Card draw simulator
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Kal · 675
Finn Edwards was released way back in The Forgotten Age but I never got around to playing with him until now. He's kind of the archetypical Rogue, with high Agility and low Willpower, but he was also the first one to have high Intellect.
I figured he would be a good candidate to try out some new cards from TDC, and he's a natural fit for a cluever build.
This deck was designed for a two-handed solo run of The Drowned City, on Hard, alongside Marion Tavares.
The partner deck can be found here.
If you want to skip ahead to see the final version of this deck, it can be found here.
The Deck
I've made a few Rogue cluever decks before and they're always an interesting challenge. Historically, the main issue Rogues faced was that they lacked the ability to discover multiple clues with a single action. That's less of an issue with today's card pool but it still seems to be a core tenet of green card design that discovering more than one clue with a single action should be a rare and/or expensive effect.
Sometimes the way to get around this fact is to simply take more investigate actions per turn, which leans into the Rogue sub-theme of generating additional actions, and sometimes an investigator will have card access from another class to help shore up their clue-grabbing capabilities.
Going down the path of additional actions can work but I generally find it a poor fit for Hard since it can be very difficult to consistently generate high test values to make those extra actions worthwhile. And in Finn's specific case, he already gets an extra action every turn and he has a small amount of Seeker access, so those are the two things I decided to leverage for this deck instead.
As with most Rogues, Finn depends quite heavily on his assets to perform well (for example, you can't investigate naturally using your main stat, agility) so each game will usually begin with him spending his first turn or two getting set up and putting everything he needs into play.
For this reason, I tried to run as few assets as possible and I also went light on skills because he wouldn't need to commit cards to pass most of his investigate tests thanks to the card the deck is centered around, Flashlight.
The Cards
The main engine for this deck is the combo where Flashlight and Matchbox lower the shroud of a location to zero, then during your investigate action you use Alton O'Connell and later Lola Santiago to grab clues for free. This allows you to discover up to three clues for the cost of a single action, once per turn.
And on that note, let's get into the card commentary...
Flashlight: This card can turn a 2-shroud location into a 0-shroud location for the duration of the investigate test, allowing you to use Alton O'Connell's free trigger ability to discover a clue (spending zero evidence).
Since the difficulty of this test is zero and your test score value can never drop below zero you will always succeed no matter what token you draw from the bag, unless you draw the auto-fail.
Alton O'Connell: The other advantage Alton offers besides free clues is his boost, which is very relevant for pretty much everything else Finn wants to do.
If you get Alton into play early then over the course of the game you can expect to build up enough evidence to be able to grab 1-2 clues without needing to use the Flashlight, depending upon shroud values.
The Moon • XVIII: Finn can make use of all the he can get. He relies very heavily on that single stat, and its also used on a lot of scenario cards in this campaign.
Fox Mask: This card boosts Finn's important stats and it's very easy to replenish with the amount of evade actions he typically takes in every game.
Thieves' Kit: You can only use the Flashlight combo once per turn, so this card enables you to continue discovering clues with your remaining actions since it can generate high investigate test scores.
There are nine other cards in the deck that can be committed for , and by the mid-to-late game you should have a passive +2 boost, which makes a big difference on Hard.
The Kit also generates a small trickle of resources. It's a very solid consistency booster.
Pilfer: The first scenario has 3-4 VP locations with four clues each and this card offers an efficient way to grab them. As with the Thieves' Kit, the deck has plenty of boosts for it.
And also similarly with the Kit, it provides a supplemental clue grabbing capability to the main Flashlight engine, allowing you to gain multiple clues more than once per turn using a single action.
Intel Report: Testless clue effects are powerful and while it's quite expensive to grab two clues with this card, what you pay in resources you save in commits (and actions if you happen to fail). This card is best used on high shroud locations that would be difficult to clear normally.
In the Thick of It: We take two physical trauma here because Finn has high and low , which means he'll take more horror than damage from failed treacheries during each game.
Charon's Obol: This is a terrible card to take on a blind run through a campaign but if you're familiar with each scenario it's usually fine. In this case, there's not much danger in any of the scenarios until the final one where you die anyway if you're defeated.
Also, Finn will pick up a couple more allies during the campaign and Marion has the ability to heal him, so this is a very safe pick.
"You've had worse...": Having said that, the existence of Rotting Remains in the first scenario is something we have to take seriously, Obol or not, and this card offers an effective way to deal with it.
Bank Job: This is our only dedicated economy card and while its double action cost adds to Finn's already lengthy setup time, the flexibility it offers both investigators is worth it.
Emergency Cache: The most vanilla resource card in the game, but having a single copy does add consistency to the deck's economic package.
After the first scenario we'll upgrade into Backpack, which offers the option of removing it from the deck where it's often a dead draw. This minor interaction improves its profile quite a bit.
Sneak By: Our last main economic card can be played using Finn's additional action, making it an even better value proposition. This campaign has no shortage of enemies to evade, and both investigators have cards that can pull them out of the encounter deck. Speaking of which...
Kicking the Hornet's Nest: Testless clue effects are very handy, and this one serves double duty in the first scenario because you have to pull gangster enemies from the encounter deck to make progress. You'll also gain an incidental resource or two.
Finn is well-suited to dealing with the enemy you draw using his additional action, though again you won't generally need to make use of it in the first scenario.
Scout Ahead: This card is a targeted pick for the second scenario, which has a very large map. In the first scenario it's really only useful for its icons.
Calculated Risk: There are very few ways to get from a level zero card, but this is one of them. Finn can also sometimes add an extra to it, but even at +3 it allows you to push through a high impact effect like a Pilfer or a scenario card test.
Thorough Inquiry: One copy of this card does wonders for keeping our tempo up. Later on we'll have Pickpocketing for reliable draw, but there are a couple of scenarios where we won't be able to use it much.
Logical Reasoning: This card is here for Frozen in Fear. That treachery isn't as crippling in the first scenario as it is in other ones due to the reduced focus on combat, but it's still dangerous enough to warrant a silver bullet.
Smuggled Goods, Finn's Trusty .38: Finn's gun will never hit the table but Smuggled Goods is very handy for finding Thieves' Kit, Bank Job, and especially Pickpocketing when we add it later.
Caught Red-Handed: Finn's weakness deserves special mention because it's incredibly annoying and it will eat up a lot of draws over the course of the campaign. It's hard to shake without engineering specific situations that probably cost you more than the potential lost draws, but later on we'll gain some movement tech that can occasionally be used to play around it.
The Campaign
I've copied a lot of the content for this section from my Marion [article](), with Finn's notes and upgrades being the only modified or new additions.
I chose to go east because Ruby Standish is an excellent ally and a great fit for Finn's deck. So this is our path:
- One Last Job.
- Obsidian Canyons.
- Court of the Ancients.
- The Grand Vault.
- The Apiary.
- The Drowned Quarter.
- The Western Wall.
- The Doom of Arkham.
I wasn't aiming to do Sepulchre of the Sleeper because it's more fun to experience Arkham being destroyed. My decks were still designed to get as many artifacts and as much VP out of each scenario as possible, as well as the most number of task completions I could.
I'll make some brief notes about each scenario followed by the upgrades purchased at the end. The XP totals mentioned here were what I achieved on my full run through the campaign.
Scenario One: One Last Job
This one is pretty straightforward. Discover clues, spawn gangsters, blow everyone up with dynamite at the end.
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There are 2-3 VP locations before the finale depending upon your luck with the coin flip on Downtown during setup. You should be able to clear all of them with your investigate suite, as the doom clock is quite generous.
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Depending on which gang boss you face at the end either you or Marion should be able to succeed at the parley test well enough to disengage the two non-Elite enemies.
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Marion will set up a Dynamite Blast play to take out both gangster bosses at the same time, netting an additional 1VP. While she's working on that you will need to clear the final location of its four clues.
You should have enough left in the tank to do this, but if not then you can probably afford to sit outside and build up for a turn or two beforehand.
One Last Job: 10XP gained.
(XP totals will include the +2 from Charon's Obol).
Upgrades
Removed:
1 x Thieves' Kit: With the addition of the Backpack we can afford to go down to one copy of this card since, as mentioned in the card review section, its intended primarily to supplement our Flashlight engine.
2 x "You've had worse...": It protected us from Rotting Remains but the next scenario can't put out enough damage and horror to really threaten us, and after that one we'll have an additional ally to provide even more soak.
Added:
1 x Adaptable: This is one of my favourite cards in the game. It rewards game knowledge and attention to detail and I love workshopping replacement cards as I test my decks in each scenario.
1 x Charisma: We've picked up Ruby Standish and her movement ability will be particularly valuable in the next scenario, not to mention her , so we'll want to be able to have both her and Alton O'Connell in play at the same time.
1 x Pickpocketing: I know from past experience this card can generate an absurd amount of resources and card draws, and once we get a second copy it will form the backbone of the deck.
2 x Backpack: This is an absolutely essential upgrade and it will be our main mulligan target for the rest of the campaign (followed by Pickpocketing and The Moon • XVIII). This deck relies on getting a number of key items into play and the Backpack offers the most effective way to make that happen.
It's also realistically the only way you'll get both copies of Matchbox into play consistently, which is important for extending the reach of the Flashlight combo to 4-shroud locations.
The depth of its search enables a kind of toolbox strategy where we can run single copies of a few cards that are situational in their usage, if not their design, but we can't go crazy with the idea as the Backpack's primary purpose is to get our Flashlight and Matchbox assets into play.
So, as mentioned earlier, we can now run a single copy of Thieves' Kit and we can also grab our single copy of Emergency Cache.
We also have a permanent one-of in Smuggled Goods, which can be used to find Pickpocketing or any of the other Illicit cards. The Backpack is a great Finn item!
Adaptable:
2 x Logical Reasoning -> 2 x Matchbox: We have no further use for Logical Reasoning and the Matchbox is a core part of our kit.
10XP spent, 0XP left.
Scenario Two: Obsidian Canyons
All the scenarios that make up our expedition to R'lyeh have a similar design where it's not too hard to simply make your way from one end to the other, but if you want any bonus rewards (in the form of VP and/or Glyphs) you're going to have to work for it.
We take the Good Money task before embarking as it's very easy to fulfill its condition each game. It's better to take care of it when you know the game is drawing to a close rather than trying to make early progress on it, because resources at the start of the game are exponentially more valuable than near the end.
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Take the Laudanum as its treachery cancelling ability can be useful in a pinch. It's not worth using its regular action unless you're one point away from going insane.
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Keep track of where the target locations are in the Summit Deck whenever you put locations into play. In Act One, four locations must be put into play before any of the following ones can potentially be the Central Spire.
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Kicking the Hornet's Nest can generate a lot of resources if you luck into a Hunting Nightgaunt or the Star Vampire.
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Intel Report is worth saving for the Western Athenaeum [tdc_rune_c] as it has a very high shroud value and only a single clue.
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The map is very large here, so make use of Scout Ahead to find the Central Spire as quickly as possible. This puts the Aerial Waterfall into the Summit Deck, which is the location where you can find the Obsidian Claw.
The Claw then lets you explore faster so you can find more rewards, and it's also Finn's artifact of choice for the rest of the campaign.
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If you run into a VP location during Act One then clear it if you can as it makes the Summit Deck smaller when you advance to Act Two.
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The Dazzling Skyline is a good location to spend clues at if you have some to spare, as filtering the Summit Deck can save a lot of time.
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You can cover a lot of ground with the Claw and Ruby Standish but there is still some randomness with the winds and Open Space slots so getting the maximum amount of VP won't always be possible even if you have actions to spare at the end.
Obsidian Canyons: 8XP gained.
Upgrades
Removed:
1 x Bank Job: We're really feeling the extra action it takes to play this card now that we're trying to chase down bonus rewards. Marion is self-sufficient following a couple of key upgrades, and the Backpack gives us better access to Emergency Cache and Smuggled Goods, which can find the remaining copy of Bank Job if it's needed.
2 x Scout Ahead: This card has served its purpose and the next two scenarios have restricted movement mechanics anyway.
Added:
1 x Pickpocketing: The second copy.
2 x Lola Santiago: Lola is our last combo piece and a great ally in her own right, boosting our two relevant stats. Unlike Alton O'Connell you can make use of her ability at any time, as long as you can afford it.
Adaptable:
2 x Kicking the Hornet's Nest -> 2 x "Where's the party?": This swap is for scenario four rather than the one we're about to begin but Kicking the Hornet's Nest has lost some relative value anyway as we've improved our clue and resource gain capabilities.
Its main downside is that if you search the deck and there are no targets you don't get to discover a clue, and that can happen more often than you would think in the next scenario.
And in the fourth scenario "Where's the party?" is a much better enabler for a specific strategy we'll be using. It also has an icon so it's more useful than KtHN as a commit, which is what both cards usually end up as in the late game.
8XP spent, 0XP left.
Scenario Three: Court of the Ancients
Our goal here is to ride the lift down to the bottom, collecting as much VP as we can along the way.
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Take the Obsidian Claw.
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Hang around at the starting location while you get set up. If you draw any enemies Marion can kill them and then use the location ability to discard encounter cards.
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The encounter deck here can deal quite a lot of damage and horror so it's better to not make use of the act ability to find the glyph cards as it means you'll draw some Omen cards that will hurt you even more.
By avoiding the act ability you don't have to discover as many clues to be able to enter the Vault at the end.
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There are three different Archive locations you can use and the best one is Luminous Archives.
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Marion will grab both glyph enemies using On the Hunt, so you only need to grab the three treachery ones from the discard pile.
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When you've gathered as much VP as possible, proceed to the bottom floor and grab the Shard of Y'ch'lecht from the Ancient Altar. Try to save some commits before you get here, if possible.
Court of the Ancients: 9XP gained.
Upgrades
Added:
1 x Charisma: Having all three allies in play for the next scenario is a major advantage, as Ruby Standish's movement ability is extremely useful. Her boost is also more important than ever because you'll need to evade more enemies than in any previous scenario.
2 x Another Day, Another Dollar: Resources are never worth more than at the start of the game, and resources you don't have to spend actions to gain are even better.
This is a very good card and two copies will work wonders if we get flooded with assets during our opening turns, as it means we can actually play our most important cards and we don't have to spend actions to gain the ability to do so.
Adaptable:
2 x Intel Report -> 2 x Decoy: Most of the locations in the next scenario have low shroud values so a solo Flashlight combo works well enough.
There will probably be several turns where we'll have to evade more than one non-Elite enemy, so Decoy can come in handy for saving actions. You can also play it using your additional action, and its icons are good for Pilfer and Thieves' Kit.
9XP spent, 0XP left.
Scenario Four: The Grand Vault
The objective here is to discover at least three glyphs (out of a possible five) to open up the tablet chamber. We also want to activate all the locations so we can enter the Core of the Vault and kill The Inescapable once and for all.
Fortunately, three of them are already active, but we'll probably have to visit every location anyway in order to find the glyphs and the 2VP on offer.
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Take the Obsidian Claw.
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Pilfer comes in very handy here because there are a bunch of locations with four or more clues. getting 6 per turn is good
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There are three Persistent Construct enemies and they need to be killed at the same time (with Dynamite Blast) to prevent them from coming back.
It's very likely you'll draw at least one of them naturally because the encounter deck is so small, at which point you can then use "Where's the party?" and Marion can use On the Hunt to quickly get all of them into play.
It's usually not worth using those cards pre-emptively because as soon as one Construct is in play you have to keep evading it while finding the others, and if you don't have enough cards to pull them out quickly it can be a real drain on your actions, particularly when The Inescapable shows up.
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If you have Ruby Standish when The Inescapable does show up you can sometimes use her ability and/or the Obsidian Claw to end your turn at a connecting location. This lets you play around your weakness, Caught Red-Handed, if you happen to draw it during upkeep.
If moving like this would adversely affect your next turn it's not worth doing, but if not, then you might as well.
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If you pull Deadly Mechanisms never pick the "deactivate" option unless there's a location nearby you can reactivate easily (some of them are more costly than others) or you've already revealed the Core of the Vault.
The Grand Vault: 10XP gained.
Upgrades
Removed:
2 x Sneak By: Most of the enemies in the next scenario are Aloof, so this is a good time to say goodbye to this card.
2 x Decoy: We won't be needing this evade effect either.
Added:
2 x "Watch this!": This is a great upgrade to the base version as it provides a +3 boost on any test. It's not the card you want to see when you're on 1-2 resources but since we start with nine now, chances are we'll be able to make use of this card early in the game.
2 x Hot Streak: We can't gain any resources during upkeep in the next scenario due to our task story, so this is a good time to add even more resource generation to the deck.
Adaptable:
2 x Matchbox -> 2 x Logical Reasoning: Frozen in Fear is back for the next scenario.
The Grand Vault: 10XP spent, 0XP left.
Scenario Five: The Apiary
In this scenario we have to draw locations from the encounter deck and make our way to the Central Chamber where we will find a boss waiting for us.
Interestingly, when you're doing an eastern expedition the rarely gets above a value of zero. I assume coming from the west is different since the cultist enemies are in the encounter deck, but I'm not sure how dangerous they really are.
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Handle Frozen in Fear with Logical Reasoning, or "Watch this!"/Calculated Risk and A Glimmer of Hope from Marion.
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Handle Rotting Remains by soaking it with your allies.
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Use "Where's the party?" to shuffle the encounter deck each time cards get added into the bottom ten cards. This makes it more likely you'll find the new locations sooner since they could end up in the top part of the deck.
Save one copy for when the agenda advances so you can grab the Grotesque Amalgam. Marion can use On the Hunt for deck shuffling as well.
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Leave the Apiary Tenders alone and try to play around them (keep Alien Eggs in mind) because having all of them in play at the same location at the end means Marion can blow them all up with Dynamite Blast and deal a lot of damage to Mother.
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Since there are so many Aloof enemies, you can use the Obsidian Claw and Ruby Standish to restock Fox Mask if you don't have better uses for them.
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Marion has Ever Vigilant now, so getting a Backpack in your opening hand is even better.
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Eye of the Deep helps prevent the token from placing doom on enemies so it's better to not have Marion remove it with A Glimmer of Hope.
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Grab the Ancient Relic as Marion has to take damage for her task.
The Apiary: 12XP gained.
*Upgrades
Removed:
2 x Calculated Risk: It's time for some new cards and this is the best place to free up the slots.
Added:
1 x Ace in the Hole: This card is more for the following scenario, where getting an action boost is more useful, but it's very good in general now that our deck is advanced enough to be able to generate high test values consistently.
1 x Bewitching: Similar to Stick to the Plan, this card lowers our deck size, making our mulligan better and making it more likely we'll draw into the cards we need for our Backpack.
It's generally not worth using the search ability. Simply getting one of the cards beneath it is all the value you need.
We'll put Ace in the Hole, Pilfer, and "Where's the party?" beneath it going forward.
Adaptable:
2 x Logical Reasoning -> 2 x Matchbox: Swapping back.
The Apiary: 12XP spent, 0XP left.
Scenario Six: The Drowned Quarter
Our goal here is to drain six locations so we can claim the Barrier Node artifact. It's best if we can avoid revealing more than six locations, but we also want to find the VP location so sometimes it's unavoidable.
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There are a few 6-clue locations here so Pilfer is particularly good again. It's also useful if we have to use the core ability which adds six clues to a location.
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Raise the flood level of adjacent locations you don't intend to visit. So, for example, when you're at the left and right middle locations, raise the level of the top left and right locations and then avoid going to them.
As mentioned earlier, though, you may end up having to reveal one of them to find the VP location anyway.
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Grab Persistent Construct enemies from the encounter deck for Marion to blow up again.
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The Obsidian Claw is good for dragging enemies onto the Abyssal Trench locations to evade.
The Drowned Quarter: 8XP gained.
Upgrades
Added:
2 x Manual Dexterity: We're running out of meaningful upgrades to spend XP on, but this one offers a good boost to our effectiveness.
1 x Emergency Cache: This one could have been taken sooner as it provides staying power for our Flashlight and Thieves' Kit, but it's still good value this late in the campaign.
7XP spent, 1XP left.
Adaptable:
1 x Bank Job, 1 x Pilfer -> 2 x Intel Report: The next scenario has some very high shroud value locations.
Scenario Seven: The Western Wall
This is the only scenario in the game where flooded locations can potentially be dangerous since we begin the game at a fully flooded one and can't move until we discover four clues.
Our goal is to make our way up from the sea floor to the top of the wall. Movement abilities come in handy, so having the Obsidian Claw and Ruby Standish should make things go smoothly.
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The shroud value of the starting location is only one, so it shouldn't be hard to discover two clues to lower the flood level using the act ability.
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After you spawn the Seafloor Frieze [tdc_rune_w] Marion should be able to pass both its tests.
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Save Intel Report for the top locations with 4-5 shroud value.
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After finding and clearing the Shattered Ruins [tdc_rune_v], Sunken Stairway, and The Undersea Vault [tdc_rune_z], it's safe to leave.
The Western Wall: 8XP gained, 9XP in total.
Our task completion triggers now, adding an additional 8XP, making 17XP in total.
Upgrades
Removed:
1 x Pilfer: Now that we have Bewitching we'll always have a copy of Pilfer on hand, and if we upgrade it we won't ever need a second copy.
Added:
1 x Breaking and Entering: This is a targeted upgrade for the last two scenarios. We'll place it beneath Bewitching instead of "Where's the party?".
1 x Pilfer: This card is good in the next scenario but, as mentioned, we won't need more than one copy now.
1 x Streetwise: The deck was designed to not need this card but since we have so much XP to spend, why not?
1 x Observed: Continuing in the same vein...
12XP spent, 5XP left.
Scenario Eight: The Doom of Arkham Part I
Arkham is a mess and Randall Tillinghast is to blame. We need to track down his hideout and recover our artifacts (all six of them).
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When you uncover Tillinghast Esoterica you can enter and use Breaking and Entering to evade Tillinghast (or you could grab Pilfer from Bewitching if you still have it) and get to work on grabbing all the clues.
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Marion can either brute force Tillinghast or wait for you to lower his HP by recovering artifacts.
The Doom of Arkham Part I: 10XP gained, 15XP in total.
Upgrades
I really don't know what to do with all this XP. If only Finn could take some Level Five green cards...
Removed:
2 x "Where's the party?": There are only two non-Elite enemies in the encounter deck in the next scenario and we wouldn't want to draw them anyway.
2 x Intel Report: We don't really need this as clues aren't a big part of our Elder God strategy.
2 x Alton O'Connell: As mentioned, we don't really need clue tech anymore.
Added:
2 x Double Down: This card will help us pass tests and treacheries that might force us to discard cards, and it's also good insurance for the token.
1 x Unscrupulous Loan: A big stack of resources and we don't care about the fine print because it's the last scenario in the campaign.
1 x Emergency Cache: More resources. At the very least, they can be used to pump Streetwise to, again, cover the token.
2 x Scrounge for Supplies: This will recur our Adaptable card.
It would be fun to add The Black Cat because it trounces the token in the finale, but it's not really necessary.
Adaptable:
2 x Matchbox -> 2 x Cunning Distraction: Cthulhu is no match for the chicken.
8XP spent, 7XP left.
Scenario Nine: The Doom of Arkham Part II
It's time for the final showdown. Arkham will never be the same again!
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Use your extra action on Cunning Distraction to evade all three Cthulhu body parts, then recur it with Scrounge for Supplies and do it again.
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Watch Marion blast the Elder God with dynamite.
The investigators win the campaign!
Finn Edwards in The Drowned City - 84XP
Final Thoughts
Finn is a fun investigator with a lot of interesting builds. I didn't really make much of his affinity for Illicit cards, but I was tempted to take Underworld Market near the end of the campaign just to soak up all the XP I was getting. It didn't really offer this deck very much, though, but I can see a Fake Credentials build being potentially quite good.
I designed this deck around the zero shroud concept, with some testless clue effects like Intel Report and multi-clue effects like Pilfer to supplement the core engine. It was very effective in this campaign and it would probably be just as effective in most others, as the Flashlight tech is pretty universally good.
A notable omission here was Lucky Cigarette Case. I didn't take the base version because the deck was already asset heavy, and I didn't take the upgraded version because the deck wasn't built around generating high test values to take advantage of (an earlier version ran with Lockpicks but the Thieves' Kit was a much better fit).
Also, Backpack is a better support card than the LCC here because all Finn needs to be effective is a few assets, and once he gets them into play he doesn't need to dig for more value (apart from Pickpocketing, for which he has Smuggled Goods).
The best argument in favour of the LCC is that it lets you draw your weakness after creating a game state where you can discard it. Pickpocketing is strangely flawed card for Finn in that drawing cards after you evade an enemy can sometimes completely undo the evasion.
I guess it's thematic that the evasion guy gets his comeuppance every now and then but it sure is annoying when it happens, so there will be more than a few times where you'll evade something and then choose not to use Pickpocketing. It's still very much worth taking though as it's an excellent resource generator.
Having the free movement ability from the Obsidian Claw for most of the campaign was a huge action saver, but I assume it was designed with that advantage in mind. It sure enabled a lot of valuable plays, but I wonder how the Double actions would have felt without it. I might've dropped Bank Job earlier but Thorough Inquiry performed very well and it was an essential part of his draw package.
Once both allies were in play his cluevering was extremely efficient, so most games followed a general pattern of having a fairly slow start followed by a period of making up for lost time, and then ending by treading water until all the objectives were cleared.