Disaster Artist | Ch2 Starters Revisited

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Miguel "Alfons" de la Olsz 0 0 0 1.0

HungryColquhoun · 22120

Disaster Artist

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In this mini-series I'm focusing on powerful decks built from the Chapter 2 starters. Here Miguel benefits from failure, with Rabbit's Foot for card draw, Old Compass and Daniel Jameson for do-overs, and "Look what I found!" for clues. If you're gonna fail, fail in style!

If you want to support my work, give it a like ❤︎ and a favorite ★ on here!


Series Decks

  Seeker      Survivor     Guardian      Rogue      Mystic  
Carolyn Miguel Tommy André Marie

At a Glance

Stats
Clue-finding:  ★★★★☆
Consistency:  ★★★☆☆
Enemy Management:  ★★★★☆
Encounter Defense:  ★★★★★
Survivability:  ★★★★☆
Simplicity:  ★★★☆☆

12083.avif 12078.avif 60560.avif

Overview

  • "Fail" at clue-finding: Old Compass allows you to easily find clues on 2 shroud locations with its redo. The shroud lowering effect also allows you to always play "Look what I found!" on 3 shroud locations (or 4 during the redo). Scrape By and Stalk Prey give you further clue-finding options, and all are recurable with Do-or-Die and Hunter's Instinct. Timely Intervention then helps you push your luck further while investigating. Any time you fail or play an event, Rabbit's Foot and Knapsack give card draw (or Knapsack can be used to play events at different locations instead). Don't understimate "Look what I found!" recursion - it's great!

  • "Fail" at enemy management: With Daniel Jameson then any Elusive enemy (including Feline Hybrid) is a card draw opportunity. Simply take a basic fight action, likely fail (scaring the enemy away) and so draw a card with Rabbit's Foot, then repeat the attack. For actions you don't want to fail (e.g. Guerrilla Tactics or Pocketknife attacks) then Daniel is the perfect safety net. With "Shove off!" you can consciously not boost the test, potentially fail, keep "Shove off!" if you do fail, and then use Daniel's redo to fish for its damage. Frequently you can deal 5 damage in a turn (2 with upgraded Guerilla Tactics in your free event action, then 3 Pocket Knife attacks - gaining a resource for a kill).

  • Succeed at everything else: Miguel's Knapsack, Rabbit's Foot and Stalk Prey with Hunter's Instinct provide a solid card draw engine. Miguel has robust health and sanity unlike other Ch2 Survivor access investigators, making him sturdy. Pocketknife, Emergency Cache and Same Old Thing provide cash or cash-savings - allowing for Levelheaded boosts. Obviously this deck doesn't have any cards which utilise Miguel's ability - but I never draw the Elder Sign anyway! Hopefully they'll be more non-trap Tricks in the future that could go in the deck...

Thank you: 5argon and their thumbnail tool; Valentin1331 for his support over the years; the community creators of Arkham.Build (Felix), Arkham Cards (zzorba) and ArkhamDB (kamalisk) - linking their Patreons!


Starting deck and planned progression

0 XP starting deck is below (and link here):

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A recommended order of purchases/upgrades is:

Post-19 XP suggestions are:


Playtesting Notes

On playtesting CoB (Hard, two player, with the 5 bonus XP) I didn't make any changes to the deck other than to lower the consistency rating to 3★. While the card draw does help a bit with consistency, with just 3 cards allowing card draw you can get bad luck and not have any of these - and then the deck grinds to a halt a bit (typically forcing card draw actions to get something to work with). I spent the 5 XP on upgraded Old Compasses and one copy of Scrape By. I think Scenario 1 CoB is bad for this deck, as Stalk Prey for clue-finding introduces enemies, and there's enough of those going around already without you actively drawing them! We ended up defeated scenario 1 through damage, with two damage left to go on the boss - but that does give you 3 bonus XP (we secured 7 total).

Scenario 2 was a total difference. We tackled it during "day", and using "Look what I found!" with Old Compass I managed to get all clues off a 4 should Victory location. I also had Rabbit's Foot from the first turn, providing enough card draw that I could have cycled. There's a lot of 1 health enemies running around, so Pocketknife was helpful to pick these off and earn resources. Guerrilla Tactics did some heavy lifting, putting more damage on the boss and allowing for boosted evades. Hunter's Instinct was used primarily to recur Scrape By and combat events to get extra chip damage on the boss. We finished up with 21 XP total by the end of Scenario 2, and I forwent upgraded Levelheaded or Respite - instead going for two upgraded Timely Intervention.

Scenario 3 went very well, with a win by turn 6. I got some lucky pulls for Hard difficulty with Old Compass, used Scrape By for Arcane Lock, and also used Stalk Prey for an additional clue. Upgraded Guerrilla Tactics put two damage on the boss with a fight action (again a lucky pull - I was expecting to need a Daniel Jameson redo and to eat a Retaliate) and then I got a kill-assist in the final turn by committing upgraded Timely Intervention to one of my fellow investigator's 4 damage attacks (boosting it to a 14 test - even if they drew all the blood tokens remaining and the -5 it would have been safe. Take that Hard mode!).

The fellow investigator is a deck for my next series, so I'll keep it secret for now... As we'd barely begun, I hadn't had time to build up an engine - but the performance was still very good in that classic Survivor vein of getting stuff done regardless of the odds.


Final thoughts

I don't think Chapter 1 ever provided trivial, XP-free recursion of "Look what I found!", but it's powerful - especially with Old Compass. Honestly Miguel is crummy at finding clues otherwise, so being able to get two off a location is great. Compared to Izzie or Daniela, Miguel has beefier combined health and sanity than either of those two - plus his free event action makes the time spent building your asset easier (because you can be playing events for free while you put down assets).

Overall I think this is one of the better ways to run fail tech, and it's a change of pace if you don't like traps. While fail tech no longer has flashy payoffs such as Take Heart, "Look what I found!" recursion more than justifies the playstyle. Hope you enjoy!

10 comments

Sep 06, 2026 sergeyvpopov · 123

How do you deal with the signature? Punch punch punch?

Sep 06, 2026 HungryColquhoun · 22120

@sergeyvpopov Yeah usually, or get another investigator to assist. Given it lacks Retaliate, you can punch it - fail the test and trigger Elusive (and if you move away it can take a while for it to catch-up to you). It's usually more of a nuisance weakness than a major problem.

Sep 06, 2026 HungryColquhoun · 22120

Also, the consensus seems to be Daniel Jameson can be used to redo the basic fight action against it, as it modifies and retakes the basic action (rather than acting on the Hybrid). Here's some BGG discussion on it: boardgamegeek.com

Sep 08, 2026 Gananath · 1

Grimoire page 41:

Q: What cards can Miguel de la Cruz use to help fight or evade his signature weakness, the Feline Hybrid?

A: The Feline Hybrid’s immunity to player card effects means that it cannot be directly affected or targeted by an ability on a player card. For example, Miguel could not attack the Feline Hybrid with the action ability on Pocketknife, as the resulting Fight action would attempt to target the Hybrid. Similarly, while he can trigger Makeshift Bomb in response to the Hybrid entering its location, it would deal no damage to the Hybrid as the player card effect itself is the one attempting to place that damage. However, if Miguel were to attempt a basic fight action against the Hybrid, a card like Vicious Blow could still be committed to his test and resolve its full effects, as Vicious Blow’s +1 damage targets and modifies the basic fight action Miguel is performing, not the Hybrid.

Sep 09, 2026 HungryColquhoun · 22120

@Gananath Yes I'm aware of what the Grimoire says, and the BGG thread I posted covers it as well. The gist seems to be the test itself is retaken and modified rather than Daniel Jameson is specifically targeting Feline Hybrid (especially as the test is modified like it would be by committing a skill card).

If I post a link, please follow the link and read the content. You reposting the Grimoire with no context implies there wasn't a suitable interpretation in that topic or a posting of the Grimoire section there either (which is wrong on both counts). IMO this is misleading for anyone reading these comments.

THANK YOU FOR YOUR ATTENTION IN THIS MATTER!

Sep 09, 2026 HungryColquhoun · 22120

For clarity, it's Daniel affecting the basic fight action (like a commited card), which affects the Hybrid. This is different from Daniel affecting the Hybrid directly.

Possibly FFG will rule otherwise, until they do the BGG ruling seems sound and I'm going with that.

Sep 10, 2026 maka2020 · 1

Are you planning on making decks that include the reward cards from either campaign?

Sep 10, 2026 HungryColquhoun · 22120

@maka2020 I think I'll wait until 5 have been released and do a new series at that point. There's a new one announced for Traces to Nowhere so presumably all campaign/standalone content they make now will have one (and possibly the planned 5 scenario campaign could have two, in which case we'll be up to the full 5 next year).

I have a slightly more interesting idea for Collector. For Chosen of Zburamoarte - I guess you just give it to someone like Daniela and let them kill things haha! I'll have a think on that point. For Aziza Steer (the newly announced one from Traces to Nowhere) I've got a couple of ideas as well.

Sep 10, 2026 mat_eyo · 1

@HungryColquhoun I'm planing to take new Dexter and Miguel for my blind run of Dunwich. Both flexes, with Dex leaning towards fighting. Do you think Miguel will handle clues as a clue-first flex? With deck similar to this one, maybe adding Glassing and/or Hand-Crank Flashlight?

Sep 10, 2026 HungryColquhoun · 22120

@mat_eyo Thanks for the question. As mentioned the consistency can be a bit hit or miss with Miguel here (as if you don't have his Knapsack or Rabbit's Foot, your card draw dries up). So yes - I think your suggestions of Glassing and Hand-Crank Flashlight are good ones if wanting to make this more consistent as clues-first flex.

In that case I'd probably run "Shove off!" in the starting deck without level 0 Guerrilla Tactics, and then swap "Shove off!" out for Guerrilla Tactics •• to make some space. Honestly Pocketknife isn't bad if you want to get a little damage in. Respite is far from essential either (running one level 0 Levelheaded in the starting deck), so it can also be cut. Probs two Glassing one Hand-Crank Flashlight in that case would work alright - you could make cuts for a second HCF but they're all a bit more painfully felt. The icons on Glassing are especially good even if you're not too bothered about playing it (and it's something to feed the ability!).

Hope it goes well - it's been a while since I played Dunwich but I do recall Hunter enemies in several of the scenarios which should gel well with Glassing.