❄ 2 Packs Deck Guide : Lily the WILL AGI Battle-Mage

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Derived from
None. Self-made deck here.
Inspiration for
MY DECK - 2 Packs Starter Deck : Lily Chen (WILL AGI Battle- 0 0 0 1.0
My first Lily Chen 0 0 0 1.0
Lily Chen-4p 0 0 0 1.0
Lily Chen: Enchanted Dragon Pole Battle-Mage 3 2 0 1.0
Lily the Battle-Mage 2 2 0 1.0

5argon · 7768

Lily Chen is an RPG-like character that can level up and "job change" when you get 15 cumulative XP. Each mastery is represented by 4 Discipline cards. Each one granting +1 stat of choice, and a cool "killer move" that will remove that +1 stat until you regain your composure.

For new players, you likely will get 1 more in the middle of campaign. If you do well, you may get an extra one near the end of the campaign because you reached 30 XP. This is assuming you may or may not reach 30 XP. If you do, congratulations! You may take anything as the 3rd one. Make sure to add one more Burden of Destiny when gaining a new Discipline.

This deck is intended so you take the one first, then second. Discipline grants you on-demand healing, and one grants you "triple attack" special move.

► About "2 Packs Deck Guide"
 A series of decks made with the new distribution model in mind, requiring a Revised Core Set box + just 1 more Investigator Expansion box. ❄ character on the deck's name means the additional box it uses is Edge of the Earth Investigator Expansion.
 It maximizes the chance of newcomers being able to build and learn to play the game, enjoying the story on Standard difficulty ASAP. They can then get into deck-building later if they wished to do so. See other decks in the "2 Packs Deck Guide" series here.

2 Packs Team Compositions

2 Packs Deck Guide : Edge of the Earth series is now complete with the following decks :

To help assembling a party made entirely from just 2 packs, I have a tool that let you browse team compositions for 2 players, 3 players, and 4 players, that has manageable amount of card overlaps or even none at all. The result is sorted from low to high overlaps. Click here to see all team comps.

Introduction to the Discipline

  • You want to be an extremely stylish battle-mage, not just someone mindlessly whacking monsters with an unfashionable OP hammer. Sometimes Lily should cast spells, sometimes fight with magic-imbued pole, utilizing gas-adjustable flaming sword, or dance around the battle field with butterfly swords and clear out hoard of enemies. You want to see this vision of thematic Lily coming to life.
  • Combo attacks. Do everything above but in a combo. Combos are always cool. Don't you ever want to open with a sweeping kick followed by flaming pole of Cthugha in 1 action?
  • Exciting tests against treacheries since you have boosts for both kind of popular tests. ( and )
  • Offensive healing. Healing is not cowardice. You don't heal because you want to save yourself. Instead, you intentionally use more self-damaging tactics because you know you can heal. (Also healing is great for new comers who may not be able to weight damage taking vs. committing to survive well enough.)

Here are brief details on the killer moves of the 2 Disciplines chosen :

  • Discipline : Alignment of Spirit : Heal 3 damages or horrors, at cost of taking 1 direct damage or horror (the opposite of what you healed). To get your spirit aligned again, avoid all damages/horrors for an entire round cleanly.
  • Discipline : Balance of Body : Triple attack/evade which must be "different". To regain your balance of body, see 0 enemies throughout an entire round. (Not just at the location you ended up at.)

The 5 splashes

2x Beat Cop

Waiting to get Down the Rabbit Hole upgrade discount. Expensive to play but permanent + from non-weapon is rare!


2x Dodge

Waiting to get Down the Rabbit Hole upgrade discount. The upgraded version tests , so perfect when you move onto Discipline later and getting +1 .


1x "Get behind me!"

Kind of wildcard slot. This one has synergy with your starting Discipline as you can heal out the damage taken.

Another choice is Toe to Toe which has synergy with Discipline, you can use it as a part of triple attack. But that Discipline comes later, I think "Get behind me!" makes the cut.

Upgrade guide

This deck contains Down the Rabbit Hole. Here is an example plan spanning 5 scenarios that make sure you grab the 2 cards discount each time.

 Cost  Total
End of Scenario 1 0 XP
 R  Brand of Cthugha    Brand of Cthugha •••• 2 XP 2 XP
 R  Beat Cop    Beat Cop •• 1 XP 3 XP
 
End of Scenario 2 3 XP
 R  Brand of Cthugha    Brand of Cthugha •••• 2 XP 5 XP
 R  Beat Cop    Beat Cop •• 1 XP 6 XP
 
End of Scenario 3 6 XP
 R  On the Trail    On the Trail ••• 1 XP 7 XP
 R  Dodge    Dodge •• 1 XP 8 XP
   Blinding Light  →  Butterfly Swords •• 3 XP 11 XP
 
End of Scenario 4 11 XP
 R  Dodge    Dodge •• 1 XP 12 XP
 R  Butterfly Swords ••    Butterfly Swords ••••• 2 XP 14 XP
   Dragon Pole  →  Butterfly Swords •• 3 XP 17 XP
 
End of Scenario 5 17 XP
 R  Butterfly Swords ••    Butterfly Swords ••••• 2 XP 19 XP

(View at arkham-starter.com)

R : Receives Down the Rabbit Hole upgrade discount. (Anything else gets +1 penalty.)

If you got a lot more XP, you can slot in the other purchases (listed below). But take note that the biggest jump is that at the end of scenario 4 you need 6 XP to go with this plan. So if you are not sure you can earn that amount in scenario 3, try saving up from the previous scenarios.

After you are done "power leveling" with that, continue with these remaining cards in the Side Deck. All of which gets +1 penalty from Down the Rabbit Hole, but not to worry about losing your advantage! You have already reap the benefit of getting good faster than others in the team. (Now help them level up with your cards to surpass you.)

 Cost  Total
Continued 0 XP
 +1  Overpower  →  Defensive Stance 2 XP 2 XP
 +1  Manual Dexterity  →  Defensive Stance 2 XP 4 XP
 +1  Scrying  →  Toe to Toe 2 XP 6 XP
 +1  Dragon Pole  →  Sweeping Kick 2 XP 8 XP
 +1  Meditative Trance  →  Fang of Tyr'thrha •••• 5 XP 13 XP

(View at arkham-starter.com)

Interestingly that Toe to Toe is a level 0 purchase and you even have to spend 2XP for this. But we used all the L0 splashes for Down the Rabbit Hole materials. This purchase allows playing it as a part of "triple attack" since it has "Fight" in bold.

Right now we have pruned out almost all the Arcane-related cards that were doing work with Dragon Pole. (Now we have 2x Butterfly Swords) The remaining is Arcane Initiate and perhaps Emergency Cache that you can find other cards you like to replace if you get more XP.

Discipline Techniques

Discipline

General Tips

  • The turn where you used the healing move, it meant you just took damage/horror (the opposite one you just healed) and cannot flip back right away. At minimum, it is the end of the next round if you managed to do "no damage".
  • There are 2 obstacles for the "no damage" in a round that you can't easily control : The encounter deck draw at start, and your deck draw right before resource draw the end. (which there is a moderate chance of you getting Tekeli-li that deals damage/horror.) Newer players may underestimate the end Tekeli-li draw and planned to heal the next turn. Take this into account and commit to normal healing cards when you cannot afford to lose any more health or you know the deck is full of Tekeli-li right now.
  • Other than these, you can manually avoid walking into enemies or kill/evade it quick before it could do something to you. (Unlike Discipline which you needs to be in a completely peaceful state to regain the killer move.)
  • Even if you assigned all damages to allies or assets, it is still counted that "you" have taken damage/horror this turn (but assigned somewhere else). So you cannot hide behind bulky tanking assets for risk-free flip back after healing. You can read more about this rule here.

Mastering the healing move

While you can think of healing normally as a fail-safe, with infinite uses like this, it is important that you make the most of it and even turn it into aggression. Let's take a look at these situations. (X and Y maybe either damage or horror.)

  • 3 X, 0-2 Y : Great deal to heal right now, since you can remove all 3 as allowed and not putting the other one at risk.
  • 2 X, 0-2 Y : Same great deal when you have EotE weakness that is treated as 1 point of damage/horror.
  • 0-2 X, 0-2 Y : Bad deal since you don't get to heal all 3 provided and even cost the other one.
  • 4-6 X, 4-6 Y : Too late to heal. It may seems tempting to try getting one down, then find an another occasion to get the other down. But remember that you pay the other one, which put you at risk of being defeated by direct damage/horror. Also, flipping the discipline losing your put you even more at risks of extra treachery damages/horrors.
  • 2-4 X, 2-4 Y : This is around the point before it is getting "too late to heal".

Knowing those situations, you can now "make a play" around your healing abilities.

Anytime you have a peaceful turn, and your health/horror is at the "bad deal" for heal, think back to the previous turns. Can you achieve more by tanking more damages?

You may think you should have been more aggressive and suicidal when the field was messy, so you don't waste the peaceful moment now that you can heal. You can't contribute easily on investigation other than using utility cards.

Rather than wishing you have more investigation stuff in the deck, leave it to your friend and be more aggressive so you can heal up while your friend gets to work on the clue. Anytime you ended up having to draw or take resource, thinking that investigating 2 vs 2 shroud probably fails (frost tokens are a tons of -1) and you have nothing else to do, that's when you know you should amp up your damage taking a bit.

  • Tanking by intentionally not using Evade action when you are down to the last action, and even successful Fight would not finish it off. Just Fight as your last action and take some damages, so workload that requires more chaos bag pull is reduced on the next turn. Your heal is 100% accurate.
  • Tanking by taking Attack of Opportunity to do valuable things such as activating location ability, activating Scenario Action Triggered Skill, playing assets or events while engaged.
  • Tanking by taking engagement from other investigator by walking into the location, and Engage on your final action. (So you don't take AoO, but take damage in the upcoming Enemy Phase.)
  • Using some cards in the deck that hurt yourself for good effect : "Get behind me!", Ward of Protection, Drawn to the Flame (potentially), Toe to Toe.

If enemies have balanced damage/horror stats, selectively tanking the right stuff weighting towards the EotE weakness you got (whether it is treated as 1 damage or 1 horror).

e.g. You have Leg Injury in the deck which is 1 damage. By trying to get your damage counter to 2 before shifting to taking more horror (damages go into assets at this point), you have prepared for the moment Leg Injury would appear then you can heal them altogether by full 3.

Discipline

General Tips

It is unexpectedly hard to flip back this Discipline, compared to the one.

You cannot at any moment be in the same location with any enemy at any point, not just at your ending location. Of course, drawing an enemy will say good bye to flipping it back this turn unless you get an Elder Sign. You cannot start the turn with unfinished enemy either, even if you managed to defeat it this turn, you have already be at the same location as a monster...

Also, it says nothing about engagement, so just by being at the same location as your friend that had drawn a monster would cause Lily to not gain back balance of her body... so make sure your triple attacks finish the fight beautifully.

Mastering the combo attack

It let you take 3 different Fight and Evade in 1 action. Therefore if you just punched an enemy using actions normally 2 times, you use this as the last one, you can punch it 3 more times dealing a maximum of 5 damages..?

Not so! The biggest quirk of this awesome looking move is the "different" keyword. If you are fighting 1 enemy with no weapon, you can punch it only once, because the next one would be "the same". (Called "basic action", basic Fight.) No matter if it dies on that attack or not, you would have to throw away the 2 remaining moves if you have nothing "different" to do. You can think that a combo in fighting game built from spamming the same action looks lame and Lily refused to be a lame fighting game character.

  • Basic tactics to get 3 different Fight fully is for one basic, one from your 2-handed weapon (Dragon Pole/Butterfly Swords (2)), and one from Brand of Cthugha (1). Remember that Cthugha goes to your arcane slot, therefore not clashing with your 2-handed weapon.
  • Remove the basic fight from the above combo and left one for Evade. Remember that you cannot repeatedly attempt basic evade until you succeed on high speed enemy, because it would violate the "different" rule.
  • Performing basic Fight to a different enemy does not make it different. Therefore, considering at least mixing in Evade in your plan if you have no weapon for a different Fight, when you miss at least you avoid taking damage in the upcoming Enemy Phase.
  • Any card with "Fight" or "Evade" that plays from hand counted as "different Fight". It costs resource to do this in your combo attacks, but can be clutch! 3 cards in the Side Deck is included as a suggestion if you want to try this : Sweeping Kick (you get thematic point bonus), Toe to Toe, and Fang of Tyr'thrha. We talk about this later in the "Card-by-card explanations" section.

Card tips

In the Thick of It

This is an important card for this deck. With only Revised Core and EotE, it is very tempting to add 2x Scrying or even 1x Shrivelling in order to increase the chance to power your key weapon Dragon Pole to 2 arcane for that +1 damage. Your life depends on this.

With In the Thick of It's 3 experience :

  • Include 2x Brand of Cthugha (an arcane that can power the Dragon Pole) right from the start, which is also a setup for Down the Rabbit Hole advantage. Playing cost is 2, which is lower than Shrivelling. Plus you can still use , unlike Shrivelling. These Cthughas very likely net you more experiences in first few scenarios.
  • Include On the Trail, which helps investigating and a setup for Down the Rabbit Hole also.
  • This Discipline Lily can heal out the trauma! In the first few turns where it is still peaceful, you have high chance to heal out the effect from trauma and flip back the Discipline quick enough. Choose 2 mental trauma as the cost. Lily has balanced 7 health and 7 sanity, the reason for choosing mental trauma is because of Ward of Protection, an additional horror from it will make it 3, which is at the best value target for your healing skill.

Dragon Pole

Your main quest is to get this pole then find Brand of Cthugha, Scrying (cost just 1), and Talisman of Protection to power it. Pole gives you +1 arcane slot, so you can even equip both copies of Cthugha while wearing Talisman of Protection.

Arcane Initiate can help finding your Brand of Cthugha and Scrying.

Always ask your friend if they have got the other copy of Talisman of Protection in their opening hand. Because if they do, the talisman's ability allows equipping on any investigator at the same location. And you start the game on the same location. This is a very reliable way to get 1 head start on the pole.


Dodge ••

  • Think of it as an increased chance of flipping Discipline back. It is a good idea to use the healing move when you have Dodge on hand because you have higher chance of "no damage" a round.
  • You can dodge a Retaliate attack.
  • Read the text carefully, it means you can play it to make any other investigator dodge. (May not make sense initially but think of it as you yelling "Bob! Avoid to the left!")
  • Upgraded Dodge can still be used for other investigators. Meaning that your friend that draws an enemy can left it with 1 HP left, do something that provoke AoO at the same location as you, then you play this in order to finish it off with 1 damage.
  • Upgraded Dodge has 0 cost as opposed to 1 in the original version. Very reliable card.

"Get behind me!"

Other investigator can drop an enemy on you, by doing anything that would provoke AoO on the same location as you, then you use this card.

The horror nullifying effect can be interesting. Many enemies have balanced attack and horror. By removing/lowering the horror, it let you plan out your target 3 damages, 0 horror "good deal" healing easier, compared with both going up at the same rate and you would put one at risk after healing.

If an enemy only deals horror, it can even contribute to the chance of getting "no damage" in order to flip the discipline.


Brand of Cthugha ••••

This weapon's selling point is that normally stuff that deals +1 damage like guns would rapidly lose its ammo even if you can't win test. This one let you try until you can, then crank up the gas only after the blade is stuck inside the enemy. Cool! You can think of it as 3 ammo, but also you can use less charges when finishing off low health enemy.

It is an arcane, so very useful in contributing to your unlimited use Dragon Pole. This is the reason using In the Thick of it worth a lot because you get to start with 2 of these. Remember that you do not discard this arcane once it runs out of charge. It gets to slot in as a materia in your pole forever.

With the Discipline you have 4 , which is great, but grants no advantage on accuracy because your is also 4.

Remember that it says "you may use instead of ". You can choose not to use . When the discipline is currently flipped and you lose your , you can still fight with base 4 Cthugha, and also still get the +1 skill value.

After you have obtained Discipline, the triple attack combo can mitigate the "succeed by 0" weakness which cause you to lose action. When you use the combo as the last action, you are granted 3 "not really action", which you can now position Cthugha on the 1st or 2nd among those 3 Fight/Evade without fear of losing following actions that you have planned. (It loses the "real" action, that you already exhausted.)


Holy Rosary

Required to get 5 , so you have an advantage over your when using Brand of Cthugha.


Blinding Light

Benefits from additional willpower from the discipline and the Holy Rosary. Remeber that before you can acquire the other Discipline, you have just 3 . Now you can go up to 4 or 5 for critical evasion. Later on this card would be phased out when upgrading.


Drawn to the Flame

This is your (rare) chance to help contributing in clues! Try grabbing clues from high shroud location.

Some scenarios need clues used from the investigator at a particular location, not just spend as a group to advance. If Lily has 2 clues it can be time saver, not having to wait for friends with clues to arrive.

This card begs yourself to take damage from a treachery, which means you should not use it on a turn that you are hoping to flip back the Discipline. (And great to use when you had already took damage this turn, perhaps from using the healing or is going to use the healing.)


Scrying

This card is in the deck initially just to power your Dragon Pole more reliably. When you get Butterfly Swords or its upgrades, it is time to replace this.


Talisman of Protection

Notice that this is both asset and arcane, therefore very good to power the Dragon Pole! Also it is fast, meaning that you can delay playing it even until after you had drawn an enemy. Fast means you do not take AoO for equipping it while engaged. (Make sure to save 2 resources for this.)

There is only 1 copy in the deck because the other one should go to the other investigator in your team. The text allows equipping it to friends in the same location, therefore having it on others will increase the chance of full-powering your Dragon Pole more than hogging it all for yourself. (Or they can equip it when you got it first.) Especially on the starting hand, you are already bunched up at the same location.


Arcane Initiate

This classic card can find : Brand of Cthugha, Blinding Light, Ward of Protection, Ethereal Slip in the starting deck, and additionally Fang of Tyr'thrha in the upgrade. Though, Drawn to the Flame is not a Spell.

This card can be replaced later, but finding Brand of Cthugha fast is always helpful. (In EotE, you will be going through Tekeli-li draws, and this card can help you temporarily get through them.)


Beat Cop ••

Permanent buff! Upgraded version can help you kill stuff efficiently as well.

Can be used to bump out Arcane Initiate along with the doom due to 1 Ally limit.


Ethereal Slip

This is a utility card that is quite situational. It is a Spell so Arcane Initiate can get it.

Other than getting to an already revealed location (that now has an enemy) faster, it can be used to remotely break engagement from your main clue gatherer. Just keep 2 locations distance and they can safely draw enemies. You swap with the monster and then prepare to fight as the monster walks back. (And this time you engage it.)

I have used this in a very important moment in one of EotE scenario!


Meditative Trance

This is probably the weakest card in the starting deck and would be replaced quick. I found that on average, I would get to heal 2. Heal 2 for 2 resources is quite expensive. You can mix healing horrors and damages.

But can be worth it when you had taken high amount of both damages and horrors, making healing move now risky as it would increase one side further to your defeat. This card can take the situation back to "healable" once more.

Lastly, this can cure the new EotE weaknesses that is equivalent to 1 damage or 1 horror.


On the Trail •••

This is included to take advantage of Down the Rabbit Hole and also the last chance to help investigating other than Drawn to the Flame.

The upgraded version let you move and grab clues. As a fighter, you likely want to move and help peeling enemy off your friends anyway. So overall the upgrade fits with the character, while the base version maybe a bit clunky.

You have to move "toward" the enemy for both moves. If you are right next to it with an another detour path near you, then you must move to it. You cannot voluntarily take a detour and back in order to grab more clues. So, some planning is needed to get the most clues.


Ward of Protection

Classic and always useful, and you can heal back that horror cost! If you are trying to use it, it is the best when you are at 2 horrors so you can heal 3 after using it immediately.

Read the treachery carefully if it disappear at the end of round or is more sticky. The sticky one is often worth cancelling. You must also look for "Revelation" to determine if you could cancel it or not. You cannot cancel enemy draw with this card!


Butterfly Swords •••••

Has exhaust option to perform super attack with very high accuracy, but you must go through chaos token draw once again. The first attack can miss as well and you can still exhaust it to "dance" and have a go again with better chance.

Even after you exhaust it, you can still use the Fight command and get +1 again and again until your action runs out, because exhaust is the "cost" of the 2nd attack. You just cannot do that part. It is not that exhausting the sword will make an entire text box blank. (Though this will be weaker than powered pole.)

You can choose different target for the 2nd attack. It can be handy in swarming situation, especially together with Discipline's combo attack move.


Defensive Stance

Gain tons of icons with just a commit of this. It is the most useful when helping your friend (mostly to beat treacheries) as you can only help with 1 card while at the same location. This 1 card packs a lot!


Fang of Tyr'thrha ••••

Warp strike for 4 damage! It also says "may move", so instead of warping, you can throw this homing knife to dispose an enemy up to 4 HP.

It is a Fight, meaning that it is possible to perform in Discipline combo to suddenly go to different location mid-combo. (COOL) You don't take AoO if used while engaged also because of Fight.

You can select the same enemy you are currently fighting with right now. Or you can select a different enemy far away, which the engaged enemy will warp together with you because it is currently on your threat area. (You don't drop it behind.) So also useful to take danger away from friends.

This is a late game toy, purchase only if you have got all upgrades mentioned in Upgrade guide section done.


Sweeping Kick

This is all around good offensive + defensive card in one. Notice the Fight, you don't take AoO using this while engaged and also you can use it in the middle of Discipline combo. Style point!


Toe to Toe

Because you intentionally take damage as a cost for using this card, you can think of this as free test-less attack when you have some damages to go before you reach that 3 threshold.

Good deal if you use the healing move right after this card in the same turn, so you can try the "no damage" on the next turn to flip back Discipline.

Also because of bold Fight keyword, you can use this in the middle of Discipline combo attacks for guaranteed damage.

This card costs 0, but due to already running out of 5 Guardian cards quota at the beginning, you have to purchase this one for 1 + 1 XP. (Due to Down the Rabbit Hole) Can also be swapped with "Get behind me!" at start if you like.

22 comments

Jan 21, 2022 Minijanach · 1

Same as with the Rob Jenkins guide you did a great job here. Thanks for the great guide.

Jan 22, 2022 mieroslawski · 1

Nice deckguide! Will try it out today with your bob jenkins deck for eote-campaign :) But I noticed that you can include one more card here, or am I wrong? Because Discipline is permanent?

Jan 22, 2022 mieroslawski · 1

Nevermind I counted wrong x) Thank you for the work!

Jan 27, 2022 ChantyKoolhoven · 1

Thanks a lot!! This is exactly what I was looking for. Your thorough explanation helps a lot as well! Keep it up, can’t wait to check your 2 pack Norman Withers deck.

Jan 29, 2022 danhatestentacles · 1

hey, thanks so much for this decklist! i'm running it through eote and having a great time. quick question about the upgrade guide though. the upgraded brand of cthuga costs 4 to upgrade, so wouldn't it be a total cost of 3 with the discount? with that and beat cop, you'd need 4xp each time to upgrade right? or maybe there's something i'm missing. thanks again for the great work you do, it's super valuable for newbies like me!

Jan 30, 2022 5argon · 7768

@danhatestentacles Hi, the cost of Brand of Cthugha (1) is 1, when upgrading to Brand of Cthugha (4), due to Experience rule, you would normally pay the difference 4 - 1 = 3. With Down the Rabbit Hole discount, it is reduced to 2.

(We are able to start with non-zero cost card due to In the Thick of It.)

Base Beat Cop (0) is at 0 XP so you normally pay 2 XP to go to Beat Cop (2). With Down the Rabbit Hole discount, this is reduced to 1.

Therefore, in total, this upgrade pair costs 3 XP. Enjoy the game!

When purchasing a higher level version of a card with the same title, the investigator may choose to "upgrade" that card by paying only the difference in experience (to a minimum of 1) between the two cards and removing the lower level version of the card from his or her deck.

Jan 30, 2022 elzAberino · 1

@5argon First of all, thanks for the really cool tutorial. But this requires 3exp from the beginning but you start with 0exp. how does that work?

Jan 30, 2022 5argon · 7768

@elzAberino In the Thick of It adds 3 XP for you to start the campaign with at the cost of having to immediately take 2 trauma of choice. In this case, I choose 2 mental trauma.

Then, you can use Lily's Discipline to heal out the starting horrors, perhaps wait until after you had taken one more horror due to enemy or Ward of Protection.

Jan 30, 2022 elzAberino · 1

@5argon Mittendrin I'm sitting here building the deck and holding the card in my hand - and think to myself "Aha!" ;) . Thanks for your quick comment. 3exp at the start are of course a must.

Feb 06, 2022 !.!.!. · 1

Beat cop and dodge cannot be upgraded due to Lily's restriction - only lvl 0 guardian cards.

Feb 06, 2022 !.!.!. · 1

Don't mind the comment above

May 05, 2022 Osgor · 1

Hey there , and i have to say wow. I just got into Arkham so your detailed write up is rly awesome. I own Edge of the Earth and the New Dunwich stuff. Are there any cards about of dunwich wich need to go into this Deck? We are playing trough dunwich soon, i only bought eote investigator Cards to have more options.

May 07, 2022 5argon · 7768

@Osgor I just got the DWL investigator box too (still waiting for the campaign box) and I think Lv. 0 Rite of Seeking which Lily could add from start is great in place of Scrying.

The play cost is high but it should fill out some empty turns with help from Holy Rosary to add the bonus, helps draining 1-2 shroud locations so the main Seeker can focus on harder location.

(To be safe use it on your last action so the backfire does nothing, while you use the prior options to gear up, etc.)

May 09, 2022 Stidjen · 21

Hey 5argon, thanks for the great deck and detailed explanation. I'm thinking of taking this through my first Dunwich campaign. Speaking of which, are there any cards in the Dunwich cycle you can recommend for this deck?

May 12, 2022 5argon · 7768

@Stidjen Hello, I think you can slot in Lv. 0 Rite of Seeking in place of Scrying in the starting deck. Lily is more useful when it is quiet that way.

May 21, 2022 macmaxbh · 1

Just finished playing EoTE with this deck and it was great; both at the beginning and end of the campaign. Particularly appreciate the thematic explanations and technique explanations. Thanks!

Mar 17, 2023 Dreadfish · 1

Hi @5argon, This deck looks fun. Would you make any additions/changes, I have Keys and tFA available as well?

Mar 18, 2023 5argon · 7768

@Dreadfish Hello. This is a deck designed around Down the Rabbit Hole progression, so some cards from TSK that can take advantage of it :

  • Runic Axe : Each time you spend XP for the customizable box count as upgrade, so you get a discount each time. This is 2 handed so it would take place of Dragon Pole, and if so you may not need many spells to fill up the slots anymore. (Brand of Cthugha I think is still useful for sidearm since the axe run out of charges when fighting repeatedly.) I recommend not using her limited Lv.0 5 cards quota for 2x Runic Axe and play 1st scenario without it, then purchase in with box checked so it count as Lv.1+ card. This way you have more utility cards to work with in the 1st scenario with the Dragon Pole which can perform better than zero upgrade axe.
  • Guard Dog (2) : Can take advantage of Down the Rabbit Hole like what you see with Beat Cop here.
  • Soul Sanctification : May work with Discipline's healing ability. If you start the game with still no trauma on one side, you can immediately get 3 offerings. But you may need to remove In the Thick of It to have full health/sanity from start, which ruins the Down the Rabbit Hole plan since you now need to pay 4 XP for 2x Brand of Cthugha. (need major adjustment for this one)

My TFA Investigator Expansion hasn't arrive yet. So can't recommend anything there. Sorry!

Oct 05, 2023 Ramun · 271

Hi @5argon, Very nice deck! I love the card choices for In the Thick of It in order to maximize uses of Down the Rabbit Hole. Inspired me to come up with my own version, the main difference being that I wanted to keep Dragon Pole and use Enchant Weapon on it (who else than Lily can pull this off?). Also included more Investigate options with spells, as we have decent will with the discipline and holy rosary. If you have a chance let me know what you think :)

Oct 13, 2023 5argon · 7768

@Ramun Enchant Weapon is on point for the battle-mage theme, I like it! It will be years from now before I get to play with that card since I am following the re-release...

Dec 06, 2023 Deezo · 1

Hey @5argon thanks for all the details and everything for this deck!!! I did have one question as someone who's recently gotten into Arkham Horror. What cards would you consider using from the 5 investigator decks? Thanks again:)

Dec 06, 2023 5argon · 7768

@Deezo I have not bought any of Investigator Starter Deck at the moment.. sorry!