|Card draw simulator|
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|None. Self-made deck here.|
StartWithTheName · 18065
This is a deck ive been working up for a while and hope to take through dream eaters with my main group shortly. Its mainly been tested in various two handed pairings vs the first 2 scs of TCU hard mode, but its also had a couple of standard mode runs against Waking Nightmare. Im happy to confirm its a ton of fun to play and thankfully doenst break the game mechanically making an NPE in the way i was worried Luke would.
Ive not really found time to flesh out the upgrade path so things get a little speculative there. I just wanted to get it out as we're due a new pack soon so I wanted to publish while its card pool is at least a little in vogue. I can see Mr. "Rook" and/or Astounding Revelation going on the taboo list so try them while theyre hot!. On the other hand this gives people more room to experiment for themselves and the twin campaign format for dream eaters means that the first and second scs are are basically half of the campaign and by the time we hit that point in the release schedule there will be a lot more cards around. If you want to play around a bit, the best flex slots are Eureka! and Quantum Flux. These have been various different skill cards in various different iterations of the deck. I quite like Defiance to give you a little more confidence in using Rite of Seeking mid turn or Inquiring Mind/Unexpected Courage for flexibility.
1 Han(d) Solo? - Ive also not tried it true solo so i was reluctant to give it the tag as people often ask. It performs very well when you go off on your own at least. I imagine a second Sixth Sense over a Rite of Seeking would help and then essentially reverse the Rite > sixth advice throughout the guide. More than happy to hear thoughts from those with more solo experience.
Finally, ive added a few extra "metrics" to my usual deck publishing format at the start of the TL:DR. I would be very interested to hear if people find these helpful or just more length.
A LONG TIME AGO IN A DREAMLAND FAR FAR AWAY.... (TL:DR)
- CLUEING: ....................... Good.
- ENEMY HANDLING: ...... Moderate + Burst damage, gate to "evade"
- ENCOUNTER PROT: ...... Strong.
- DRAW CONSISTENCY: .. High, tutor driven
- CASH ENGINE: ............... High, but needed with xp
- ROLE: ............................. Location camping cluer
- COMPLEXITY: ................ Moderate, rewards practice.
- JANK FACTOR: ............... Cheeky but fun.
- THEMATIC FEEL: ........... Only in a trippy sense...
- Both Hands .. Cameras (for + only)
- Accessory ..... Holy Rosary (+)
- Body .............. Unused
- 1st Arcane .... Clue Spell: Rite > Sixth (even after upgrades).
- 2nd Arcane ... Combat Spell: Shriviling
- Tarot .............. Four of Cups (+) with xp
- Ally ................. Rook/Renfield (+), with xp & Charisma, Dayana
A quick set up Luke deck combining fast actions, plenty of willpower and action compression to provide high action efficiency and reliable test passing with the addition of some handy Luke shenanigans to keep life fun.
A Rook and Calling in Favors driven research engine provides sizable passive income and tutoring to find spells, passive boost, or other supports at of need. Its core uses fairly standard mystic tools (Shriv/Storm of Spirits for damage, Rite/Sixth Sense or Drawn to the Flame for clues) but with much more consistent setup. We then add some toys to shake up the playstyle a little and do something different.
Our aim is to camp 1 location at a time emptying it of clues then move to the Dream-Gate at the end of our turn (as a action) and use the forced text to move us to our next location rather than spending actions moving. Notice that if you use Mr. "Rook" to find the Bad Dream-Gate, the forced text there will also give you a free move (just soak the horror) at the end of the phase (just get the clues up first). Giving you 4 free moves over the game plus any s you happened to draw. You can also save move actions by using events at connecting locations (especially if you Gate Box before last action). Over a game that's a lot of actions saved that can be used for setup or progression, adding a lot of tempo.
Other shenanigan include: using Knowledge is Power (MVP) to trigger spell assets at an adjacent location (fast, possibly from hand and without spending charges), using Storm of Spirits to hit enemies engaged with you, but as if you were at an adjacent location so you hit more things (yes it works), and using Calling in Favors to reload Mr. "Rook" and/or clear doom from David Renfield, while earning 2 quid in the process
A NEW HOPE (Upgrades)
important note: Beyond a couple of scenarios into a campaign this section is minimally tested and quite speculative. Im quite confident that you want the + spells in early to speed up set up time, but beyond im not entirely sure how other parts of this will pan out. Sadly im not sure when ill have the time to test things and as more cards come out the window to publish and be "in date" was shortening so i thought i`d just get it out there.
ARCANE RESEARCH LEGAL UPGRADES:
I generally do the rites + 1 shriv after sc1, then i plan to trickle feed up the others. If i have no decent targets for Arcane Research on the last sc then so be it. I`ll have had the value by then and the deck has plenty of horror soak and boosts.
- Rite of Seeking(2) Option: Rite of Seeking (4) (untested low risk. Will be better in 3p or 4p).
- Sixth Sense (4) - upgrade the rites first (see clues section).
- Shrivelling (3) Option: Shrivelling (5) (untested may be risky)
- Storm of Spirits (3) - +1 damage and +2 . This works. Its also serious fun. Worth the risk.
- Ward of Protection (2) - could be amazing on Dayana
NORMAL XP ONLY UPGRADES:
- Charisma - keep both allies in play
- Holy Rosary Four of Cups x1 - bump thr + to the tarot (1xp) slot so we dont need Relic Hunter (3xp)
- Holy Rosary Jewel of Aureolus Take after spell upgrades. Rarely used for draw. Adding more money lets you use Astounding Revelations to add secrets to Mr. "Rook" rather than taking cash.
- Eureka! & Quantum Flux 2x Counterspell - Lets you confidently use rite second action (see clues section)
STUFF IM LEAST SURE ABOUT BUT LOOK FUN
If anyone tries this id love to hear how it went in the comments. Both of these are late game cards so 1x is fine. Tutor them out.
- 1x Dayana Esperence, +1 Charisma for some multi-use Storm of Spirits (3) or almost unlimited Counterspells/Ward of Protection (2)
Im not sure what id swap out for dayana, possibly Eureka!/1x Camera (always keep 1 copy), or 1x David Renfield. Note that you can add secrets to her via Astounding Revelation. Spamming 3 cost Storm of Spirits will be a cash sink so plan wisely
Solid Targets: DttF, Storm, Knowledge is Power (wont be fast but still targets adjacent locations). If you plan to bring this, perhaps take Moonlight Ritual in place of Flux at campaign start since you want your discard to stay in place. Can upgrade Moonlight Ritual to Sacrifice later on.
THESE ARE NOT THE CARDS YOU ARE ROOKING FOR (Mulligan)
- keep Mr. "Rook", or Renfield & Calling in Favors.
- Consider keeping at least 1x Hawk-Eye Folding Camera if you havent upgraded your spells yet.
Mulligan anything else to find Rook or a Renfield/CiF combo. Importantly if you did find your Rook or Renfield/CiF combo, you want to be careful what you mulligan as there is a risk you draw Astounding Revelation or allies you want available to search into with CiF.
Never Keep These:
- Astounding Revelation, obviously
- Second copies of Mr. "Rook". You want them in the deck for Calling in Favors later on.
Consider putting David Renfields back too unless the doom threshold suggests you can get some serious cash in. Rook is better than Renfield early game in general, so unless you have Charisma, hes usually better in the deck at the start.
THAT'S NO MOONLIGHT RITUAL (Economy & Draw)
The inbuilt cost curve in ArkhamDB is a bit missleading. This is a fairer reflection:
TRUE COST TABLE:
- <0: 111111
- =0: 1111111
- =1: 11111
- =2: 11111
- =3: 111111
- 4+: 1
PIP FODDER (included in 0s): 111
At the core of the deck is a research mechanic driven draw and cash engine.Mr. "Rook" and Calling in Favors find Revelationss which we mainly use for the money. Rook plays a similar role to Arcane Initiate in other mystic decks but a deeper search and a cash burst to play them
Rigging Up Priorities: Usually you are looking for 1 clue tool (Rite of Seeking > Sixth Sense), then start grabbing + assets. Once your set up, start grabbing support tools and power events as needed (e.g. Knowledge is Power/Storm of Spirits/Drawn to the Flame).
Dont underestimate the deck thinning of Astounding Revelation The fact it self discards means that if you are confident of hitting them as we are here, they act like a 3 deck size reduction - or 10% which is pretty sizable.
Try not to use Mr. "Rook" to find allies Its usually better to leave them for Favors since you are using it to reset secrets or doom anyway. Ofc there are exceptions like if your on the last secret of rook and you dont have any Favors.
2 pennies and a card of your choice as a fast action? i`ll take two! Use rook, then play Favors to return him to hand and hopefully hit the other copy of Rook (and/or another Revelation). He enters play unexhausted - use him again! If you hit Renfield instead then get the cash in use it to play the rook you just put in hand. Found your allies the other way around? use Calling in Favors to clear the doom from Renfield instead.
Once you're set up, Quantum Flux back all the one shot power moves Be aware this resets your weaknesses (another free move from Detached from Reality anyone?) but if youre basic weakness is on the rough side, you may want to just xp over the flux. Otherwise the option to flux back power events (Knowledge is Power Favors, DttF or Storm) and dig them back up with Mr. "Rook" is Huge.
USE THE FORCEd text (Movement & Location Camping)
An action saved is an action earned and Luke has a lot of ways of saving on move actions. Over the course of the game this all adds up:
Use the forced text on Dream-Gate as a free move Let other players scout. Move to the gate box (as a fast action) at the end of your turn once youve emptied a location of clues. You can then let the game bump you to the next location as needed.
Cleared a location before running out of actions? Use an event. With the option to snipe a location remotely, you can save the need to move. You have 4 double clue event tools in the deck: Drawn to the Flame & Knowledge is Power (You can use this on Rite of Seeking - See clues section), on 2p these can be enough to empty a second location without using an action to move to it.
Mr. "Rook" can dig up Detached from Reality by choice. While its still in the deck, you can chose to fire him after you are finished with your current location. Just let its forced text fire, soak the horror on rook and a little on yourself/Holy Rosary, and youve got another free move. Didnt hit the weakness? just fire the gate manually. If you end up in there with spare actions, you can put assets into play, take cash or use Sixth Sense or Rite to leave without the horror (see clues section)
All our economy cards are action sparing Uncage and Favors take 1 action to play and give you the equivalent of the action you would have spend putting the asset into play. Revelations and Renfield can be triggered off action. Ok this is not a point about movement, but this adds to the general tempo advantage of the deck from our movement savings. All these saved actions let you do things, and all the spells add action compression. This makes for the deck play faster than the average kessle run.
INT'S A TRAP (Clues)
With seeker access, its tempting to add lots of boosts for cluing, but we can get to 6 with Rite (2) or Sixth Sense (4) from a single card where may need a 2 or 3 card combo. Despite the Hawk-Eye Folding Cameras, its not worth the effort in this build. The cameras are there for the in the (unused) hand slot, and you need to have cleared 2 locations to get that in anyway. This is why we use Holy Rosary not St. Hubert's Key. Still it occasionally helps on parleys and things. In the mean time we will be taking a mystics approach to cluing:
Stack high and use spells: between cameras, rosaries, tarots and renfield, we can have up to 8 base plus 2 from upgrades within the spells. Obviously youre not going to hit 10 early, but getting to base of 7 is just 1 upgraded Rite and 1 will boosting asset, and at 4 above test on a 3 shroud, that should be fine for hard mode. Notice that both clue spells count as "investigating" for Bad Dream-Gate and easier than an test if you need to leave without the horror (see Location camping).
Rite of Seeking is better here than Sixth Sense...usually. As usual use it last action but. even if you use it second action and lose the turn its still 2 clues for 2 actions and par with Sixth Sense without ways to fish out tokens for the upgraded version. You can get up to 20 clues between Rites, Drawn to the Flame and Knowledge is Power. Sixth Sense is mainly back up here. Though you can use Sixth Sense for early actions and Rite on late ones if you put both out.
KIP is VIP - Another reason you want a 2 or 3 clue per action spell It doesnt use a charge. Its an event so you can use it as if you were at a connecting location (ie use Rite on another location). And its fast, so its a bonus action. Notice that you can use Rite last action, see if your turn ends and if not, play Knowledge is Power for anther 2 clues. Note also that you can do this from Dream-Gate to investigate any location (fast) a bit like you can with Drawn to the Flame. This is why we flux it back and rook it out again!
A few Drawn to the Flame Tricks - It saves movement see Location camping. It can kickstart your Camerass. You have plenty of encounter protection (see below), but if you happen to draw into an enemy you cant deal with, just pop into the Gate Box and deal with it later.
BULLSEYEING WOMP RATS (Combat)
If anyone has a good short pun for this let me know. I lack Starwars quotes-foo. Most of this is obvious:
Shrivelling is our main one on one combat button: Just like our Rite of Seekings we can get to effective 7 easilly with Upgraded Shrivelling. This should be enough for simple enemies. Your not a killer, but you can handle your own. Soak any horror on Allies & Holy Rosary. You have plenty.
Storm of Spirits can hit 2 locations at once... Sort of... So the text says you damage enemies at your location. But because things in your threat area are also at your location, you hit them as well. Ive never done this, but im reliably informed it works. Just make sure you do force lightening hands as you do it.
KIP is VIP again.... Yep. Just like in the clues section, you can use Knowledge is Power at another location but this time youre firing your Shrivellings. Note that with Knowledge is Power in hand you dont need a Shrivelling in play to be able to fight. Which can save a little tempo by not needing to spend the cash early. Its also fast so you can get 4 attack actions in in one turn if needed.
Into the Gate Box Shoot Flyboy. Still stuck? Just pop into the garbage shoo...i mean gate box to hide. Even more reason to keep shriv back until you have spare actions and cash to play it.
DO OR DO NOT, THERE IS NO SCRY (Encounter Protection)
Yes ok i realise the name is missleading....Technically Luke is also known for his dreaming rather than waking too but the pun was too satisfying. Anyway our encounter protection is more Reactive than proactive here:
You have a lot of boosts: 2x Camera, Holy Rosary, Renfield, and Four of Cups with xp. Passing will power tests (which are common on encounter cards) should be easy after about mid game. Until then you may take some hits.
I dont sense much Fearless in you: Its ok you have a load of soak: With 2 trauma from Arcane Research those first encounter card blows can look like youre too soft, but this problem will go away as you add , loads of soak (RosaryRookRenfield and + 1 san from late game Cameras.
All your allies have 2 Hp This is going to matter for checks which typically cause damage.
Quite a lot of your assets are transient Most of your assets use charges/secrets, or you want them to die eventually anyway. So its often ok to risk asset hate taking them out of play. At a push you can Quantum Flux and Mr. "Rook" them back, though this isnt ideal.