Now you see me, now you don't - Luke

Card draw simulator

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

marduke182 · 15

Luke Robinsons - Now you see me, now you don't

OVERVIEW:

  • CLUEING: ....................... High
  • ENEMY HANDLING: ...... Low, but options
  • ENCOUNTER PROT: ...... High
  • DRAW CONSISTENCY: .. Sufficient
  • CASH ENGINE: ............... Sufficient
  • HEALING: ....................... Self only

PLAYSTYLE:

  • ROLE: ............................. Primary Clue Getter, Movement
  • COMPLEXITY: ................ Low
  • THEMATIC FEEL: ........... Teleport master.

SLOTS:


This deck was design with the Blob in mind in a table of 4 players, with an already strong fighter, so not need of more hitting power in this deck.

GENERAL APPROACH

CLUE GETTING

Here is where you should whine you have different options to getting clues with this character:

  • Classic approach;
    • Sixth Sense gives you infinite investigation using your head, with the 30% chance of getting 2 clues (with the 4xp one).
    • Rite of Seeking give a nice action compression for those high shroud locations, only be sure to use as your last action each turn.
  • Luke approach;
    • Seeking Answers; jump into your dream gate and investigate (1 shroud location) and get 2 clues in any place in the scenario. Or if you ran out of charges, you can just use it in a connecting location to get a clue in any location at distance 2.
    • Use your events ( Read the Signs; Working a Hunch) to avoid to move into those location that are isolated in the map and get those high shroud clues.
  • Bump your base stats;
    • With Hemispheric Map, Whitton Greene (remember that you start with a Relic already) and Hawk-Eye Folding Camera, you can bump your stats up to 11 head 10 book, keep in mind that is very unlikely to put everything into place, or to always have 4 connecting locations, but once you setup everything (that you will potentially do fast with Whitton Green) you can sit on the comfortable 7-6 zone, this is taking into consideration those cards that you might lose due to scenario mechanics.

ECONOMY/SETUP

  • Drawing;
    • We don't have many options here, but with Whitton Greene we can found those Hemispheric Map super easy, and Eureka! helps of to find the other cards.
  • Resources;
    • Crack the Case is your main, keep in mind that you want to clean the last clue to take that pictures with your cameras, however, you can always play Crack the Case from a connecting location, so be close to your other clue person.
    • Another interesting combo is, Gate Box -> Seeking Answers -> Crack the Case
    • Robes of Endless Night; loose value every turn that is not in place, so either mulligan for him or you will just use it for the 2 health.

ENEMY HANDLE

Killing enemies is not your job, however, you can do some crowd control.

  • Gate Box; You can trigger gate box just after the enemies hunted ability triggers, this means, that you can make the enemy to move to your place and Gate Box in the enemy phase.
    • As Dream-Gate will not disappear until the end of your turn, you will be there in the mythos phase, so any enemy that you draw in the mythos phase, will spawn anywhere in the map.
  • Open Gate; all investigator can move through the gates but enemies cannot, that means that you can lure the enemies into the open gates and just move when they arrive.
  • Shortcut; if you want to move to a location but there is a monster in the middle, you can drop the shortcut into the location with the enemy, move into that location, and trigger the fast action in shortcut before the enemy engages you to move into the other location.

ENCOUNTER PROT

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