Dogs of War

Card draw simulator

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

5argon · 7982

To celebrate The Scarlet Keys coming out with a scenario of the same name, here's a Mark deck with six dogs.

(It's actually somewhat functional!)

Expansions : The Path to Carcosa, Edge of the Earth, The Scarlet Keys.
I create decks using no more than 3 expansions for newcomers. See more here!

 Cost  Total
19 XP Deck 0 XP
   Dodge  →  Rod of Animalism 1 XP 1 XP
   Dodge  →  Rod of Animalism 1 XP 2 XP
   Obsidian Bracelet  →  Ever Vigilant 1 XP 3 XP
 ❂   →  Stick to the Plan ••• 6 XP 9 XP
   Guard Dog    Guard Dog •• 2 XP 11 XP
   Guard Dog    Guard Dog •• 2 XP 13 XP
   Breach the Door  →  Old Shotgun •• 2 XP 15 XP
   Breach the Door  →  Old Shotgun •• 2 XP 17 XP
   Guts  →  Prepared for the Worst •• 2 XP 19 XP
 
29 XP Deck 19 XP
   Obsidian Bracelet  →  Extra Ammunition 1 XP 20 XP
   Evidence!  →  On the Trail 1 XP 21 XP
   Evidence!  →  On the Trail 1 XP 22 XP
   Ever Vigilant    Ever Vigilant •••• 3 XP 25 XP
   On the Trail    On the Trail ••• 2 XP 27 XP
   On the Trail    On the Trail ••• 2 XP 29 XP

(View at arkham-starter.com)

❂ : Prepared for the Worst (2) and Extra Ammunition intended to stick on joins later, at this point stick just Ever Vigilant (1) and any 2 Tactic you like, which I like Toe to Toe.

Giving up Extra Ammunition, Ever Vigilant (4), all versions of On the Trail, then everything fits in 19 XP for Standalone Scenario, if you want to mess around with dogs for just one session. The 29 XP one is also OK for standalone but I think 2 additional weakness are too much for Mark's rapid drawing of cards.

ps. In a certain alternate universe, there are seven dogs...

bark0a.jpg

There are several new cards from TSK that turns the dog deck meme to dream, primarily Motivational Speech, and Hit and Run which works with Mark's and Toe to Toe.

Unrelated to the dogs but since I limit expansions to be economical, I also use the new TSK Prepared for the Worst (2) and Ever Vigilant (4) to let him dabble into Old Shotgun play, which comes in the same EotE expansion as the Sled Dog. Both are good with Stick to the Plan that comes with Mark's expansion.

  • Sled Dog :

    • Mark has the card draw ability to find more dogs better than typical investigators in the case of bad start. The damage soak to draw lands on previous dogs or the different breed Guard Dog.

    • 2/2 soak allowing up to 2 draws for Mark's . The sanity soak does not allow drawing but is valuable for Mark's 5 sanity. This deck is noticeably sanity-safe if you are replacing dogs fast enough.

    • With 1 dog, it's a sad 1 damage hit but at reassuring 6 accuracy once per turn. At least it is a good time to add Vicious Blow here to resist up to about -3, -4 token.

    • With 2 dogs, they are unlimited 2 damage hit with 7 accuracy, but only one use per turn. Since .32 Colt has no accuracy boost, this is an excellent option to kill-steal 2 HP enemy engaging with others with less risk of friendly-fire, or hitting Retaliate enemy. .32 Colt take care of high HP but lower enemy engaged with you.

    • 2 dogs can use the Move option to close in and attack with the .32 Colt / Old Shotgun too.

    • This deck I think is above average at 0 XP. Since 2 dogs fits in 1 Ally slot making 4/4 soak, they are great in the 1st scenario where you may need more Sophie ubiquitous boost to do the job and farm XP. Try putting all the damages on dogs so Mark can fully use Sophie 4 times. (e.g. For clutch Evade at 5 , for treachery defense at 5 .) 6x level 0 cards to assemble the dogs : Calling in Favors, Hit and Run, and Motivational Speech makes his 1st scenario game much less swingy to treachery.

  • Old Shotgun •• : There are dogs to serve as his sidearm, he has the hand slot free to summon the shotgun in correct way (Ever Vigilant (1), Ever Vigilant (4), Prepared for the Worst (2) makes it enter with 2 ammo), conserve ammo, or trying to refill with Extra Ammunition, while fighting smaller enemies with Sled Dog. Use Sophie or The Home Front to increase damage.

  • Hit and Run : Put down a dog to take Toe to Toe hit (up to 1/1 damage/horror), Mark draws a card, then the dog go back to hand safely. Guard Dog can deal extra damage. Guard Dog (2) can get an engage for rescuing others and counters automatic 1 damage. Sled Dog can perform 1 exhaust attack before going back to hand.

  • On the Trail • / On the Trail ••• : Thematic inclusion just because there are dogs in the artwork... though, sometimes Mark can make distance with Sled Dog's multi Move and get some clues for real.

  • Motivational Speech : Motivate all the dogs to 0 cost, plus you are able to play mid-engagement due to Parley. Parley make it possible to find emergency meat shield for Toe to Toe when caught off guard by an enemy with no Ally in play yet, like Hit and Run.

  • Inspiring Presence : The one sided heal is good for Sled Dog which comes with both health and sanity room, for damage / horror distribution flexibility. The ready can inspire Sled Dog to go again too but unfortunately 1 dog is not going to do much. (Unless you got 3 dogs, then you can use 2 dogs 2 times.) The ready is sometimes useful for Guard Dog (2) to get 2 different engages in high player count.

  • Ever Vigilant • / Ever Vigilant •••• : 1x to Stick to the Plan. Rapidly play the dogs, Old Shotgun, and Rod of Animalism.

  • Prepared for the Worst •• : Purchased 1x to Stick to the Plan. Used to summon Old Shotgun with ammo, or at least you might get a .32 Colt. Throw all the Old Shotgun away from your pre-mulligan hand to make ways for the dogs.

  • Extra Ammunition • : Purchased 1x to Stick to the Plan. Makes even 0 ammo Old Shotgun became playable.

  • Toe to Toe : Excellent card since Mark has a lot of dogs to take the hit, and then he gets a draw . The card costing 0 resource to play is a treat!

  • Obsidian Bracelet : Eventually all removed but it is very good to take damage treachery from others, like low Seeker friend, which Mark then gets a draw since damage is placed on a card he control. Ever Vigilant makes it easier to put down.

  • Rod of Animalism • : Further discount for Ever Vigilant plays of the dogs to just 1 cost. Ever Vigilant says one at a time so you can also play this before the dogs in the same Asset playing chain, so the dogs get more discount.

  • Calling in Favors : Call for more dogs. All uniform 3 cost make sure you don't need to prepare any more resources to play the new Ally card. Since a dog is returned to hand, it is good to follow with Ever Vigilant or Hit and Run. Hit and Run can also be played before this card, so a temporary dog turns into a real one.

1 comments

Jan 13, 2023 PJFrigate · 272

Finally, a dog deck that’s more than a meme. Well done!