I work alone

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MOTUX · 8527

This deck takes a balanced approach to Leo to augment his otherwise mediocre investigating abilities, and is therefore well positioned for solo play or paired with another investigator (preferably one similarly balanced). While it doesn't necessarily embrace Leo's kill power and team support side (arguably his strong suit), it is more than ready to tackle most of the challenges the encounter deck will throw it at (as long as they don't involve ). The deck in particular aims to take advantage of some of the Rogues figurative tricks (Lone Wolf, Sleight of Hand), the brute might of Guardians, and the synergy between Leo and Calling in Favors. In making and testing this deck a lot of cuts had to be made; you can read my reasons for why X card didn't make it at the end of the deck description.

Piloting Instructions

Leo's ally focused ability provides resource and action economy, but it also allows us to keep our allies in reserve (i.e. our hand)... only playing them when they can actually do something. A great example is Guard Dog or Beat Cop; wait until you engage an enemy before dropping one down.

Leo's ability works really well with Calling in Favors; between Leo's resource reduction and free action, Calling in Favors is basically "free". Calling in Favors ps particularly great for digging out Mitch Brown and grant you more ally slots; ideally, we can drop an ally down, "use them up", and call out Mitch Brown. Calling in Favors of course offers a few other advantages. First, it grants us additional uses out of Beat Cop(2)/Guard Dog after they have taken a beating. Second, on a related note, once Venturer has run out of uses (after resupplying our Flashlight/Lightning Gun), we can pull him back only to play him again (now refreshed) next round. Third, if we don't need Treasure Hunter(1) anymore, we can dig out another ally instead of letting him hit the discard.

Treasure Hunter helps improve Leo's , but he of course needs more help than just that. The basic Flashlight, supported by Sleight of Hand,Venturer, and Emergency Cache(3) should be able to handle a lot of the heavy lifting (especially in solo). If that's not enough, Keen Eye(3) fueled by "Watch this!" and Lone Wolf should be able to handle the rest; try to plan out your turns so you can use Keen Eye's boost more than once per phase.

Handling enemies is of course Leo's forte, and you should have no problems with the armory of (.45 Automatic, Machete, Lightning Gun) and supporting cast (Guard Dog, Beat Cop(2), and Venturer). In the early campaign you will likely need Physical Training to help smash enemies in; try to keep a reserve of resources to boost as needed.

Note that as far as is concerned, this deck falls back on Leo's hardy 4. That won't always cut it, and sometimes you may have to take a treachery on the chin. There is also little hope in hell of passing a test; Knight's Hall; save a ton of cards to commit because you're gonna need it.

Mulligan Guide

  1. Flashlight
  2. Machete > .45 Automatic
  3. Lone Wolf
  4. An Ally + Calling in Favors

Whatever particular ally you are looking for will largely depend on context:

Upgrade Guide

Leveled up version of the deck can be found here

  1. Charon's Obol(1) x1 (2XP)
  2. Adaptable(1) (1XP)
  3. Narrow Escape x2 Treasure Hunter(2) x2 (2XP)
  4. Keen Eye(3) (3XP)
  5. Stick to the Plan(3) x1 (6XP)
  6. .45 Automatic x2 .45 Automatic(2) **or .41 Derringer(2) x2 (4XP)
  7. Vicious Blow x2 Vicious Blow(2) x2 (4XP)
  8. Guard Dog x2 Beat Cop(2) or Hired Muscle(1) x2 or Guard Dog (keep him)
  9. Physical Training / x1 Lightning Gun(5) x1 (5XP)
  10. Emergency Cache x1 Emergency Cache(3) x1 (3XP)

Eventually pick up Charisma x1 (3XP)

Another option: Lucky Dice(2) (4XP)

Adaptable/Stick to the Plan Sideboard

Phase out 2x Physical Training once you have Keen Eye(3), and 1x Emergency Cache once you have Stick to the Plan.

What to Stick to the Plan? Usually:

Commentary

A lot of the upgrades are a straight continuation of what this deck already does or was covered in the piloting instructions. Shift the priorities as needed based on the demands of the upcoming scenario. For example, the Guard Dog is well equipped to deal with the riff raff of early solo scenarios but you may want to more quickly retain a Beat Cop(2) in multiplayer. You can also add a second Lightning Gun(5) somewhere, if you have the XP for it; in multiplayer, this may be preferred over a second .45 Automatic(2).

Re: Charisma, Leo's revolving door style of Ally play + Mitch Brown somewhat mitigates the need for it. However, having a copy can really relieve a number of problems; a big problem is scenarios that dump an Ally on you (eg Echoes of the Past) which all of a sudden "de-power" Leo. Add it when as soon as you can spare the 3XP.

Re: .45 Automatic(2) vs .41 Derringer(2), each one has their advantages. On higher difficulties I lean on the former, lower difficulties the latter.

A note on Treasure Hunter(1), don't underestimate this little guy. The +1 is sorely needed, will rarely be "wasted" (you are trying to get a clue almost every round, right?), provides a better rate-of-return than Keen Eye(3), and is a cheap soak when the going gets rough.

Re: Guard Dog or Beat Cop(2) or Hired Muscle(1), each one offers their own advantages. Beat Cop is undoubtedly the best of the bunch, but comes with a high cost that can make him hard to part with if Bought in Blood. Hired Muscle is cheap and also provides a +1 which you'll need once you hit the back end of the campaign; problem is, well, he is expensive to tug around alongside a Treasure Hunter. Guard Dog is fine, cheap, and great for killing the riff raff of the encounter deck... but that becomes less true as a campaign draws on, and you may be desperate for + boost.

Lucky Dice is a great compliment to Keen Eye(3), offering an alternative means of spending 2 resources. This is particularly the case if you are only taking the test once because often a do-over is more beneficial than a +1 boost. It can also help your , which this deck is otherwise lacking in.

What didn't make the cut

Leo De Luca, always full of potential, but didn't make the cut for me. The action is always nice but I find (in this deck at least) he just cluttered up the Ally slot. His substantial resource cost can also be put to better use, such as improving our ability to actually utilize the 3 actions we already have.

Survival Knife is a great side arm, but it excels when you engage an enemy at the end of your turn. In solo and even two player this is unlikely to happen short of Hunter enemies with Spawn instructions. It is also a weapon that benefits from building a bit around. Rather than mess with that, I stick to the tried and true Machete and .45 Automatic and kill an enemy where it lands (in the investigation phase).

Inspiring Presence is tempting, but the full benefit will rarely be realized.

On the Hunt: we don't have anything that benefits us for killing enemies or engaging the enemies... pass. Worthy consideration in multiplayer to keep enemies off other investigators backs.

Decorated Skull too janky in solo considering the relatively small number of bodies likely to rack up after getting the Skull down.

Cat Burglar(1) is an interesting option to let us sneak away from enemies. However, between the cost and the little use we have for the bump, we can get more use out of other allies.

Reliable(1): solid upgrade, but it can also add clutter to the deck and somewhat conflicts with Sleight of Hand.

Stand Together(3): we work alone, 'nuff said. The greater problem though is that it conflicts with Lone Wolf and we can't Stick this under the Plan (unlike Emergency Cache). You can try to find room for this in multiplayer I suppose, or remind the group that you work alone.

Shameless Plug

If you liked this deck and want to read more of my musings on Arkham Horror: The Card Game, be sure to check out my blog The Strange Solution.

2 comments

May 18, 2018 Icarusrising · 68

In my Leo deck I've been running Dynamite Blast due to his rogue cash. It was great in carcosa, less so in TFA, but might be worth a 1x when you have stick to the plan out.

May 19, 2018 dubcity566 · 109

Great write-up. As always, appreciate your thoughts. I worry about this deck being just so darn reliant on drawing the flashlight. I come without a great solution in mind. Lockpicks+reliable(+possibly cat burglar) is not particularly reliable. Trying to find a flashlight with backpack seems pretty bad too. I think I'll try Leo de Luca, sticking 2x emergency caches (2), and that way if I don't find my flashlight just powering through with keen eye in my current 2 player run.