Dexter Drake
The Magician


Sorcerer. Veteran.

Willpower: 5. Intellect: 2. Combat: 3. Agility: 2.
Health: 6. Sanity: 8.

During your turn, discard an asset you control: Play an asset with a different title from your hand, reducing its cost by 1. (Limit once per round.)

effect: +2. You may return an asset from your play area to your hand. Then, draw 1 card.

"Do you want to see true magic?"
Shane Pierce
Books #16.
Dexter Drake

Dexter Drake - Back


Deck Size: 30.

Deckbuilding Options: Mystic cards () level 0-5, Rogue cards () level 0-2, Neutral cards level 0-5.

Deckbuilding Requirements (do not count toward deck size): Showmanship, Occult Scraps, 1 random basic weakness.

For Dexter Drake, the magic of fairy tales and myth has been a lifelong fascination. The chance discovery of an old book page during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection draws the successful stage magician to the quiet town of Arkham. Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherwordly force of disease and corruption. To save Molly, Arkham, and perhaps the world from a horrific transformation, Drake needs more than his wits and quick hands. He must turn to real magic, even if it risks his mind, body, and spirit.

I think Dexter is the strongest Mystic investigator yet. His power gives +2 economy (including saving an action, the most precious commodity in AH) every time it's used, and it isn't too hard to set it up. He makes cards that are already strong even stronger (e.g. Arcane Initiate, David Renfield and Scroll of Prophecies, as well as the typical suite of spell assets), brings decent cards into the strong contender range (e.g. Forbidden Knowledge), and even makes a few obscure cards worth playing (like Alchemical Transmutation). The reason his power is so strong is the same reason why fast effects and cards are so good: saving an action and breaking the normal restrictions on play windows can be incredibly useful, especially on harder difficulties.

jmmeye3 · 325
Being able to replace your spent spells with full ones while engaged is very very good. On top of that, you get to shout, "Presto, change-o!" every time you do. — SGPrometheus · 250
He also has access to rogue economy cards, mitigating high costs of many spells. — Django · 2740

Dexter, you're a boy, make a big noise

Playing in the street, gonna be a big man someday

You got Molly in your face, you big disgrace

Discarding assets all over the place, singin'

We will, five Will shrivel you

We will, five Will shrivel you

Drake, you're a young man, soldier man

Fine clothes in the street, gonna take on the world someday

You got Molly in your face, you big disgrace

Waving your haste all over the place

Six Will, we will summon you, sing it!

Six Will, we will summon you, yeah

Great Drake, you're an old man, veteran

Pleading with Yaztaroth, gonna get you some peace someday

You got Molly in your face, big disgrace

Summoned hound put you back in your place, do it!

Seven Will, we will razor you, yeah, yeah, come on

Eight Will, we will wither you, alright, louder!

Nine Will we will shrivel V you, one more time

Ten Will, we will shrivel you


jimjamculver · 107
love it - nice one! — StartWithTheName · 27145