![]() It will be very lucky dependent, you need to draw these cards in the hunch or the cards in the mulligan. On the paper looks a good idea but I am not sure it is very consistent as: The idea is to look for the colts and recycle insights back into the hunch deck. Another good deck I saw has just with the signature weapon and two cards in the hunch, two "No stone unturned" (5xp), to look for it. This is too short in my opinion for a true solo run. When building a deck for true solo or flex, I always analyze how it will do from the following four points of view:Įnemy management: I have seen Joe decks with only 3 weapons. So here is the deck at 19xp if you have some curiosity about it.Īnd here is the deck at 0xp, for your reference. I include here also event that are circumstantial but very useful like evidence!, vintage point or shortcut Normal deck: apart from the 5 skills, it will be focus on assets (weapons, allies and tools), roughly doing for 16 cards of the 30 left, as events and skills are included in the other two decks. In my deck I will try to specialise the hunch deck to investigate.Īt the beginning, I added a mix of autoclues, extra drawing and movement (usually always helpful), but through experience I expect to specialize it even further to make 6 cards over 10Ĭredit: FantasyFlight Games - The skills to survive the mythos phase Basically something that could be useful always, if it is possible a 2 cost card, and that roughly have the same purpose (investigate in my case). The hunch deck: it is easy to understand what to put inside. So basically, with this card and Joe, you have three decks: the normal one, the hunch deck and the "normal" investigator deck. Your deck increase by 5 in order to replace these 5 cards that will under ancestral knowledge. In a fast window (action), you can take one of these skills and add it to your hand. Ancestral knowledge forces you to have at least 10 skills, from which you will take five randomly at the beginning of the scenario. My Joe build is based on ancestral knowledge (6xp), which will allow to create a third deck of just skills. ![]() However, the other 25% turned around ideas that do not adjust to my way of playing and I discarded them(Funny how deck building could be so personal).įinally, looking at the card pool and after having listening to the Spanish podcast Arkham files talking about Joe, I found an idea to build my deck around: ancestral knowledge and a splitting my cards in three decks. The problem with filtering by recent decks in Arkham db is that it is difficult to spot the good ones as popularity/likes aren't there.Īfter I read a couple of the most liked decks I realized that we had similar choices on around 75% of the cards, at the end the investigator push you to a way of playing that requires some cards. I prefer doing this way because the most popular decks are usually from the time the investigator appeared and usually do not take into account the new pool of cards. Only after I did my analysis, I did some netdecking to see if I was not too far away from something good. I have been working around Joe deck, first by myself to try to understand him and making myself an idea of what could work. The stat of four and not be able to access the most powerful guardian weapons implies that he will have a lot of difficulties managing 4+ force enemies with big health pools unless boosted. Joe is a good fighter but not an excellent one. Moreover in campaigns, where potential traumas will get it even lower. ![]() A couple of rotten remains and you are almost out of the game. I have read him described as a glass cannon.Ī low sanity stat combined with low willpower is usually a recipe for tragedy. Joe is an excellent "auto" cluever: the access to 0-5 seeker and 0-2 guardian cards that allow getting clues without test, combined with the access to the hunch deck insights at minus two of cost, make him bright specially on this aspect.Īn average health / sanity stats of 8 & 6.Ī poor willpower and agility leave him very vulnerable to the mythos phase. It allows to some interesting strategy deckbuilding. The hunch deck is like having an additional card in hand that you can play at a cheap price. He is quite good at the two most often used actions of the game, investigate and fight, through the 4 lines in the intellect and force, but also through the classes he has access to, seeker and guardian. Credit: FantasyFlight Games - Deckbuilding options and background
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