0-Difficulty, 0-Ally Darrell

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
0-Difficulty, 0-Ally Darrell Dream Eater Campaign (0xp) 0 0 0 1.0
0-Difficulty, 0-Ally Darrell - modified 1 1 0 1.0
On Your Own Darrell lv0 0 0 0 1.0
0-Difficulty, 0-Ally Darrell copy 0 0 0 1.0

GreatGopher · 627

This is a Darrell deck centered around his ability to reduce the difficulty of skill tests, along with the new suite of Survivor cards which capitalize on testing at 0 difficulty. It's got a lot of synergies, but almost all the cards involved are just good in a vacuum too. It's also very setup-light, with only 6 non-permanent assets in the whole deck, so you'll be able to jump in hard and fast from turn 1.

I'll be playing this in 2-player across from Tommy Muldoon, but I suspect it will be able to perform decently in solo as well (with perhaps a few slight alterations.)

Important: 2 new cards for the deck aren't on ArkhamDB yet, so I had to use substitutes:

  • Grit Your Teeth = Shed a Light (2 cost event, when you investigate at difficulty 0, it automatically succeeds and you get and extra clue plus another clue at any location.)
  • Last Chance = Gumption (1) (Skill, no icons, commit to any test; reduce the difficulty of the test by 2. Crucially, has the Innate trait.)

Card-by-card notes:

  • Exploit Weakness/Shed a Light: Huge payoffs for reducing test difficulty to 0. Single-card, testless enemy removal and 1-for-3 clue acquisition are bonkers, and Darrell's ability gives you a built-in way to accomplish this on enemies with <=2 fight or evade (of which there are many) or <=2 shroud locations. However, things kick into overdrive when you add...
  • Gumption (1): With this skill card in hand, replace the "2" above with "4", and now suddenly the payload events can hit 95% of locations and enemies. Even without those events, this is an Unexpected Courage with upside. If we could, we'd run 8 of these. Speaking of which...
  • True Survivor: Since Gumption is Innate, we can use this to get more uses of it per game. Add in Resourceful, and we can run loop over and over again. The only practical limit is having the resources to play True Survivor's 3-resource cost multiple times, which brings up...
  • On Your Own: Exploit Weakness and Shed a Light each cost 2, and True Survivor costs 3, and we want to play them all as often as possible, so On Your Own is a perfect fit for the deck. Sure, we can't use allies, but those are overrated anyway (don't tell Charlie I said that.)
  • Scrounge for Supplies: Recurs Exploit Weakness and Shed a Light, as well as Resourceful in a pinch to get back higher-level stuff. At this point, we have enough recursion to make Short Supply a must.
  • Hawk-Eye Folding Camera/Empirical Hypothesis: Evidence batteries for Darrell. We're going to want to trigger his ability often, and so the Kodak alone might not cut it. Note that the camera doesn't actually cap at 3 evidence, even though I've played it that way for years. Empirical Hypothesis is great with no upgrades, but you can throw a couple of points at it if you'd like it to trigger a bit more easily.
  • Flashlight: Another way to help get investigations to 0 difficulty. Even better, we now have a level 3 version which can also be used on evading.
  • Other stuff: The rest of the deck can be tweaked to your taste. I'm using Cunning Distraction and Winging It as additional targets for On Your Own, but those can be pretty much any events to suit the group. Live and Learn is protection, since a lot of our tests will be " or success"-type affairs. Finally, Deduction and Shortcut are Deduction and Shortcut, what else is there to say.

Upgrade Priority

  1. Gumption (1) x2 - huuuuge enabler for the strategy.
  2. On Your Own - this is how we economy. Until this is purchased, Darrell is just going ally-less to look cool.
  3. True Survivor x2 - probably too resource-intensive to get before On Your Own, but just as important to the gameplan.
  4. Flashlights to level 3 - being able to use these to evade will be super-clutch for enemy management. The upgrade also allows them to be used in conjunction with Winging It, which will occasionally come in handy.
  5. Go crazy with events for On Your Own: Pick what you like, or what the group or campaign requires. Eucatastrophe is always a good one, as is Will to Survive. Alter Fate is awesome in certain campaigns. If you're low on enemy management, Snare Trap and Close Call are options. Towards the end of the campaign, you can dabble in exile stuff like Fortune or Fate or Burn After Reading.

Let me know what you think! Are there any obvious cards I missed?

15 comments

Oct 02, 2022 sergeyvpopov · 84

Made a version with Tool Belt and Dissecting Tools!

Oct 05, 2022 Chappykinz · 1

This deck looks great, can't wait to try it out. Are there any accessory-slot items you would recommend for this Darrell build?

Oct 05, 2022 GreatGopher · 627

@Chappykinz You could use Tooth of Eztli or Hemispheric Map to offset Darrell's low (though I've found that he can actually pass those tests pretty well just using his ability). He's also a good candidate for Nightmare Bauble, since the Dream Parasites are easy to clear when you're regularly able to engineer 0-difficulty tests.

Oct 05, 2022 vak36 · 1

What about enemies for true solo, how would you handle them?

Oct 05, 2022 GreatGopher · 627

@vak36 Besides Exploit Weakness, you could swap in some Waylay and/or "I've got a plan!" to defeat enemies. Keep in mind Darrell's base 3 plus his ability makes him able to effectively evade at 5 pretty regularly, so he's not as helpless as some other bookish investigators.

I don't personally play a ton of true solo, so I'm not quite sure what the sweet spot is in terms of enemy-related card slots.

Oct 07, 2022 vak36 · 1

And one more thing what to put in 0 exp deck? What to replace with true survivor?

Oct 07, 2022 GreatGopher · 627

@vak36 I used Hiding Spot since it's a personal pet card. A safer choice would probably be Lucky! or Inquiring Mind to help offset treacheries.

For the pair of Gumption (1), Unexpected Courage is a safe substitute.

Oct 09, 2022 koaexe · 29

Just started 4-player Standard Carcosa playing with this deck and this is a lot of fun to pilot! I'm the only dedicated or I guess consistent cluever on the team (Mark, Lola, combat-oriented Agnes and Darrell) but we got out of Curtain Call with every single VP. The Last King does not give a lot of evidence (and Corrosion sucks so much I'm thinking of getting Forewarned just to cancel it) for Darrell to play with but we still managed to grab 18 clues out of 29.

I kind of like Logical Reasoning as an 0XP card and will probably keep it for most of or the entire campaign. Ruined Film seems brutal if Short Supply doesn't get rid of it for you. I've also taken In the Thick of It so there's that.
For campaign- and team-specific reasons, it should work well in a horror-heavy campaign like Carcosa and both Mark and Agnes on my team would appreciate the heal if I don't need to use it on myself.

Dec 09, 2022 schmendrix · 1

Going to try to run a version of this through Scarlet Keys. Am I right in thinking that Impromptu Barrier works really well here? Seems like strong synergy with Short Supply and Darrell's ability?

Oct 19, 2023 carlsonjd11 · 507

This deck is absolutely beast. He’s off and running and almost never fails a test. It’s a shame that She’d A Light is taboo’d to 2XP. It’s powerful but requires a pretty specific combination of cards, resources, and/or abilities. I’d probably still hold off on it until after getting Gumptions, On Your Own, and at least one True Survivor. That loop is bonkers powerful even without Shed A Light.

I’ve always been skeptical of Short Supply. It’s been just brilliant in this deck.

I added in Leather Coats to make him less squishy but that’s very campaign and partner dependent. Impromptu Barrier is a nice early campaign level 0 card, as someone wondered about.

Oct 19, 2023 GreatGopher · 627

@carlsonjd11 Cheers! Glad to hear it's working well for you.

Mar 31, 2024 Manlufo · 1

@GreatGopher Nice deck I'm going to play on the scarlet keys. However, I see you use two Empirical Hypothesis and the card says limit 1 per investigator. Or am I missing something?

Mar 31, 2024 GreatGopher · 627

@Manlufo You're only limited to having one in play at a time, but there's nothing preventing having two copies in the deck (otherwise it would say "limit one per deck"). It's a very important card for Darrell, so it's good to have twice the chance of drawing it, even if the second copy is only good for comitting to a test.

Mar 31, 2024 Manlufo · 1

@GreatGopher Thank you for your quick reply. It's much clearer now, and it's true that it says per investigator and not per deck.

Apr 28, 2024 stephwhatever · 1

is it better to run a keyring+scavenging combo for this deck?