Silas and Ghost

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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Greatsageishere · 141

My very strict Dark Horse Silas deck. Nothing over 2 resources is allowed in except for Dark Horse itself.

The deck as presented here has 1-2 scenarios worth of xp, so as to showcase its titular card, Guiding Spirit. This is a card I’ve been very happy with, which along with dark horse gives Silas the intellect boost he needs.

Live and Learn is your only event, at least until you start picking up exiles. I’m too committed to Dark Horse to take Lucky!, and I feel that Silas’ ability achieves the same kind of effect. Live and Learn is great backup for any missed Fire Axe attacks.

The bulk of the deck is of course skill cards. Curiosity has been decent. You won’t trigger the higher end effect too often but I find my hand is usually big enough to trigger the lower one, making this a flexible guts/perception.

Try to get Quick Thinking into the discard quickly. Don’t waste it, but it’s pretty easy to get a reliable pass by 2 when using Fire Axe, for example. This card becomes the target for your elder sign effect. Provided you weren’t shooting for a 0 or better it immediately grants you a free action, then goes back into your hand, ready to be committed again. This basically means all elder sign draws earn you 2 free actions. In lucky games this can amount to a lot of action efficiency.

The only exception might be if Nautical Prowess has gone into the discard, you’ll probably want to snap that baby back up.

Primary mulligan target should be Fire Axe. It’s your only weapon, which I’ve now come to terms with. Thanks to Scrapper, Silas can evade and even punch stuff if he needs, and later you will get Flare as a backup attack. Eureka! can help you look for it too. I don’t think he needs other weapons.

After that it’s anything to help you find clues. Obviously get the Dark Horse/Madame Labranche combo set up.

Upgrade path from this point looks like:

+2 Rise to the Occasion -2 Perception

+2 Stroke of Luck -2 Guts

+2 Flare -2 Stunning Blow

+2 A Test of Will -2 Curiosity

At this point you’ve spent 22xp and the deck is finished, from here on in you’re just replacing exiles, which means you shouldn’t be shy about using them. No big deal if Ghostie gets vaporised, just buy him back. It also makes your deck quite adaptable, so if you want a level 0 card back in you can easily do so.

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