Card draw simulator
|None. Self-made deck here.|
|Call of the Sea||50||41||15||1.0|
Trilkin · 2169
THIS DECK HAS BEEN REVISED. CHECK THE NEW ONE HERE.
Note that this deck is experimental and definitely needs more time to simmer. It's being posted public for feedback purposes, so please critique and let me know what you think!
So Silas just got released yesterday and I decided to go into the lab and figure out what to build. Due to the power and how often you can use his ID ability, I decided to go all-in with a Skill-based build - one that is complimented beautifully by Dark Horse. The ultimate goal was to get as many skill cards with ?s on them as possible that would still be useful.
This deck is intended for soloing through normal. While Dark Horse is good, you have no consistent way to get passive skill boosts, so I'm not sure how feasible hard would be with this deck.
Nautical Prowess is a pretty good, generic skill that works well when paired with a basic skill card on easy tests. Especially so on hard. Due to the wording on the card, I am assuming you can commit this to a test, get the card draw, then pull it back if you would otherwise pass it since it does not say the draw happens when the test ends. I would also venture to guess this is intentional due to his ID ability. This can be a good source of card draw early when you need to dig for more skills or your assets.
Dreams of the Deep is actually one of the easier weaknesses in the game to deal with. Pair with something with a bunch more icons, or use it during an easier skill test. There's also one interaction where this card is actually beneficial to you when used with Dumb Luck.
Rise to the Occasion and Last Chance are your two insurance cards for tests you absolutely cannot fail for whatever reason. Commit Rise with another skill card of your choice and pull back whichever one you don't need. This lets you get a lot of theoretical mileage out of these two cards. Since you'll be generally playing with an empty or near-empty hand, you'll get maximum value out of Chance regularly.
Eureka! is in this deck for a variety of reasons. For a deck like this that doesn't have accelerated card draw outside of basic skill cards, you want to see as many cards as you possibly can. It just so happens that Eureka is unique. This is especially important considering you generally want to see your assets sooner rather than later.
Inquiring Mind is far more useful solo than it is in a group in my opinion. You need fewer clues to push act decks, so you can afford to leave some on the ground for later skill tests using this card. It's also good for moderate shroud locations just to be able to pickup clues in the first place.
Quick Thinking takes advantage of Silas' ability in a different way: if you fail to proc it, you can just pull it back into your hand and save it for another test. Blowing this with Rise or Last Chance is a good way to practically guarantee it goes off, though, and extra actions are useful for everyone.
Fire Axe is your only weapon. I would've liked to fit Knife as well, but it's really hard to find anything to drop for it. If you do, I'd say drop Eureka. Considering that you're playing Dark Horse, you'll always get Fire Axe's damage bonus, and Silas' naturally strong Fight as well as the sheer amount of icons you can push into a check means you'll be able to do some consistently decent damage.
Peter Sylvestre is nearly mandatory. He is your only form of horror soak and Silas is Guardian-levels of sanity-squishy. The first upgrades should definitely go toward him; you need as much as you can get. The extra passive Willpower combined with Dark Horse puts your base well at 4 as well, giving you a good baseline for almost every Will treachery in the game so far.
"Look what I found!" is an obvious choice for a survivor with low Intellect. Save it for high shroud locations.
Lucky! is a good supplement to your skill-based deck. There are times where you don't want to overcommit to a test, especially early on, or when there are tests you absolutely can't fail. Silas' ability is also only good once per turn, and you may just not have the right cards in hand for a test. Lucky is another catch-all for these situations. It's also just a damned good card.
Dumb Luck is the only encounter-manipulation tool you have in the deck, and is just as much in the deck for its effect as it is for the agility icons. There are a lot of uses for this card, but one interesting interaction is with this and Dreams of the Deep to intentionally fail. That 1/1/3 rat? Well, it's going to save you from having to pull another encounter card because it's going back onto the top of the encounter deck.
Truth be told, this deck should be very easy to pilot. Throw skill cards at checks and reel them back when you don't need them. You will want to mulligan for Dark Horse > Peter Sylvestre > Fire Axe in that order. Generally you'll want to keep resources on hand if you have something you can play with them; otherwise use your axe or events to dump them and activate Dark Horse. Lucky is very easy to use in a Dark Horse deck, but Dumb Luck will generally need to be deliberate.
Keep your hand size at around 2-3 to get maximum value out of Last Chance. Don't waste skill cards, but don't be shy with them either. You WILL run through your deck faster than most investigators, though, so be aware of this.
Your first stop should be Peter Sylvestre for sure. He's your most important asset. You'll also want to eventually start replacing something with True Survivor. I would recommend Manual Dexterity since you have high base Agility with Silas.
After that, replace your Guts with Try and Try Again. It has fairly obvious synergy with this deck.
Those are the only true 'must-haves' for the deck. Everything else, I would recommend experimenting based on what you feel like you're lacking through each scenario and what you don't need from the base deck. This will likely change from campaign to campaign; possibly even scenario to scenario.
If you've generated some mental trauma to put Silas into Desperate range at the start of a scenario, swapping into the Desperate cards isn't a bad idea either. You're going to have a lot of xp to play with no matter which campaign you're playing. Use it to adapt as needed as a survivor is wont to do.
Let me know what you think. All feedback is welcome!