Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
EzieBaikUben · 806
This deck is part of my "One for All" series, which utilizes nearly every card in my collection to give each investigator a specialized starting template of 17ish cards that can be expanded to quickly create a functional, campaign-ready deck. If you'd like more info on the system just type "One for All" in the decklist search, and find one of the Chapter 1 core set investigators (or go here: https://arkhamdb.com/decklist/view/65256/one-for-all-roland-one-collection-for-every-investigator-2.0). They each have a full description.
Investigator Specific Tips
Seeking a swarthy seadog with some serious skills? I suggest Silas! This sailor has a very cool ability that gives you a redo button for your skill cards. The most obvious benefit is having another shot at a failed "on success" effect, but there are heaps of skills with varying reward conditions that Silas loves to play. Throw in some great stats for safely tackling nasties surfacing from the briny waters, and you have yourself a fighter who can handle early elites before your teammates have even thought about drawing an emergency cache. It's also worth mentioning that Silas gets not 1, but 2(!!) signature assets to help keep enemies at bay; and his elder sign ability? One of the very best in the game!
It won't take a master lookout to spot Silas' most glaring weakness. He has a very shallow pool of sanity, and poor willpower to match. Keeping Silas on deck means being ready when the horrors come. A smart Silas never forgets his trusty teddy bear to help protect him from all the #rotting remains out there, and shoring up your hand with skill cards that offer answers to the more horrific enemies and treacheries is key. An empty hand is a scary situation for Silas. Keep plenty of card draw aboard this ship!
Some archetypes that work well with this template:
The Sailor - Silas' ability really lends itself to skills that grant some sort of conditional reward. It could be something as simple as succeeding on an attack or as demanding as drawing a apecific token from the bag. Skills that provide a benefit just for commiting them to a test are another ideal target. Just remember that your ability only works once per round, and you probably won't be short on opportunities to activate it. Bring lots of card draw, don't be shy with those skills of yours... and don't forget to protect that sanity!
The Swabby - You have ample means to keep the decks clean for your less sturdy seamates. You'll want assets that help you deal more damage, grant some benefit for evading, or just generally do those things for less actions. Stat boosts are still nice, but less necessary since you'll be relying more heavily on committing skill cards, and you'll probably need fewer resources for this same reason.
The Saint - Conveniently, the Innsmouth set comes with a handful of blessing cards for Silas. Some are even skills that play off his ability! This is reason enough alone to build around a more supportive role for your team, but it gets even better if you have access to the Hemlock Vale bless suite. Payoff for oversucceeding and drawing blesses play well here. You may also want to find some upgrades that allow you to trigger more instances of your potent elder sign ability if you have them!
The Stalwart - Silas can take a good beating in lieu of his teammates, but his fragile mind will need some reinforcing if you don't want him to end up weeping in the fetal position. Thankfully Survivors have access to some great horror soaking options, and he has a few tricks for healing as well. That said, prevention is always the best medicine. If you know there's to be encounters that give him trouble, plan accordingly... or just bring a healthy dose of cancels and willpower boosts - you'll probably need them!