☻ 2 Packs Deck Guide : No Enemy Foretold

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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5argon · 7981

This Minh deck trades clue vacuuming potential for some enemy denying tactics. Have not used Close Call since you purchased the core set? Now is the time!

Mainly, Archaic Glyphs (Prophecy Foretold) and Stray Cat will provide the evasion for Close Call and let Minh work separated from the party occasionally. Enemy looping back from Close Call can be hit by Disc of Itzamna as a combo, while Minh is playing support role adding at the same location with others.

The new Charles Ross, Esq. ally help playing Flashlight, Lantern, and Disc of Itzamna cheaper by banking the discount turn after turn. Items can be obtained back with Scavenging. You can also share resources gained from Dr. Milan Christopher with other players to help them put down items.

► About "2 Packs Deck Guide"
 A series of decks made with the new distribution model in mind, requiring a Revised Core Set box + just 1 more Investigator Expansion box. ☻ character on the deck's name means the additional box it uses is The Path to Carcosa Investigator Expansion.
 It maximizes the chance of newcomers being able to build and learn to play the game, enjoying the story on Standard difficulty ASAP. They can then get into deck-building later if they wished to do so. See other decks in the "2 Packs Deck Guide" series here.

Note : I have an another 2 packs Minh deck that is more like an Assistant : No Stone Unturned Full Support.

Upgrade guide

 Cost  Total
19 XP deck 0 XP
    →  Charisma ••• 3 XP 3 XP
   Archaic Glyphs    Archaic Glyphs ••• 3 XP 6 XP
   Archaic Glyphs    Archaic Glyphs ••• 3 XP 9 XP
   "Look what I found!"  →  Close Call •• 2 XP 11 XP
   "Look what I found!"  →  Close Call •• 2 XP 13 XP
   Rabbit's Foot  →  Disc of Itzamna •• 2 XP 15 XP
   Logical Reasoning  →  Cryptic Research •••• 4 XP 19 XP
 
The rest 19 XP
   Rabbit's Foot  →  Disc of Itzamna •• 2 XP 21 XP
   Logical Reasoning  →  Cryptic Research •••• 4 XP 25 XP
 ❂  Calling in Favors  →  No Stone Unturned ••••• 5 XP 30 XP
 ❂  Lantern  →  A Test of Will 1 XP 31 XP

(View at arkham-starter.com)

❂ : The other Calling in Favors and Lantern cards are left in the deck.

This plan looks empty but genuinely I like a lot of the starting level 0 cards, including Lantern and all 8 skill cards.

This is perfect moment to try out expensive utility cards like No Stone Unturned (5) and Cryptic Research which fills your campaign XP quota.

A Test of Will is an exile filler so you can spend more XP repurchasing it if you get even more.

Tips for Minh's ability

  • Cards with special effect on success but having low icon (preferably also having wide test coverage) like Eureka!, Resourceful, or Opportunist are good! They are designed so you need to add some more to trigger the effect, but now with Minh's + it could work on its own. Dunwich 2 XP skill cards that has oversuccess effect can be very powerful, but I assume we don't have that set here.
  • Find some tokens representing each player on the board and use it to remember whether you have gave to that investigator this round or not. Usually by the time Mythos Phase is over you forgot you have used the ability for which test of who, if you bunched up together to take advantage of it.

Dealing with The King in Yellow

If you have not played her before, this is a very harsh weakness that make you commit 3+ cards or no commit at all. Moreover to fix it, you need 6 icons. So if 3 cards of , , and then it let you commit, but you cannot fix The King in Yellow, lol!

Cards with double icons like "Look what I found!" and Logical Reasoning are there to help you bomb the book in the early game, but very likely you need to hoard at least 1 Unexpected Courage to be sure. In the case of Logical Reasoning and test, other than Unexpected Courage you need Eureka! or Rabbit's Foot for the last card.

The King in Yellow is the best moment to beat difficult location with Deduction in the mix. Other than ensuring Deduction works you get rid of the book at the same time.

And for some reason this very test you are committing 3 cards+ of 6 icons, that the bag loves to give you . If that occurs and deck reset is far away, you may try to "live with it" by collecting 3 of single icon cards to commit wastefully until the end of scenario. Later on 2x Cryptic Research will help you muster up an another go to fix the book.

Also Minh's ability adds one which is always a matching icon, so you actually need to go to 5 icons instead of 6 if you have not used the ability this round.

Card tips

Archaic Glyphs •••

I believe the other version is more popular, but this version is very satisfying to use as well.

You have to imagine moving the text "This action does not provoke attacks of opportunity" upfront since I think that is the main selling point of this one.

Regardless of bunched up together or not, if you draw an enemy, you engaged with the enemy, and that mess up your turn order. The fighter sometimes have to stop at the other location to kill the doom-pumping enemy, for example. In that mean time, you as a Seeker probably can take off half of the clues and need 1 more turn to get the job done.

Now you get an enemy. Normally, you cannot go first anymore and the fighter have to take some kind of compromise coming back to you. After that the fighter need to kill off the enemy right away to let you investigate as usual, or take the engagement away if he cannot. Risk of friendly-fire and whatnot.

But now you can go first and just Investigate to your heart's content. If enemy got auto-evaded but the work is not done, fighter can come or not come. If coming, they can hit it without friendly-fire or Retaliate. If the enemy got auto-evaded and the work is done with an action remaining, you can casually walk away and let the reengaging enemy stick with the fighter instead.

Easy location is turning into high chance of evasion, bypassing any that the enemy has, and it works with Elite!

The other glass-cannon version looks bonkers in efficiency, but an enemy, low commits, or "unworthy" location will greatly reduce the chance of going big with that one. Personally I love this version much more.


Charles Ross, Esq.

You can "bank" the 1 resource discount by exhaust him turns after turn, when you have nothing to play yet, since this effect says "next" without expiration. So don't forget to bank at least 2 so Lantern and Flashlight is reduced to 0. Disc of Itzamna will need 3 turns to reduce to 0.

By using the "pay for others" feature, you may want to stack more discounts on you for something bigger like guns.


Charisma •••

Essential to get your 6 allies cycling properly (together with Calling in Favors). Especially to enable having Stray Cat on stand by.

Also notice that Charles Ross, Esq. is quite tanky for his 2 cost. Having Dr. Milan Christopher + Charles Ross, Esq. is a good way to have Dr. Milan Christopher longer while the other guy gets hit.


Close Call ••

Use Archaic Glyphs and Stray Cat to get an evasion for this card.

By the next time it came back from encounter set, you maybe able to get Disc of Itzamna equipped and kill it for good! Try this when you see the encounter deck is thin, bunch up together to "lure" it to the disc.

As the last resort, using Unexpected Courage on herself can get to 5 . The other source of agility is on Calling in Favors, so Unexpected Courage is actually a good emergency card you should keep to play with Close Call.


Disc of Itzamna ••

This card is not bad for commit with her ability as it has an almost icons. You still have a chance to use Scavenging to get it back.

It works together with Close Call when the encounter deck is thin. The first time around you maybe not ready to "disc" and it spawned, but now that you sent it back, group up strategically to hit the disc can be effective.

Card with "same location" is good for Minh as she wants to use the + quota for other investigators as often as possible.


"Look what I found!"

Eventually removed but before it is, you can make plays with Lantern. Lantern reduces shroud so it may move the shroud to the range you can "Look what I found!" easier.

Especially if it is 3 shroud location, which after reducing to 2 it is 100% that you can play "Look what I found!" no matter how hard you fails, it is capped at 0 before the "Look what I found!" check.


Cryptic Research ••••

This classic card from core set looks like an "expensive generic toy" that rarely gets into the deck behind all other deck-specific cards. But for Minh it is actually synergistic as she wants to refill her hand to commit more.

This deck has 8 level zero skills that aren't touched at all, by having 2x Cryptic Research it is very possible to reset the deck quickly to use them again if used all on yourself. Also useful to quickly getting stuff to fix The King in Yellow as well.

It also fills in the draw engine void after Rabbit's Foot left the deck for Disc of Itzamna.

Card with "same location" is good for Minh as she wants to use the + quota for other investigators as often as possible.


No Stone Unturned •••••

Talk with the team what would they like to get to set things up. If no one want stuff, getting Analytical Mind is a solid choice.

I think 1 copy is enough as I would rather have 2x Cryptic Research first. If you need 1 more copy, then spend 5 XP more to replace the remaining Lantern or the remaining Calling in Favors.

Card with "same location" is good for Minh as she wants to use the + quota for other investigators as often as possible.

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