|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
Ruduen · 99
Using the original iteration of this deck, I made it through The Dunwich Legacy blind on Hard. I either had a good amount of luck, or can confirm that it's at least reasonably playable. (I did avoid picking fights that didn't need to be picked, though - while this deck can fight in bursts, it lacks the staying power that other decks have.)
Everywhere and Nowhere
This is a relatively stable Luke Robinson deck, focused primarily on investigation through a few tricks. It lacks the combat oomph of some builds, but is focused on getting in and out of danger, peeking in and grabbing whatever clues are necessary before moving on to the next target.
Keep Hawk-Eye Folding Camera, Holy Rosary, Rite of Seeking, and either Shrivelling or Wither, preferring the former. Luke's Gate Box means that he can get out of a sticky situation without any setup, and his respectable Knowledge means he can still aim for lower shroud locations early on, so it's not necessary to mulligan as aggressively as some characters do.
Explore around all the time, focusing primarily on investigation. Rite of Seeking can enable better spots, and can provide a quick activation for Hawk-Eye Folding Camera. If you have Shrivelling or Wither and any reasonable amount of power behind them, pick off enemies as possible. If you don't, Gate Box away and either build up, or immediately jump to a safer spot and resume investigations.
Strategies for Cards:
Gate Box: This wouldn't be a Luke deck without taking advantage of Gate Box. I find the primary use of Gate Box and Dream-Gate is to get out of a sticky situation. There's a massive advantage in having a guaranteed disengage against every enemy. If you need to be somewhere after, you can hop out and move. However, if you don't, you can stay in the gate, use your ability for a single action somewhere else, and save yourself a movement by popping out somewhere else afterwards. That being said, make sure you're either dodging enemies or saving numerous actions when you use the box. You have three charges, plus any from the elder sign effect or Enraptured. It's enough to play with, but not enough to use recklessly.
Detached from Reality: Amusingly enough, I've had an occasion where a Hunter found me, only for me to be whisked away. That being said, once you're stuck at the gate, I find it's often not worth trying to hit that rather difficult check to get out of Dream-Gate. As with a more willing jaunt, it can be easier to just spend a turn performing more setup, as long as you can soak the horror after. (And with 9 base Sanity, Holy Rosary, and Art Student you should have more than enough.)
Shortcut: I can't emphasize how useful Shortcut is for Luke after using the Gate Box. You can play it as if Luke was at a connecting location, meaning after you hop into your Dream-Gate, you can use any location as a 'source'. Since you're able to move to any connecting location, it means you can get a quick move into a location that's unexplored. In addition, since it's Fast, it means Luke won't trigger any Attacks of Opportunity. This is a great way of slipping past any areas of concern, or forcing yourself into a new location and dragging enemies with you before boxing away.
Knowledge is Power: As with Shortcut, Knowledge is Power is a great way of taking advantage of Luke's innate ability. Combined with a Shrivelling, this gives you the ability to attack something without entering. Similarly, combined with Rite of Seeking, this lets you safely investigate an adjacent space without entering. Even without any unique tricks, it's still quite potent.
Drawn to the Flame: It was actually up in the air whether I'd use this or Read the Signs. Both are going to be very reliable ways of getting clues, though each have their own downsides. I ended up using Drawn to the Flame, but feel free to switch - one 'package swap' is listed below. (It's worth noting that Drawn to the Flame's risk will very much depend on how the rulings regarding enemies spawning while Luke is in the gate - if enemies can spawn, it becomes much riskier to use from the gate, but if they cannot, it's a shoe-in. I think it's safe based on the ruling here (spoiler warning), but it did not come up during my test.
Occult Lexicon: This only warrants a special mention because I wasn't able to get it functioning in my playthrough. Most of the time, Cameras took precedence - as a result, while this allows some fairly flexible attacks, I couldn't confirm just how useful they were.
Notable Adjustment Options:
-Rite of Seeking/Art Student/-Drawn to the Flame/-Holy Rosary for +Dr. Milan Christopher/+Read the Signs/+Deduction/+St. Hubert's Key - I prefer keeping Rite of Seeking for investigation, since it can stick in one slot while I use the other for an offensive spell, and since it gives me a very good option for Arcane Research. However, if you want to play a more well rounded game, you can easily get enough Knowledge to use a more regular method of investigation.
-Art Student for +Arcane Initiate: Art Student's guaranteed clue was useful for polishing off Hawk-Eye Folding Camera, but it was an early replacement for me. If you prefer reliability, you can use Arcane Initiate. However, it's worth noting this deck is comparatively light on spells compared to some.
- -Sixth Sense: Yes, you can theoretically use Sixth Sense to investigate from the Dream Gate. However, I find it's not worth the effort. Doing so requires a lot of setup to reliably work. You need Sixth Sense, cards to reliably hit the correct chaos tokens, and even then, you'll be lucky to get one or two copies. Since the only other synergy is Wither, I opted to exclude that package here.
+Rite of Seeking/+Rite of Seeking/+Shrivelling/+Wither: Since you have Arcane Research, these are the cards you'll be looking into upgrading the most. Rite of Seeking will turn Luke into an absurdly good investigator and is always available for an upgrade until it's maxed out, while Shriveling and Whither will give you a bit more offense. While Deny Existence is also a good upgrade, its single use and price tag make it a more difficult choice to reach for.
+Four of Cups/+Recall the Future: There are a limited number of ways to reliably hit those checks for spells. Four of Cups is a reasonable one if you're willing to mulligan hard for it, while Recall the Future is a more generally useful card that can sometimes push things over the edge.
Emergency Cache: To nobody's surprise, having Emergency Cache cycle smooths out the deck a little bit.
-Art Student: Once you have an upgraded Rite of Seeking, the extra methods of retrieving a clue become less important.
Notable Upgrade Exclusions:
- -Hemispheric Map: In theory, Luke can make great use of the Hemispheric Map, establishing additional connections to take advantage of. In practice, #(Holy Rosary)/#(St. Hubert's Key) already occupies the same slot, and you can't always often justify using your box just to create a connection, assuming there are the correct number of connections to begin with. You might get this if you have access to Relic Hunter, but it's fairly low priority.
- +Storm of Spirits: The ability to attack a room is much more useful when players likely that you have a room of enemies.
Thanks to everybody who read this far! If you enjoyed this build, please check out my other decks:
Thoughts and comments are appreciated!