Darrell - Steady-Handed Photographer | TSK/TFoHV/TDC Only

Card draw simulator

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

RyanMuQ · 1868

I would like to introduce the Cluever deck I used in The Drown City campaign. As a main cluever, Darrell collected 80% of total clues on average, and has proven himself a brilliant skill-value supporter in a 3-player game.

This deck is built upon the CURRENT card pool limitation, which only uses packs from TSK, TFoHV and TDC, core sets and investigator sets.

This deck has two main strategies on investigating:

While the 0-difficulty strategy is doubtless for Darrell, the over-success and precise strategy might be somewhat surprising. The main advantages are:

  • Grim Memoir provides a early-stage choice of investigating when the 0-difficulty components are not ready. It starts to work without any other dependencies because you can investigate at 7.
  • Empirical Hypothesis is a very nice evidence generator. It is more reliable than Darrell's Kodak, and much more sufficient with Fine Tuning. It starts working even when you have 0 experience - just you succeed at a test by 3 or more is enough.
  • Empirical Hypothesis and Grim Memoir are also excellent card-draw engines. Empirical Hypothesis can support your teammates with Peer Review upgrade so the evidence is never wasted.
  • Alton O'Connell is a good balance between over-success and 0-difficulty. When you use Old Keyring to investigate, you can trigger O'connell's ability. In this way, it uses the modified shroud value, which means you can get a free clue with 0 evidence cost when the original shroud value is 2 or lower.

overall stats
  • S-tier comes from the very smooth component setup, impressive investigation efficiency and ability to auto-succeed ANY 4-or-lower-difficulty skill tests for ANYONE at your location.
  • The only weakness comes from short of actions. Surprisingly, Darrell have 0 choices of action compression given the card pool limitation. I really wish to have any of Pathfinder, Hiking Boots, Shortcut or Eon Chart but I cannot. But if you are in the TDC campaign, it would not be the problem.

Mulligun Strategy

Mulligun for Grim Memoir, Empirical Hypothesis, Hunting Jacket and all other card-draw and resource engines. Secondly, keep Scavenging.

In-game Strategy

Collect as many evidence as you can by Empirical Hypothesis, Darrell's Kodak and Alton O'Connell. They are triggered usually by the of Grim Memoir. You can expect 2 to 4 evidence gaining for each round.

Investigate by Old Keyring when you have sufficient evidence.

  • For locations with 0 to 2 shroud value, you can also trigger Alton O'Connell's ability during this investigation to get a free clue with 0 evidence cost.
  • For locations with 3 to 4 shroud value, use Darrell's ability to decrease the difficulty to 0 to get extra clues.
  • For locations with 5 to 6 shroud value, Gumption is here.

Scavenging can recur Old Keyring, Grim Memoir and Hunting Jacket.

Support Your Teammates

When you have exceeding evidence (it is pretty common since Empirical Hypothesis + Fine Tuning generates 2 evidence every turn), you can use your evidence to decrease other one's still test difficulty. And remember, a skill test with 0 difficulty will always success regardless of modifiers except auto-fail.

Gumption additionally boost the power of Darrell's ability. You can use an evidence and then commit it to the skill test. In this way, the difficulty is 0 as long as the original difficulty is 4 or less. This actually turns Darrell into a qualified Flex that can pass almost all skill tests. But since this deck is short at action compression, such skill test is usually performed by other person, and Darrell is just the one make the 0 difficulty magic.

Why don't you add Scavenging (2) / Pathfinder / Eon Chart / Hiking Boots / Deduction (2) / ...

Because I am applying the CURRENT card pool limitation that only allows cards in the core set, the Scarlet Keys, the Feast of Hemlock Vale, the Drown City and Investigator packs.

Upgrade Path

The 0xp deck is here.

 Cost  Total
   Magnifying Glass  →  Steady-Handed 1 XP 1 XP
   Flashlight  →  Fine Tuning 1 XP 2 XP
   Pushed to the Limit  →  Fine Tuning 1 XP 3 XP
   Profane Idol  →  Old Keyring ••• 4 XP 7 XP
   Pushed to the Limit  →  Scavenging •• 2 XP 9 XP
   Magnifying Glass  →  Old Keyring ••• 4 XP 13 XP
   Flashlight  →  Hunting Jacket •• 2 XP 15 XP
    +  ☑☑ Research Grant 2 XP 17 XP
   Correlate All Its Contents  →  At a Crossroads 1 XP 18 XP
   Correlate All Its Contents  →  Shed a Light •• 2 XP 20 XP
   Emergency Cache  →  Last Chance ••• 3 XP 23 XP
   Artistic Inspiration  →  Steady-Handed 1 XP 24 XP
   Emergency Cache  →  Cryptic Writings •• 2 XP 26 XP
   Well-Funded  →  Last Chance ••• 3 XP 29 XP
   Matchbox  →  Shed a Light •• 2 XP 31 XP
   Pelt Shipment  →  Gumption 1 XP 32 XP
   Well-Funded  →  Gumption 1 XP 33 XP
 
Luxury Upgrades 33 XP
    +  ☑☑ Peer Review 2 XP 35 XP
   Unconventional Method  →  Gift of Nodens ••••• 5 XP 40 XP
   Perception    Perception •• 2 XP 42 XP
   Perception    Perception •• 2 XP 44 XP

(View at arkham-starter.com)

3 comments

Jan 29, 2026 Someguy842 · 64

Love the deck and I can appreciate sticking to the new format.

Did you try Map the Area it's from TSK and seems a natural fit for Darrell especially in a supportive role. I can appreciate the tight card space might make it hard but Exploit Weakness also seems like a good panic button for when your guardian/monster killer is overworked or did you find his high boosted by Alton to be sufficient?

Either way it's a great take on Darrell without revisiting clue drop which I have already done so I appreciate the fresh ideas.

Feb 02, 2026 RyanMuQ · 1868

@Someguy842 Thank you for your love!

The value of Map the Area depends on the campaign. While keeping an eye with it, assuming it is in my hand during the game, I found that It can really become a rule changer in some scenario, especially when there is a boss enemy and requires several skill tests, but other than that, it just does not worth that action. Hence, I decide not to include this card since I want the deck to be more general and benefits the readers in most situations.

As a pure cluever, the 4 with Alton O'Connell and Darrell's own ability is good enough to self survive against enemy. But if you want to be more flex, like removing the enemies from the table, Exploit Weakness is indeed a good choice.

Overall, when you mentioned these two cards, I believe you want to do more things beyond investigating. If it is, I believe recurring Gumption by Gift of Nodens is a more general and consistent way to reduce the difficulty from 4 to 0 with Darrell's for any skill tests of any person.

Feb 02, 2026 Someguy842 · 64

You are not wrong I often would like my cluevers or fighters to be able to help their team even if it's just a two card splash. This is probably because almost all of my play experience is two player.

I also found the recent campaigns Hemlock and Drowned City specifically feature a slightly higher number of enemies per scenario than most previous entries I had played. Could just be that they are freshest in my mind. Either way Gift of Nodens is a very powerful tool and I appreciate your thoughtful response.