Call of the Sea

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Rise from the Deep 6 0 20 1.0
Inspiration for
Sea of Lunacy 1 1 0 1.0
Call of the Sea - Labyrinths 0 0 0 1.0
Silas Marsh - Return to The Night of the Zealot 1 1 0 1.0
Silas in Dunwich 0 0 0 1.0
Silas in Dunwich 0 0 0 2.0
Silas visits Dunwich 0 0 0 1.0

Trilkin · 2091

"My will to live is stronger than these tides could ever be..."

Note that this is a revision of Rise From the Deep. Check the 'derived from' section for the original deck. This deck is still experimental, so feedback is always appreciated! Changes from the previous version are after the write-up. Thanks to everyone that commented on that deck to help me further refine it!

Silas is, as of the time of this publishing, the latest promo investigator to be released. Conceptually, he's one of my favorites and the Survivor cardpool is extremely good. His unique ability made me curious of how lean I could run while still being able to pass skill checks because nothing is more 'survivor' than that to me.

This deck is intended for Normal. Silas in general, I think, is intended for normal if you are building around his ID. While you have some passive stats to get you to a respectable statline, your only source of pumping is your skill cards and you -will- eventually run out. You need to be very careful with overcommitment - even with Silas. Hard will truly be hard and require you to math things out.


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 if you end up taking it instead of something else.


Last Chance is your insurance card for tests you absolutely cannot fail for whatever reason. I am on the fence about this card, but Silas will generally be running with a very lean hand size most of the game. More times than not, you will need to actually spend your cards so Last Chance's value will remain high. This is especially true on Hard where you'll be going through cards even faster. That said, if you're looking to cut cards for some else, I would start here.

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 and Nautical Prowess, you want to see as many cards as you possibly can. It just so happens that Eureka is innate. 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 pick up clues in the first place. If you're playing multiplayer, this might be worth cutting if you have a dedicated clue vacuum like Ursula or Rex.

Defiance is, essentially, a free The Chthonian Stone when used with Silas' ID ability. The effect fires on reveal; the same window that lets you pull back a card. It also is a ? card, so it can be used on any skill test. Of all of the cards in this deck, this is one of the biggest targets for Silas' ID ability. From a flavor point of view, it's incredibly fitting.

Resourceful's value is pretty obvious. You can recur more than half of the deck with it AND you can commit it safely since you can always pull it back with Silas' ID ability if it fails to go off. It's also a prime target for SIlas' trigger.


Fire Axe works extremely well with 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.

Baseball Bat is the second weapon in this deck for consistency's sake. Without something like Prepared for the Worst or other forms of super accelerated card draw, having four cards in your deck that let you bash things is extremely helpful. Feel free to replace it with any weapon (or Improvised Weapon) of your choice.

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.

Cherished Keepsake helps during scenarios where you're having trouble finding Pete or have to handle burst horror. It's free to plop down, and if you ever run into cards that require you to pitch an asset, it's a good target. It's a good recur target with Resourceful as well.


"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.


This deck should be pretty easy to pilot. Toss cards at a skill and reel them back when you don't need them. You can only use this ability once per round, so in general, think about the test you're making and whether you are likely to use Silas' ID for that test. If you're committing something like Defiance to a test, that's the test you'll want to plan your ID ability around, for example. You need to preplan your ID uses with Silas far more than most investigators. Generally speaking, you'll be using his ID ability on easy skill tests, or on skill tests where you want to use Defiance or Nautical Prowess.


Your first stop should be Peter Sylvestre for sure. He's your most important asset. You can also potentially replace him with Aquinnah (and her subsequent upgrade) if you intend on grabbing Fearless 2 later, but this can be extremely dangerous for you since she doesn't prevent damage. You're running pretty unsafe as it is, so it wouldn't be something I would do.

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.

Fearless is also a very good candidate to replace something; possibly Last Chance. I would definitely not use Fearless 0 when building, though; it is worse than most of your other options.

Flex Slots

Baseball Bat can really be any weapon here. If you intend on picking up Flashlight for whatever reason, you'll probably want a one-handed weapon or even Improvised Weapon instead.

Last Chance can be anything if you really don't like its restrictions. You will be running lean and card-less fairly often with this deck, so Last Chance will retain its value, but the fact you can't commit other cards with it is definitely very restrictive.

Let me know what you think. All feedback is welcome!


-Rise to the Occasion: There was a good point made in the last deck's comments. Most checks are at about a (3) and that reduces the value of this card tremendously. More often than not, it will sit in your hand unused - clogging it and reducing the value of Last Chance. This was cut for Baseball Bat.

-Dumb Luck: Defiance mostly fills the same role here for free. $2 actually is pretty pricy for a Dark Horse deck and is very action inefficient. While you can't avoid an encounter card, Defiance does help with the skill checks you're trying to avoid in the first place.

-Quick Thinking: I still really like this card and I really want to try to find a way to fit it. Unfortunately, due to how thin Silas is going to run, there aren't going to be too many opportunities to overcommit cards to really make this go off. This was cut for Resourceful.

-Manual Dexterity: Silas' agility is already high, and I needed to cut a card for Cherished Keepsake for the extra sanity protection.


Jun 09, 2018 Evilamarant7x · 37

Unfortunately Defiance can't save the Baseball Bat but I think it's still worth having.

I'm still playing around how to fit in flashlight and quick thinking. I thought about Backpack briefly as well to help fetch, maybe only having one-ofs somewhere but I don't think Silas packs enough items to make it worthwhile.

Jun 09, 2018 Trilkin · 2091

Not save in the literal sense, but just reduce the chance of pulling a skull from the bag. I probably should reword that.

Jun 09, 2018 DakonBlackblade · 1

Fearless could work well to help him succeed in head checks and heal horror as you could simply return it to your hand in case of impending failure. I still don't like Last chance in this deck as I think he will have lots of cards in his hand since he has almost no acets and events and will only ever realy spend a skill card if the test needs it to succeed after the chaos token is revealed.

Jun 09, 2018 Trilkin · 2091

Silas' ID ability can only be used once per round, so you don't retrieve as many skill cards as you think you do over the course of the game. His ID ability is primarily to help you keep Defiance and his signature card. This does give room to make a more asset-driven deck, but I think you'd have to drop Dark Horse to make it work. Due to this, your hand WILL be empty more often than not; you will need to commit cards to skill tests to pass them. The chaos bag is never that kind.

Jun 09, 2018 Trilkin · 2091


Going back over the write-up, I did word it the way I meant it after all and now see what you mean. This raises the question of whether or not 'ignore all effects of the chosen symbol' is only the scenario effects or if it extends to all cards that 'react' to a skull. Considering that this is a mystic card, it seems possibly intended for the latter in order to make spells a little safer to cast, but I could very well be wrong.

I checked the current FAQ and there's no mention of it, but as it's written, your interpretation might well be correct. Would be worth an ask to clarify, but otherwise you're right: Defiance is still worth having anyway.

Jun 09, 2018 exLupo · 8

@Evilamarant7x @Trilkin From the ArkhamDB FAQ on Defiance: "All of the token's effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like Baseball Bat with and ) do not trigger."

Jun 09, 2018 exLupo · 8

Way to go not pasting the whole thing, me: "However, when a token is only partially ignored or cancelled, as with Defiance, the token is still considered to have been revealed, and effects that trigger off it being revealed do trigger."

Jun 09, 2018 Evilamarant7x · 37

Read the next sentence in that entry: However, when a token is only partially ignored or cancelled, as with Defiance, the token is still considered to have been revealed, and effects that trigger off it being revealed do trigger.

The sentence you quoted is talking about abilities that ignore tokens, such as the Grotesque Statue.

Jun 09, 2018 Evilamarant7x · 37

Yeah, it's a confusing entry to read since the first thing it talks about is not Defiance. I misread it initially and had to go back and double check.

Jun 09, 2018 Pizzagoat · 1


The FAQ on Baseball Bat's page on this site states that Defiance does not save it

Jun 10, 2018 Trilkin · 2091

Okay! Editing the description. That's a somewhat strange ruling considering the faction it's coming out of, but I didn't make the game=)

Jun 10, 2018 DakonBlackblade · 1

Sometimes I feal like two different dudes think about the same rule with some slight differences and put them on different cards independently when developing this game so we end up with ignoring tokens and only ignoring half of the token cards. Would it be so hard to just make Defience also ignore the revealing of the token, did we realy need two different rules for this... I feel bad for ppl who don't frequent forums too much and play this game, its an awesome game but their bound to get a bunch fo things wrong.

Oct 31, 2018 Ezhaeu · 38

What about Take Heart? Great to get resources and cards, and you can pull it out if you "unfortunately succeed" your test.

Jan 24, 2019 Saracenus · 1

I know this deck was published before the 2xp version of Defiance dropped with Heart of the Elders mythos pack... but I would definitely add this to the must upgrade list...

Apr 02, 2019 AlbillyExpress · 1

Can you give me your take on Madame Labranche for this deck?