Evil Dead themed Silas

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

normsherman · 66

oh man.
well, first of all the innsmouth cycle has an insane amount of XP. It felt like getting an Arkham economic stimulus check every other scenario. Pretty cool.

So what better way to blow your entire arkham horror stimulus than double chainsaws!

After quickly achieving the full confidence and wealth equivalent of Jeff Bezos by scenario 3, I decided to scrap the taboo list cuz taboos are for poors , and I went about turning Silas into Bruce Campbell from The Evil Dead. Sadly I could not use victory points to arbitrarily build a rocket ship and go to space just because, so this seemed like the next best thing.

It's a lot of fun being Bruce in Innsmouth. At first i was really disappointed that I couldn't finagle a dual-wielding chainsaw situation with bandolier (2) but having Resourceful basically gets you pretty close. You burn through jury rigged chainsaws pretty quick and you just whip em right back, keeping Resourceful in hand as often as you can with Silas's skill card recursion.

Flare X2 is great for frying deep ones or haulin' out your badass no-nonsense token mystical nativegirl sidekick Aquinnah, or the curious unsettlingly young handsome college boy you often like to have by your side. Both have spacious empty minds ripe for plying with horror you’d rather not sully your own precious mental health with. Often times you might have Key of Ys shuffled towards the bottom of your deck, or maybe you're just using it to get into Ys for once. Either way, there’s always another Peter on Craigslist.

Jury-Rig is awesome, super underrated card. How are we not seeing this card in every Survivor deck with assets in it now?
Lantern (2) is another one I go for a lot now in multiplayer survivor decks, cuz you can’t throw old key rings at things in a manner that renders them engulfed in flame. Get a new Keyring bro, its 2022. treat yo self. You’ve earned it.

For now though, #TeamLantern all the way.

And don't forget Purifying Corruption. It's not a Bruce Campbell Silas deck without this overpriced and oft-forsaken neutral card. There aren’t a crapton of situations that really allow this quirky and expensive upgrade to shine in a deck, but the flexibility it offers really works here, especially for scenarios in Innsmouth and EoTE with many a calamity-inducing treachery draw. Even though you get a damage and horror from it each time you do, it feels empowering to be the one who gets to do it to yourself for once. What else is the grand game of Arkham Horror at all, if not such a opportunity?

Purifying Corruption nearly threatens to cut out the middle man of having to play Arkham Horror in the first place, which is why the designer's wisely limit it to 3 uses before you have to heal yourself. It's the Kardashian girlfriend of Arkham Horror upgrades, which is to say, I mean, if they're just givin' em away for free then sure you'll obviously take one, but otherwise no way is that thing worth giving up an ornate bow for. It's probably not even a particularly ornamental Kardashian. But every so often in life, and certainly in the many worlds interpretation of quantum mechanics, a Kardashian comes along that just works, ya know? Not like, works works, but.
You know what I mean. Kinda does.

Anyways, there ya go. Enjoy being a badass and saving your weakling friends over and over again. they won't ever thank you for it, but that's ok. you don't do it for them.

Now goi'n gitchya some of that lizard treasure.


Oh PS— Resource gen is key for this deck’s extravagant asset allowance (Plucky, Lumberjack gear, Native American sidekicks, etc), but isn’t a problem at all once you get Drawing Thin or Take Heart going. Act of Desperation is a real blast to have ready for a chainsaw that just puttered out of fuel and needs swapping out with Resourceful.
Often worth mulliganing for any of those or possibly plopping in another Take Heart just to ensure your psychopathy is well financed from the get-go.

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