Silas Mar(sh)-ching to glory

Card draw simulator

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

mihnea13 · 88

This deck was tested with both novella and Innsmouth Silas, and did pretty well solo in most campaigns. I was too much of a coward to try Path to Carcosa with Silas Marsh's of 2 and Sanity of 5, but check out the Additional Upgrades section. The deck works mostly the same in both Silas variants, but if you plan to use novella-Silas Marsh add in 2x Fire Axe to replace Sea Change Harpoon. Don't worry about losing Silas's Net: it's expensive, you will not afford the hand-slot for it, you don't need the boost and playing solo you'll rarely end up with multiple enemies engaged.

Role

Generalist slightly geared towards enemy management. Use traditional means of dealing with enemies and various shenanigans to cheat the game out of clues.

General info

While I find Silas Marsh very fun to play, this is not an uber-powerful solo deck, especially in the early campaign. But if you take care of his Sanity and invest XP in some strong Skills and the means for their Recursion, things will improve a lot. After spending the initial 10XP or so, it's very fast to set up, low on cost and you can establish a tempo that lets you win most scenarios before Horror catches up to you. Expect to fail tests more often than other investigators, but Silas Marsh's strength is in passing the important tests, regardless of the Stat involved. Most skill icons in the deck are , so along with Grisly Totem you get a lot of flexibility.

Enemy management: 4/5

First, with a maximum of 6 (from Peter Sylvestre and Track Shoes), evade anything that doesn't need killing. Assuming you do that, there should be enough damage output to take care of Hunter and VP enemies. But don't abuse your Meat Cleaver, especially not before you see Peter Sylvestre. The major priority for upgrading is 2XP for 2 copies of Brute Force. After that, with recursion from Resourceful and a lucky pull or two, you'll find damage output is adequate.

I'm not a big fan of Sea Change Harpoon but it works in a pinch. Note that you can commit a Skill card for +1 damage and then take it back without losing the extra damage. But to me it feels like a waste of Silas Marsh's ability.

Clue gathering: 3/5

Old Keyring will do a lot of work. Its major advantage over Flashlight (besides the lower cost) is that it's a target for both Resourceful and Scrounge for Supplies...and you'll probably need to recur it. Belly of the Beast is pretty unreliable, so will be replaced sooner rather than later. I find True Understanding much better than I'd have thought, so I urge anyone who dismissed it as a card for traditional Seekers to take another look at it for Silas Marsh. While it's a bit tricky to use when you have a of 2, it can net you a clue while increasing your odds for a test suited for Silas: a Treachery that tests your , the occasional Parley that let's you test or something like a Locked Door. If you end up failing the test, no worries, just take True Understanding back to hand and wait for another opportunity. If all your clue-gathering tricks are spent, just investigate at 6 with Inquiring Mind+Grisly Totem.

Encounter protection: 2/5

This is Achille's Heel for Silas. I'm rating it a 2/5 instead of a 1, because at least tests should be safe. My advice is not to worry about 'wasting' cards such as Inquiring Mind, True Understanding or even Quick Thinking if it means you dodged some horror. Especially without Peter Sylvestre in play. Otherwise, encounters are great targets to Take Heart on.

Mulligan

First priority: Old Keyring, Peter Sylvestre and Grisly Totem (in that order).

Second priority: Take Heart, especially when starting out at a location with a shroud of at least 3. It's a great way to boost your early-game economy. If you end up drawing the +1 during the Investigation, you get a lucky clue and Take Heart back to hand. I've found that seeing 2x Take Heart in my opening hand is a fantastic start.

Not seeing a weapon early is not terrible, cause you can rely on evasion for a while. Track Shoes is not that useful of an Asset in the early game, so mulligan it away. It's expensive, you probably don't really need the double movement and the boost can wait. Later you'll have extra money lying around and the extra movement will be nice (vital even, depending on scenario). The shoes also get better once you get Drawing Thin, as a safe test to plan a fail on.

Upgrade path

With Drawing Thin as the resource-engine for playing Eucatastrophe, you now have the means to get clues using basic Investigate actions and also recover from unlucky . Just hope you draw a token with a negative modifier of 2 or more!

0 comments