Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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The Prophet's Dream | 13 | 7 | 8 | 2.0 |
taal_tarang · 132
Luke is a fascinating investigator that brings a new playstyle to the table with his special ability and signature asset - the amazing Gate Box. This deck tries to make the most out of it.
The most important thing in efficiently playing Luke is understanding the timing. Many players make the mistake of thinking that Gate Box can be used only during the investigation phase. In reality it can be used in any player window (even during a test). For example there is a window during the enemy phase, after the movement of enemies with the hunter keyword but before dealing damage. This means you can lure a hunter into a location and then jump into Lukes little world in a box before the enemy does anything to you and then spend an entire mythos phase in there (which can be crucial as you will see). You can even stay for the investigation phase if you have enough to do (like playing assets or drawing cards) which in fact can be very beneficial becuse the Dream-Gate will be set aside after the phase thus providing you with a free movement to any revealed location! Who doesn't want that?
This deck also makes use of cards that before Luke arrived were mediocre at best - Hemispheric Map and Otherworldly Compass which really start to shine now. And cards that were very good (Drawn to the Flame, Working a Hunch) combined with Lukes ability become totally amazing. Picking up clues testlessly from any revealed location while staying safe in the Dream Gate (more on that later)? Yes please!
Another thing important to use the Gate Box to its full potential is knowing what will come from the encounter deck by using Scrying which is one of the key cards here. Probably the most beautiful thing about Lukes little private dream island is that it is indeed private - meaning that enemies can't spawn there. If you scry and find out that there is a beefy enemy coming to stalk you just hop in the box and make sure you spend the mythos phase in there and the enemy will merrily go into the discard pile. Easier than slashing with a machete for two turns isn't it? And if there is a scary treachery coming demanding a difficult willpower test? Having double Hemispheric Maps (with Relic Hunter of course) will most probably provide you a +4 bonus (Dream Gate connecting to 4 locations is a pretty common thing in most cases) which will make it much less scary. Remember that Dream Gate being connected to every revealed location works both ways so if you are outside it still boosts Hemispheric Map and Otherwordly Compass. Another way of dealing with the encounter deck is our friend - Dr. William T. Maleson(who is also an amazingly cheap meatshield). Putting a clue on a location isn't that big of a deal in this deck as you have plenty of ways to effortlessly pick it up - like Drawn to the Flame (which in solo usually is not optimal because most locations have just one clue), Deduction or True Understanding. Actually putting a clue on a location can be beneficial if you have Inquiring Mind in your hand. That's important to remember while using Quick Study.
Another card that becomes very cool with Luke is Vantage Point. There is a location with a very high shroud and you don't want to waste time and resources? Hop in the Gate Box and play Vantage Point. Now only tentacles will stop you from picking it up. Unfortunately this will work only during the investigation phase.
To make sure you don't run out of charges on the Gate Box we have Enraptured (use it only to tests that have a high chance of success), Recharge (use it only in combination with Premonition) and Seal of the Elder Sign.
Shortcut is there to make sure you reveal locations fast to make use of your Maps and Compass so do not hesitate to use it early in the game.
Here you can find a 0xp version of this deck - https://arkhamdb.com/deck/view/490776
Have fun and let me know your thoughts!
2 comments |
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Oct 22, 2019 |
Oct 22, 2019
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Not quite understand how Otherworldy Compass is better with Luke? Dream-Gate doesn't have any clues on it, you can move a couple of them with Vantage Point but that's it. Am i missing something here?