Finn Edwards Item Cycle (Deck Guide)

Card draw simulator

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

Phelpsb83 · 190

This Finn deck represents the end point of a very successful Path to Carcosa Run. (58 xp). However, I like building decks that work backwards from optimal upgrade paths anyway. The level 0 deck I started with can be found here (https://arkhamdb.com/deck/view/1693290).

This deck was born out of seeing opportunity in the upgraded Joey "The Rat" Vigil that came out in Weaver of the Cosmos. It uses the following combo:

  1. Play cheap item (or commit an item as a skill card to a test)
  2. recycle for 2 resources with Joey.
  3. Investigate with Lockpicks
  4. Almost guarantee a scavenging of the item back to your hand.

As such, you have an almost endless supply of commit-able cards and resource generation.

The rest of the deck is built around expediting and maximizing that engine or surviving with 1 willpower :-P.

FIRST UPGRADES:

  1. Lvl 3 Joey: He's essential to the deck working, so you need at least one copy early on. In fact, my level 0 deck took "In the Thick of It" to get one copy right away.

  2. Upgraded Lockpicks: that way you can keep them to trigger scavenging, even on a tragic miss.

  3. Fence: With fence, you can play a Switchblade for free or Finn's trust .38 for 1/free and then immediately recycle it for 2. (bonus: it also makes smuggled good a fast card).

  4. Upgraded Tennessee Sour Mash: Not only is this basically a necessity (both thematically and gameplay-wise) for Finn, but the engine can benefit from it. Once it is out of charges, you can either hit someone with it or sell it with Joey. Then recycle it back to your hand with Scavenging. Then play it for somewhere between 2 and 4 resources as a fast card (Joey, Fence x2)

HELPFUL UPGRADES (some surprises here):

  1. Backpack lvl 2: helps you get all the pieces in play. Do note, however, that you cannot COMMIT cards from backpack to tests. Therefore, either pull the cards you want to play, or play, sell, and scavenge those cards to your hand to commit later.

  2. Upgraded Liquid Courage and Lucky Cigarette Case: These help heal the horror damage low-will Finn takes and helps draw cards from the near auto-trigger on lockpicks. More importantly, however, with Scavenging, they are regenerating 2-willpower boost cards.

QUALITY OF LIFE UPGRADES:

  1. My Finn needed to end up fighting, so I went with a suite of upgraded weapons - both for better attacks and for more fist icons (which are somewhat rare on lvl 0 rogue cards--, Delilah, Hard knocks, etc.

  2. Econ cards. The new Unscrupulous loan is especially effective with this deck, because Joey can sell off your whole get-up on the last turn and almost guarantee you'll end with 10 resources.

SURPRISE MVP:

  1. Flashlight: I don't think it is any surprise that flashlight is good (come on, lvl 3 flashlight....). In this deck however, consider the following turn:
    1. Have lockpicks in one hand.
    2. Play Flashlight as a free action with Joey for 3
    3. investigate twice at -2 shroud.
    4. sell with Joey for 2 of those resources back.
    5. investigate with lockpicks
    6. scavenge flashing back to you hand.
  2. Where's "You handle this one?": a good and nearly ubiquitous Finn card can be left out due to the recycling Sour Mash and items with willpower to commit and cycle.

This deck was loads of cycling fun, so I hope you enjoy it too!

2 comments

Nov 08, 2021 Tacomental · 21

Was this solo run or 2 player?

Nov 08, 2021 Phelpsb83 · 190

I Played it 2-handed with Father Mateo (https://arkhamdb.com/deck/view/1664004). I think it could play solo, too, as it compensates quickly for its low willpower with an early Sour Mash