Dark Horse Rex, powered by "The Fool" (42XP)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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DerBK · 1526

This Rex deck went through Return to TCU (feat. Carnivale). Playing two-handed solo together with a combat focused alt-back Agnes, Rex could focus completely on getting clues.

Agnes deck: https://arkhamdb.com/decklist/view/32985/agnes-orig-front-alt-back-versatile-50-xp-1.0

When the RtTCU player cards got revealed, The Fool caught my eye. Now i obviously know that not everything from M:tG can be transferred over to Arkham, but i do know that a Mox is a powerful thing. Having an extra resource every turn, including the first one, is very very good. Well, unlike a Mox, The Fool is sorta crappy if you draw it later on, though. So i was looking for a deck that could run Studious to improve the chances of drawing it in the opener. And once i realized that Dark Horse plays really well with The Fool, it was either Minh or Rex. Rex seemed better for the solo clue role.

At the beginning of the game you hard mulligan for the tarot card. If you get it, good. If not... you are just playing regular Rex for a while. Which is still fine. A pretty standard opening (had this 3 times) was play Hawk-Eye with discount from the Fool, play Milan and investigate the starting location, clearing it for a resource from Milan and the first counter on the Hawk-Eye. Usually you'd only be able to drop the Hawk-Eye after investigating and claiming the resource from Milan. Now, next turn you immediately have 3 resources available again - or 4, if you trigger Milan first. The way that The Fool smoothes out your early plays can not be overstated - it's really quite amazing. Once Dark Horse is in play, The Fool can also pay for Unearth the Ancients to get a Tooth or DES or Milan you didn't draw earlier into play without ever having to take the resource in upkeep. That allowed me to stay at a consistent 5+ will during the mythos phase, obviously a great thing in TCU.

The rest is your standard Seeker clue tech. Ancestral Knowledge to get those early card draw skills in your hand and a boost to early investigations. And a bunch of card draw.

Damned as a weakness can be nasty, by the way. Aside from trolling me three times by giving me either "-2 cards in starting had" or "you can't mulligan" to interfere with my plans, there were some other bad things like starting with a doom on the final agenda. Other times it just gave me -1 fight...

As a final tidbit, I never played Mariner's Compass once. In hindsight that should've been a Forbidden Knowledge to double up on the "free" resources from nowhere.

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