What If There Weren't Dogs? *Full Deck Guide*

Card draw simulator

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

werebeararcher · 18

Intro

Charlie Kane had always led a simple life, running for Arkham Mayor every 4 years, and bribing away competition. He had his secret service security, His head researcher, his loyal assistant, his underling, his religious advisorand last but defiantly not least his criminal contacts. Life went well for Charlie, every year he gained a little extra income from the increased tax rates. This allowed him to keep his mansion on the edge of the city. But Charlie's perfect innocent life would not continue. He got caught in the middle of a murder investigation that he, surprisingly, had nothing to do with. As life continued for our friend his day to day life got weirder and wilder. He started to see things that could not be there, hands reaching through walls, eyes at every street corner. Charlie Started to surround himself with people that claimed to be able to deal with the super natural. He was not elected the next year because he did not run, he stayed locked up in his mansion while the police investigating the murder sent doctors to asses the damage to Charlie's brain. Charlie Kane than turned to a life of crime, he pulled out his 3 old friends, and some old bad habits. With his new allies and old tricks Charlie was ready for whatever the mythos had in store.

Hello! And welcome to my Charlie deck! This is my first published deck list! I have no idea what I'm doing! Hope you like it :)

-werebeararcher

In this deck Charlie leverages and cards to become one of the most capable fighters in the mythos! But not only can Charlie kill, true to his diplomatic background he is always paying attention to people allowing him to get clues while destroying enemies!

Table of Contents
  • Overview

  • Main Strategy

  • Let's talk Charlie

  • Allies!!

  • Other Cards

  • Credits

  • Upgrade Path

Overview
 
Difficulty: ★★★★☆
Enemy Management: ★★★★☆
Clue-getting: ★★★☆☆
Encounter protection: ★★☆☆☆
Survivability: ★★★★☆
Economy: ★★★★☆
Card Drawing: ★★★☆☆

Main Strategy

This a very fight forward Charlie deck, I would advise against using this deck in true solo with out modifications towards more clueing.

The main feature that allows this deck to work is not a card but Kane's feature. It is very important to remember that you get and extra +1 to any ally when using Charlie's feature.

As the main-ish killer killer for your table, you need your weapons! Remember to use weapons to the greatest effect! Each of you resources are very important, so, you want to balance how often you play new weapons.

There is one very powerful combo that really allows this deck to shine and really start dealing out that large amount of damage you will be relied on to put out. This combo for the first scenario will be a little slow and not super helpful but after a time you will start to see the pieces falling into place.

The combo relies on using Trigger Man with Burglary attached. This will give you a free investigate every turn. This is a good way to use up those icons you have floating around cough Leo De Luca cough. You should succeed most of the time if you use your icons right. Then you will 3 resources, and have succeeded on an investigation. Look over at Michael Leigh. So after this sequence you should have netted 2 resources and banked 1 damage on Michael. With these extra resources you could save up for your next ally, or use them on Physical Training. With Physical Training you can afford to not get the bonus for Michael and go for the damage instead.

This combo still function before you get Trigger Man and Michael Leigh into your deck or in play. You will have to activate Burglary the old fashioned way cough Leo De Luca cough This will net you 3 resources per use which can be used to make your attacks more likely to hit. One thing to remember at these lower levels is you don't get the base 4 value from Trigger Man. This will require you to put more into the test if you want it to succeed.

Let's talk Charlie

Charlie is the second neutral investigator in the game. The first Lola Hayes is a touchy subject. Charlie on the other hand was better received by the community, and the designers did a very good job making his card reflect his character in the mythos. I really like Charlie and the puzzle that comes with creating a Charlie deck.

OK! let's talk stats! Charlie has a solid 1 1 1 1 state line! that isn't horrible, Charlie is tied for second worst stat line in the game, but no matter! at least they aren't zeros! Also on a good note, the uniformity allows you to build Charlie however you want.

Now Charlie's features:

The first is, "You have 3 additional ally slots." that already is super strong! That is 3 Charismas, or 9xp! That means at a minimum you can have 4 allies out in the first scenario of your campaign! This also allows Charlie to work because you need those allies.

The second, and final feature is, " During a skill test you are preforming, exhaust an Ally asset you control. for this test, you get +1 skill value, plus an additional +1 for each skill icon that Ally asset has that matches this test's type." (emphasis mine). This is a wordy feature so in more simple terms, Exhaust an ally you control get a +1 to this test, plus matching skill icons on that ally. This is what makes Charlie so good. You can use your allies to get crazy high stats for a test, and you have greater control over what skill value you have for a particular test. Test timing isn't very important for this feature (in this deck), but it is good to note that there are 2 windows in a test one before you commit skill cards and one after. It will not make much of a difference unless your group plays with very strict table talk rules. You can wait to see what others commit before using your allies.

Charlie's effect is interesting, and fairly to very powerful. It gives you +3 to the test and allows you to ready an exhausted ally at your location. This gives you more ability to take more tests on you turn, and hopefully pass more tests on your turn.

Charlie 6 health and sanity make him very squishy, In particularly if you take In the Thick of It. Starting at a 5 health health and 5 sanity isn't amazing but good enough because if all goes to plan you should have massive amounts of soak. With xp you also get more tools at your disposal like Girish Kadakia. He is the main thing that will keep you alive.

Charlie's special weakness is Burden of Leadership. I think that there has been enough said about this weakness, but my opinion is play with the errata. Also, I really don't think this weakness is all that bad. Exhaust all of you allies, and take a set up turn with no one pressuring you to move the game forward.

Allies!!

It's a Charlie deck so your allies are very important! You are nothing without them! Sadly at level zero, your allies are all very basic, and very expensive. But with time and xp your allies become more fun and dynamic! Lets get to it:

Beat Cop is a stand out ally to have, it gives to a static boost, and you can use it with Charlie. I would never use the Beat Cop's ability because having the card in play does so much more for you.

Bonnie Walsh is hands down AMAZING! Giving you 3 icons to a test, then readying an ally you used so you can use that ally again, maybe even on the same test! If you have Bonnie and Michael Leigh out, you can use Michael to deal 3 extra damage, then use Bonnie and them get an extra 3 from Michael Leigh!

Laboratory Assistant and Dr. Milan Christopher speak for them selves card draw and resources. They both give you icons, Dr. Milan Christopher gives you a static boost.

Leo De Luca might seem like a poor choice in allies for Charlie who is already struggling to have icons on every test. but Leo has icon so you can use him as a 3 investigate every turn, or use him to power draw to those good allies, you don't need icons to draw! Also as you probably know moving is a really painful use of action so Leo will be ready helpful in scenarios with big maps.

Grete Wagner (0) is a very strong ally, not only for Charlie but also general. As apposed to more bash, smash guardians that might run Grete in Charlie she is more of a puzzle. Using her ability exhausts her so you have to not use her icon on the test that will kill the enemy. In addition, Grete is very strong to have out. The location where you have high shroud values and low enemies are perfect for her ability.

Grete Wagner (3) is a so much stronger version of Grete Wagner (0). And for our purposes the extra static boost is so strong! With these extra boosts, you really want to keep Grete Wagner in play as long as possible, so only get clues on the most advantageous locations.

Michael Leigh is incredibly powerful in the few builds that can get full use from the flex heavy nature of his ability. Luckily for us, this is! First he only costs 4 resources which is a lot, but nor much when you realize just how good he is. He has 3 health, 3 sanity soak, amazing! He has icons, which means when he gives , or , or to any test! This bonus is before the static boost to and ! Now we get to his ability! You get rewarded for moving the game forward. Wow! Hey, do what you need to do to win, and we will give you extra stuff so enemies don't get in your way! Also with the Burglary combo, this is the chef's kiss of chef's kisses.

Trigger Man is the center piece of the main combo for this deck, but he can be used as a source of icons, or can be used with Switchblade to deal extra damage each round.

Miss Doyle is a very strong and a good source of icons, the main feature of Miss Doyle is her bonded cards. I would always start with Augur because it is a really strong way to get high values for clues. Importantly for Charlie decks the bonded cards don't take up ally slots, so it is extra bang for your buck.

Girish Kadakia is very strong and will help you pass tests and stay alive. Surprisingly those are both very important if you want to do well in Arkham Horror: The Card Game. Girish will help you do well and keep your less durable allies from undue damage and horror.

Other Cards

All good decks need other cards! Some cards need to be support for the main cards.

.32 Colt (0), .45 Automatic (0), .32 Colt(2), .45 Automatic (2) all serve the same purpose. They are consistent sources of extra damage so you can blow enemy brains out. The .32 Colt you should reload whenever you have the time and resources if it only has one or two shots left on it. You don't want any empty chamber when the boss comes out. Don't spare ammo shoot, shoot, shoot.

Switchblade(0), and Switchblade (3) are OK, they have inconsistent damage. They are a good weapon in Charlie where you can pump in as much as you need to succeed by the required amount. Switchblade(3) is even stronger, with the bonus you can easily succeed by 2. Both are so you don't need valuable setup time on playing it.

Lucky Cigarette Case is good card draw that works well with Charlie Kane being able to put in just the right amount of icons. This card will help you find all the allies you want to have in play in a shorter amount of time.

Calling in Favors is a good way to find those elusive allies that you need to start doing stuff. This is especially useful on Grete so you can recharge those precious health clues. In other cases don't try to always use your least costly ally so you can get every free resource from this card. It is more important in the long run to get allies on the board. This card is really strong, you won't look back!

Emergency Cache and Faustian Bargain are really strong, quick ways to pay for those more expensive allies in your deck cough Leo De Luca cough. The 2 tokens Faustian Bargain adds to the bag will not be that big of a deal, they might cause you to fail a test or 2 but in the end that ally you played will be well worth it.

Motivational Speech is a good way to play those allies! you will almost never use it on another player because it is so good for you! Think, fast Emergency Cache then play an ally! really good! Also the icon is nice once you have your allies out.

Trusted is a nice card to give your ally of choice a little extra juice. I would prefer, most of the time, to use Trusted on Grete so you can get one more clue out of her.

The skills and your deck are fairly straight forward. Use them to get some extra draw and help bump your stats in the early game.

Credits

First of all, I want to give a big shout out to everyone that has created and published decks on this platform. Everyone of you has inspired me to create and given me a love of this game, and an appreciation of how much you can do.

Second I would like to give a shout out Valentin for first of, making the formatting guide that you can find at the bottom of his 20k or 30k series, That helped me learn and figure this system out. Also another shout out to Valentin for all of the decks you have created and allowed so many people to see what was possible.

Finally I would like to give a shout out to 5argon for making the amazing formatting below.

Upgrades

These are only the most important upgrades! when you have more xp, have fun! add cool cards and make the deck fun and strong!

 Cost  Total
   In the Thick of It  →  Charisma ••• 3 XP 3 XP
   Dr. Milan Christopher  →  Michael Leigh ••••• 5 XP 8 XP
   Grete Wagner    Grete Wagner ••• 3 XP 11 XP
   Beat Cop  →  Trigger Man ••• 3 XP 14 XP
    →  Charisma ••• 3 XP 17 XP
   Switchblade    Switchblade •• 3 XP 20 XP
   Laboratory Assistant  →  Miss Doyle 1 XP 21 XP
   Beat Cop  →  Girish Kadakia •••• 4 XP 25 XP
   .45 Automatic    .45 Automatic •• 2 XP 27 XP
   Leo De Luca    Leo De Luca 1 XP 28 XP
   .45 Automatic    .45 Automatic •• 2 XP 30 XP
   .32 Colt    .32 Colt •• 2 XP 32 XP

(View at arkham-starter.com)

The End

Thanks for putting the time into reading through my deck guide! If you like it and want others to see the deck, like it, and if you have time leave a comment! Thanks!

-werebeararcher

1 comments

Mar 07, 2024 OrionJA · 1

I was really excited to see someone doing something other than summoned hound cheese with Charlie Kane, and there is some creative stuff in here. But also I think a lot of little mistakes in the strategy explanation and some strange card choices.

-Michael Leigh has to exhaust to spend 1 evidence for +1 damage, so you can't get +3 damage from him unless exhausting him 3 times.

  • You don't get to choose which cat you start with when you play Miss Doyle.

  • This deck doesn't have much card draw. That makes specific card combos unreliable and makes me nervous about going with only 4 weapons.

  • It seems like maybe you're locked into knives and pistols for theme reasons? If you're going for effectiveness, though, the Switchblade 0 is just really really bad; I'd replace it with pretty much any other weapon, even a second Colt. On the other hand, I think the Switchblade 2 is so much better than Colt 2 that I would double up on the knives unless you need a firearm for roleplaying or scenario-based reasons.

Dr. Milan and Michael Lee both reward you for investigating. This is a mostly fighting-based deck that may struggle a bit to get value from them. You also have some non-investigate clue tech like Greta in here. I would recommend either leaning into investigation and cutting the automatic clue stuff for things that help you trigger Leigh, or cutting the invetigation stuff and running automatic clue effects if you want to flex into clue-getting.

  • I don't see the point of the Burglary-Trigger Man combo. You spend 3 XP on Trigger man, then wait to draw 2 cards together (Burglary and Trigger Man), then spend one action and 4 resources to put them into play. Then you can spend 1 resource each turn to investigate and try to earn back 3. If we assume that each action and card is worth one resource (usually actions and cards should be worth more) then you're investing 7 up front to earn +2 per turn, which means it takes 4 turns to earn a profit. That's if you always succeed (and base 4 is not realiable without further investment) and do it every turn (never spend a whole turn engaged and need to avoid AoO, never get everyone exhausted by Burder of Leadership, etc.)

Now if you have Michael Lee out too then you can be using this to farm evidence. But now we're spending 9 resources, 8 XP, 3 cards, and two ally slots to get a static +1 to 2 stats, 2 resources per turn, and +1 damage per turn. I feel like there's much easier ways to sink the XP into getting a little more damage. You could run Dynamite Blast, or a couple Beat Cop 2, or buy more +damage skills like Vicious Blow 2 or Strong-Armed. Could run auto-hit and nearly auto-hit even damage like Gang Up or Mano a Mano. Etc.

Finally, I don't think the level 0 deck is ever rich enough to do much with Physical Training. I'd just run skills instead or some cheap passive skill boosting assets.