just look at how many people deem Mr. Rook's ability to force weaknesses early to be a beneficial.

Downsides:

  • Some cards, once in the discard, can't be easily recovered, even for Survivors. Items, Allies, Innate Skills, L0, and Survivor cards can be recovered, and Yorick can recover any asset. If your deck hinges on something that's not in those categories, you may risk burying it first turn.

  • On which topic, remember, Signature Cards have no level... meaning they are NOT L0, thus not Scroungeable. So Silas can fish (heh) for Nautical Prowess using True Survivor, and Finn can Scavenge for his Trusty .38... but if Bob plans to be Shrewd or Minh plans to be Analytical, they may want to avoid this entirely.

  • Do NOT use this if you're playing the Dunwich campaign. Trust me... your deck will be in the discard pile soon enough.

HanoverFist · 748
I wouldn't recommend it for Wendy either due to her signature weakness — Tharzax · 1
EXCELLENT catch, thank you. This would absolutely be too high risk for Wendy. — HanoverFist · 748
Statistically speaking, it's actually good in Wendy - risky, but good. Since this happens after the mulligan, in which weaknesses aren't a factor, you have a much higher chance of a positive or neutral option than a negative one - signature in discard pile and weakness in deck. The possibility of that happening at all, though, is certainly a consideration. — SSW · 217
I know you cant willingly discard a weakness, but I think the forced effect here does make it fair to ditch a weakness since you aren't drawing the cards. Anyone confirm? — drjones87 · 201
It's completely legal, yes. I can't cite errata/rules, but your logic is the jist of it... by default, it's not a "weakness" until it's drawn, unless it contains exception rules on the weakness itself (e.g. Mandy's Shocking Discovery). Additionally, other cards have been used in strategies specifically to locate and burn dangerous weaknesses in a deck before they're drawn, or simply as a fringe benefit of cards with search mechanics. (e.g. Scroll Of Secrets(Seeker-3))) — HanoverFist · 748
I tried this card out and was unimpressed. It slightly increases the chances of having good targets for cards like Resourceful in early game but reliably increases the chances of taking a horror due to an empty deck in late game. — GeneralXy · 41
It does definitely raise your chance of decking yourself significantly, but then again Survivors have some of the best horror soak/heal available. (Patrice expects to get decked every single game). There's certainly a random component to it though; while it (more or less) triples your chances of having a line of sight on an important recurrable card on turn 1, one could still end up with all the wrong cards in the discard (like the Resourcefuls themselves).. — HanoverFist · 748