Luke Performs True Magic(k) | Deck Guide

Card draw simulator

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Derived from
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RyanMuQ · 846

Do you want to see true magic? -Dexter Drake

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Credit: Fantasy Flight Games


Introduction

This deck is a True Magick centered deck that plays multiple roles:

  • Investigation (6 clues per turn)
  • Fight (8 damages per turn)
  • Enemy control (2 chances of evade per turn)
  • Heal (4 damages or horrors per turn, infinite)

Unlike classes like seeker or guardian that focuses on one exact thing, mystic naturally has lots of high efficiency and powerful spell cards for almost everything. What blocks mystic are: 1) card drawing 2) resources 3) action points 4) arcane slots. True Magick helps a lot to overcome the shortage of resources and arcane slots - you can activate spell assets without actually playing it. No need to pay the cost & occupy arcane slots. Meanwhile, thanks to Luke's second class, seeker cards bring powerful abilities to gain more resources, provide additional move actions and strengthen the card searching.

Since I cannot get extra actions, I utilize each action in maximized efficiency.

19 experience is required to purchase all core and essential cards. With Arcane Studies and Delve Too Deep, this deck has sufficient experiences and is expected to be upgraded to the full exp version after finishing Scenario #6.

I recommend you play this deck in multiplayer games, because this deck has excellent adaptability to fix the team's weak points (as well as powerful Delve Too Deep).

Team position: support & jungle


Table of Contents
  • Overview

  • Main Strategy

  • Spell Toolkit

  • Card Drawing & Economy

  • Encounter Protection

  • Other Highlighting Cards

  • Upgrade Path

  • Make Your Own Deck!


Overview
 
Difficulty: ★★★☆☆
Enemy Management: ★★★★☆
Clue-getting: ★★★★☆
Encounter protection: ★★☆☆☆
Survivability: ★★★★☆
Economy: ★★★★☆
Card Drawing: ★★★★☆

Main Strategy

Replacing an Opening Hand

Stage 1: finding core cards

(Most likely you will find all of them within 5 rounds).

Stage 2: do the right things

After the card searching, you will equip with True Magick with attached The Raven Quill, Twila Katherine Price, Holy Rosary and optionally Pathfinder. You will be able to activate any spell assets from your hand with 8-10 (+2 by The Raven Quill, +1 by Holy Rosary, +1~+3 from upgraded spell cards).

You will have 2~3 actions each turn to trigger True Magick's ability with help of Twila Katherine Price without any conditions. For example:

Use Luke's Gate Box to move anywhere that needs you. If Pathfinder is in play, you will be able to show up anywhere with 0 action cost.

You may play Healing Words or Clarity of Mind, or even other spell assets (except Enchanted Bow) into your play area if too many cards in hand, or you are threatened to randomly discard cards from your hand.


Spell Toolkit

You may build your own spell toolkit in terms of the style of the compaign, your teammates' strong/weak points, and your preference. I recommend you add at least one enemy-handling spell and one clue-gathering spell.

Fight:

It is painful for me to make selections among them, because Luke has only 5 health and 5 sanity (-2 by 2xArcane Studies, -2 by Detached from Reality) so Shrivelling and Azure Flame is dangerous. Wither in most cases contributes only 1 damage per action. Armageddon requires combo and is experience-consuming because it can trigger Arcane Studies only once. Finally I chose Shrivelling because I can get exceeding sanity from assets like Holy Rosary and sanity healing from Clarity of Mind.

Enchanted Bow is always my choice because it does not consume charges on True Magick, and no need to occupy any slots as it takes effect from your hand. The extra effect to target an enemy at a connecting location can make you even more efficient (you can kill enemies in the Dream-gate). It quite fits Luke's style.

Investigation:

  • Rite of Seeking is super efficient but makes it harder to plan your turn - you may only want to activate it during the last action (imagine it is your first action and you draw a token).
  • Clairvoyance has side effect of taking horrors.
  • Eye of Chaos has no negative side effects.
  • Sixth Sense can be activated without consuming charges.

I finally chose Clairvoyance because the possibility to trigger the negative side effect is smaller on higher difficulty levels, and it is super efficient.

Healing:

Unlike other mystic decks, healing spells in this deck is much more powerful.

  • Infinite healings (vs. First Aid)
  • not occupying arcane slots

Clarity of Mind is necessary because Luke takes extra horrors from Shrivelling and Detached from Reality. They also have combo with Soul Sanctification to help with critical skill tests (see Encounter Protection section below).

Enemy Control/Evading:

Evading spell is optional. It is not needed if one of your teammates are good at evading. I brought one because all my teammates are 1 and 2.

Sometimes it is interesting if you bring Knowledge is Power. For example, evade an enemy that engages with your friend at a connecting location. It requires 3 actions (move, engage and evade) but you can do it with 0 action cost: 1) play Knowledge is Power as if you are at a connecting location where your teammate is engaged with a tough enemy and 2) evade that enemy as if you are engaged with that enemy. It is part of Luke's magic.


Card Drawing & Economy

Total resources you need: 21

Total resources you can hopefully get until the beginning of Round 5: 21

Total cards you can hopefully draw until the beginning of Round 5: 25


Encounter Protection

Drawing treasury cards is dangerous for this deck, even with 2 copies of Ward of Protection. Luke's basic value 4/3/2/3 makes him vulnerable for any kind of skill test. Things get slightly better after Holy Rosary is put into play.

Soul Sanctification provides great help for passing skill tests. You begin the game with it. And getting 2 offerings with only one action cost from Healing Words and Clarity of Mind is very efficient, as long as True Magick has charges (you can always find the chance, e.g. after drawing Detached from Reality). That would help you pass 1-2 critical skill tests in the future.

Failing damage/horror tests like Rotting Remains or Grasping Hands is acceptable for this deck as you can heal yourself. Leave Ward of Protection for other terrible encounter cards like Ancient Evils.

Deny Existence and skill cards like Promise of Power are good in other mystic decks, but I am not willing to add more passive cards because they occupy your hands (you will have 6 spell asset cards in hand to trigger True Magick's ability) and make it harder to search for core assets. But it is good enough when you are lack of experience for purchasing Soul Sanctification.


Other Highlighting Cards

Crack the Case performs well for Luke. With Luke's unique ability, you no longer need to investigate yourself or stick to your seeker friends. You can get resources in the Dream-gate, or just stay one distance away from your friends.

Astounding Revelation provides resources without action. Many cards in this deck like Arcane Initiate, Backpack and Calling in Favors can trigger its ability, and Research Librarian and Word of Command can find them for sure. Note that Scroll of Secrets cannot trigger its ability to get resources (you may put it on top of the deck and search it by Arcane Initiate instead).

Though True Magick and Twila Katherine Price are absolute core cards, I add only one for each of them, because it is expensive for experience. You can add additional copy for them if experience is exceeded.

Knowledge is Power boosts the one-turn-kill ability that provides the chance to deal 14 damages in one turn (4x Shrivelling + Enchanted Bow). It is a fast ability, meanwhile can trigger Luke's as if ability and you even do not need to enter that location. I would definitely add it to my deck if it was 0xp. It would help a lot at the beginning.

Sword Cane is not suitable for this deck, because Luke gets up to 5 through the whole game. But it is good at the beginning when True Magick is not in the deck and spell assets are not upgraded.


Upgrade Path

It is a huge dilemma to upgrade this deck smoothly. At the beginning, without True Magick and The Raven Quill, I must use a totally different game strategy. And I have no perfect conclusion yet for the beginning deck.

There are 2 upgrade path choices:

In either way, remember to upgrade exact one spells one time to fully utilize Arcane Studies.

Finally I used the first strategy, because my teammates kindly accepts the situation that I am only a healer & Delve Too Deep provider at the beginning :)

 Cost  Total
   Sword Cane  →  True Magick ••••• 5 XP 5 XP
   Read the Signs  →  ☑ Living Quill 1 XP 6 XP
   Read the Signs  →  Twila Katherine Price ••• 3 XP 9 XP
   Shrivelling  →  Enchanted Bow •• 2 XP 11 XP
   David Renfield  →  Backpack •• 2 XP 13 XP
   Hawk-Eye Folding Camera  →  Backpack •• 2 XP 15 XP
   Sixth Sense  →  Word of Command •• 2 XP 17 XP
   Holy Rosary  →  Healing Words ••• 3 XP 20 XP
   Delve Too Deep  →  Pathfinder 2 XP 22 XP
    →  Soul Sanctification ••• 6 XP 28 XP
   Delve Too Deep  →  Word of Command •• 2 XP 30 XP
 
One upgrade per scenario: 30 XP
 〰️  Shrivelling    Shrivelling ••• 3 XP 33 XP
 〰️  Clairvoyance    Clairvoyance ••• 3 XP 36 XP
 〰️  Clarity of Mind    Clarity of Mind ••• 3 XP 39 XP
 〰️  Ineffable Truth    Ineffable Truth ••• 3 XP 42 XP
 〰️  Shrivelling •••    Shrivelling ••••• 2 XP 44 XP
 〰️  Clairvoyance •••    Clairvoyance ••••• 2 XP 46 XP
 〰️  The Raven Quill    ☑☑ Mystic Vane 2 XP 48 XP

(View at arkham-starter.com)


Make Your Own Deck!

11 comments

Nov 30, 2023 Soul_Turtle · 434

Nice decklist and writeup. Somehow I haven't thought of using Twila with True Magick before (though in retrospect I'm not sure how I missed it). Love the usage of Enchanted Bow here!

Nov 30, 2023 ethereal64 · 479

For a True Magick build, I would recommand 2 pieces of techs:

1) Sign Magick: this is very deck space heavy and resource heavy, but provides 1 extra action each turn. You do need to include 1 additional investigate spell (hopefully one that don't use charge, i.e. Sixth Sense) to make full use of it (there's already 2 fight spells in Shrivelling & Enchanted Bow)

2) Blood Pact + Sin-Eater: the lvl 0 blood pact is a spell, which means you can use True Magick to copy it and have a +2 / on demand; while doing so, sin-eater will devour any doom produced, with the extra benefit of +1 charge (gives a 3rd use of charged spells in the same turn) or ready TM if you ever need to shoot the Enchanted Bow twice. And guess what, Sin-Eater is also a spell, so you can even use Sign Magick's free action to clear the doom on it!

Nov 30, 2023 RyanMuQ · 846

@Soul_Turtle I guess possibly because True Magick has no spell trait itself so you ignored it. I made the final decision after I checked TM's FAQ that explicitly states that Twila can cooperate with it well.

@ethereal64 Excellent idea! I haven't thought of Blood Pact before (with prejudice that only the upgraded permanent version is worth using). And I have never thought of adding Sin-Eater into a non-doom deck. I actually have considered of Sign Magick but I failed to find another suitable spells/rituals to trigger its ability. But putting them together makes team chemistry and makes TM stronger. I will add it into my notes. Appreciate for your advice!

Nov 30, 2023 ethereal64 · 479

@RyanMuQ Do note that the two Magicks work together (officially confirmed in the 2023 taboo, check TM's last FAQ entry)

Examples:

TM Clairvoyance; SM: TM Sixth Sense for investigation;

or TM Shrivelling; SM: TM Enchanted Bow for fighting

Nov 30, 2023 RyanMuQ · 846

@ethereal64 If that is true, I will definitely add Sign Magick - it performs even better than other spell-style decks since no spell assets are actually played in this deck.

More examples with Twila Katherine Price:

I would say this deck is actually a FAQ-reading-and-comprehension deck :) (阅读理解卡组)

Nov 30, 2023 RyanMuQ · 846

@ethereal64 IIUC, the FAQ only clarified that True Magick can activate Sign Magick's ability, but not to say that it can activate True Magick again as long as it being as if another spell asset in hand. Did I miss something?

If that is true, with The Raven Quill's Interwoven Ink upgrade, TM can even ready itself (e.g. TM (Clairvoyance); (during the skill test) TM (Blood Pact); TRQ: ready TM as TM turns no longer to be Clairvoyance). Interesting.

(Just realized that I cannot trigger Clairvoyance twice in a row in my last comment.)

Dec 05, 2023 Tharzax · 1

Why you don't use the interwoven ink upgrade on the quill to ready Twila? After you payed the costs of the spell by paying it with TMs Charge you can replenish it with Twila and after you resolved the spells ability you can exhaust the quill to ready Twila and start again.

You loose some power since you can't choose mystic vane but on lower difficulty it seems ok.

Dec 07, 2023 RyanMuQ · 846

@Tharzax For me indeed it is tough to trade off between Mystic Vane and Interwoven Ink.

Yes, Interwoven Ink can ready Twila and makes it possible to trigger TM 3 times in one turn. But:

  • It is 3-card combo: TM & Twila & Quill. It helps nothing if Twila is not in play. And from my experience, Twila is right the weak point for muligun (only Calling in Favors, and it has the potential issue to put Arcane Initiate into play and advance the agenda).
  • 1 to 2 helps a lot, but 2 to 3 not. In my game adventure, I rarely have the chance to activate TM three times (except the following fight situation). The last actions are usually used to play cards, resolve treasury cards, or move (before Pathfinder enters play).
  • I think there is only one situation that I really need to active TM three times: fight with boss or multiple enemies. In this case, Enchanted Bow helps that does not consume charge.

Meanwhile, +2 skill value from Mystic Vane can help a lot:

  • Without this +2, I got 5~6 for Enchanted Bow, 6-7 for Shrivelling (3) and Clairvoyance (3) in the middle of the compaign, which often fails the test (especially as a jungler to resolve team's hard issues) even for the normal difficulty. Since you only have 3 actions in one turn (as a Mystic, sadly), failing tests often means low effeciency.
  • If you really want Interwoven Ink, I would suggest add more to the deck, such as Four of Cups and Hawk-Eye Folding Camera.

Mar 11, 2024 Stray Cat · 1

I like your deck. Is the 1xp on the Living Quill upgrade solely for being able to play Clairvoyance, Healing Words, or Clarity of Mind without taking attacks of opportunity, or am I missing something?

Mar 17, 2024 RyanMuQ · 846

@Stray Cat The Raven Quill is not in the 0xp deck. It is purchased right after True Magick is purchased, and this 1xp is just a better-than-nothing upgrade, note that you must spend at least 1xp to purchase a new card.

It sounds wired because this 1xp is far from the core strategy - yes. The choice is hard to make, but I need more cards that are more useful before the core strategy shines (when TM and Twila is not here).

Maybe the next question is, how about just purchase 2xp to have Mystic Vane upgrade? Now, after 4 weeks since I wrote this article, I think it is a better choice, as I can get this +2 skill value when I most need it.

Hope it is helpful for you :)

May 01, 2024 Stray Cat · 1

@RyanMuQ Yes, it is very helpful to hear your reasoning. Thank you. I'm playing it now, and after scenario 1, I added two The Raven Quills and with Mystic Vane instead.