The Arkham Expert Guide: Ursula High-Speed Solo Rush

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Ursula Downs TFA 0 0 0 1.0
Ursula Downs TFA 0 0 0 2.0

Next_Level_Plays · 2370

Feel the Adrenaline

Welcome everyone to a new chapter of the Arkham Expert Guide, where I present competitive decks based on community wishes that can beat Expert & Ultimatum difficulty, but which can also be used to have great fun in Standard and Hard campaigns. This week's voting fell on True Solo Expert with Ursula Downs, so please enjoy the journey through her deckbuilding, strengths and challenges! A little teaser: It's all about speed, more speed, and going fast!

If your personality is similar to our restless & overly energetic Ursula (aka you don't have patience), but you would like to know towards which build this deck is ultimately heading, I have included the Upgraded Full-XP Ursula Combo version here. If you are interested in trying out something even fancier, I can recommend my alternative Track Shoes-Versatile Upgrading Path, which includes the super powerful Track Shoes (!) as a tech card in Ursula. Please note that in both versions, the "I've got a plan!" should be replaced with the new 0xp Disc of Itzamna card that is about to come out in the Seeker Starter Deck (but sadly isn't on Arkham DB yet for me to link you to).

If you like what you saw so far, please keep on reading and enjoy the step-by-step Expert & Ursula walkthrough below!

Some words on Ursula Expert Solo

Ursula is by far my favourite seeker to date, and I simply love the cool combos and turns you can pull off with her ability. As a matter of fact, her 3/4/1/4 statline is actually the perfect stat distribution for Solo runs, and it's ironic that FFG gave this statline to someone who is not suitable for Solo - or is she?

It's important to be humble here that Ursula Expert Solo is a real challenge. She can definitely pull off great & consistent feats on Standard and Hard Solo, but on Expert, her inability to efficiently handle enemies truly shows and can create big trouble for the player. After some failed attempts of mine on playing Expert Solo campaigns with her, it became clear to me that there is no real way for Ursula to handle too many enemies that are engaged with her, and that she will basically always lose the late-game. So I took a step back and thought outside the box: if I cannot manage enemies well and if I will always lose the late-game, then why don't I just build a deck that is incredibly fast and tries to finish the scenarios so quickly that I draw less and less encounter cards and thus decrease the probability of drawing enemies? A deck that doesn't play any "Plan B"s or gimmicks, and just focuses on very efficient cards and action compression engines that allow it to get through a scenario asap? However, if you think this (attractive) strategy through, it also implies that you will not collect too many victory points and additional experience during each scenario, as you really want to get out of them quickly. The amazing thing here is that Ursula/Seekers usually don't really need more than around 9-14xp to have their best cards together (which you'll pick up quite quickly), and this is what made this quick-and-dirty play style feasible for Ursula to begin with, which is where my testing started.

It made me smile that after playing Calvin Expert Solo, which is an absolute late-game player that focuses on lengthy and slow set-up strategies, I was now playing a deck that is focused solely on speed and getting the scenario done before anything bad happens to you. You just run, run, run, don't care about anything that happens around you, don't let yourself get distracted by any shiny treasure (xp-points), feel the adrenaline pumping in your veins, and let our favorite adventurer girl show these monsters that all their brute force & cruelty is meaningless to someone who outruns Death and finishes scenarios even before the mythos knows what's happening. You can really apply your True Solo mindset here, as this deckbuilding and playstyle is not made to take care of others - it is simply trying to survive.

Despite the strong speed focus, you naturally still need some asset set-up with Ursula to really pull off her high-speed turns, a set-up consisting of Fieldwork, Pathfinder, and Archaic Glyphs. With this setup, you can do insane things like tapping Pathfinder for a free movement, then entering a new location with a clue on it, tapping Fieldwork for a +2 buff, then using Ursula's ability to start an investigate action, and use this extra action to trigger your Archaic Glyphs, get the clue from the new location, and evade an enemy at that location as well all at the same time. So you just moved, investigated and evaded at once, and haven't even used a single action this turn yet, still having 3 left. Usually in Solo, there is also only 1 clue per location, so you now cleared the location where you can leave your evaded enemy behind, and move on to a new location, likely never having to bother with said enemy again because you can just keep running away from them. Naturally, you can also just use the combo of Pathfinder & Fieldwork by themselves without the Glyph, in situations when you are not under enemy pressure. Please note that you cannot use Pathfinder when engaged with an enemy, so you should always keep some buff cards in your hand to successfully evade potential enemies that you may draw - or you keep investigation buffs instead so that you can investigate your location and evade said enemy with the Archaic Glyphs).

This set-up is the heart of what makes Ursula Solo so powerful, and I will refer to this as the "Turbo Mode" going forward. You will have realized by now that this combo consists of cards worth 8xp (6xp for 2x Archaic Glyphs and 2xp for 2x Pathfinder). This brings me to another important part about Ursula Solo: you are most likely going to fail your scenario 1, and that is important to come to terms with. Your main goal for scenario 1 of a campaign is thus not to necessarily win in it, but to collect at least 6 experience points and to fulfil the requirements of the 0xp-version of Archaic Glyphs (placing 3 secrets on it by discarding book-icon cards), so that starting from scenario 2, you have your Turbo set-up ready.

To sum, the scenario 1 of any campaign that you may choose to play (I have included some campaign advices further below that also treats exceptions to this general rule) is going to be fundamentally different from all other scenarios in the sense that you do not really focus on speed in scenario 1, but instead focus on maximizing xp-outcomes and unlocking your glyphs, whereas all scenarios after that are focused on speed only. You can of course still try to go for a successful resolution (and sometimes it will work), but it shouldn't be your top priority if you want to be successful in the long-run. From scenario 2 onwards then, the deck will work much, much better and actually becomes enormously fun to play once you have mastered all the different combos the deck allows.

Ladies and Gentlemen, without further ado, may I thus present to you: one of the fastest Solo decks in all of Arkham, second only to Ashcan Pete, whose deck(s) will be covered in one of the upcoming chapters of the Arkham Expert Guide!

Deck-Building Philosophy & Upgrade Path

As mentioned above, the key idea of this deck is to get the Pathfinder-Fieldwork-Glyphs Turbo set-up out so that you can rush through each scenario asap, usually not caring too much about VPs and instead focusing on not getting caught by enemies; see it as a game of hide and seek. Given the strong combo focus, the deck thus contains some cards that appear a bit slow on first sight (such as Mr. "Rook" and Occult Lexicon), but which are needed for consistency (and also handle enemies in the case of Occult Lexicon). Mr Rook comes paired with Astounding Revelation, a synergy that allows Ursula to use Mr Rook for an extended period of time, thereby getting access to her combos early on. As mentioned, Archaic Glyphs are to be upgraded after fulfilling their upgrade condition, and cards like Magnifying Glass, Eureka!, Manual Dexterity, Perception and Unexpected Courage simply serve the purpose of passing difficult tests, so you do not miss the windows of Ursula's abilities and thus ensure that you can upkeep speed.

Working a Hunch provides further speed to the deck by granting test-less clues, and since Solo campaigns usually only have 1 clue per location, this means that you can just walk 1 location with Ursula (action 1), play Working a Hunch to get the clue there without using an action, then use Pathfinder to move to another location, use Fieldwork to buff your investigation value to 6 (or 7 with Magnifying Glass), then use Ursula's ability to gather another clue at this location, and you now still have 2 actions left after having cleared 2 locations on the board, which you can use to play a Blood-Rite or to further move around on the board. Don't forget that you can also just use Mr. "Rook" whenever you are in need of additional buff cards. With Rook, I usually always scry full 9 cards, as I do not think Ursula's weakness (Call of the Unknown) to be a big problem, given how fast she can switch between different locations with all her action compression, but it of course depends on the other weaknesses you have in your deck. Don't forget that in Arkham, you can also investigate locations without any clues on them, so if you have spare actions in a given turn, you can also just investigate a 1 shroud location somewhere to be spared from Ursula's weakness for this round. If you still have to shuffle Call of the Unknown back at some point, please remember that before you shuffle the weakness back into your deck, you can use Rook to profit from a low-risk tutor. Shortcut is the 0xp version of Pathfinder which you only use in scenario 1 and then upgrade later on, the same is true for "I've got a plan!", which is basically your scenario 1 enemy management (that can be tutored with Mr Rook), before you then switch 1-2 copies of it for other cards later on, once you have access to the upgraded Archaic Glyphs. Lastly, Crack the Case is an amazing cash engine that allows Ursula to reach her Turbo Mode without any resource problems, and ensures that the flow of your deck is not disrupted.

Taken together, what you definitely don't want to do with this deck is to just stand around and draw cards or resources trying to find solutions to your problems, which is why it focuses a lot on self-replacing cantrip cards like Manual Dexterity, Eureka! and Perception, and fast-speed cash-generating cards like Crack the Case and Astounding Revelation. Everything else in this deck is likewise focused on reaching and supporting Turbo-Mode, aiming to finish a scenario as quickly as anyhow possible, before we run out of solutions for our enemies. Fine Clothes are simply in the deck because they are super strong early on in the two campaigns that you are likely going to first test Ursula in - more on that in the campaign recommendations below.

As a short outlook into the future, the new Arkham Starter Decks are very promising for Ursula as they provide her with new in-class enemy management cards like the new Disc of Itzamna, which provide one extra solution for enemies other than the Glyphs, Blood-Rites, I’ve got a plan, basic evading, and the "finish the scenario before you draw too many enemies" strategy.

Upgrading Path

Given what we discussed above, it won't be surprising to you that our first priority upgrades are Pathfinder and Evade-Mode Archaic Glyphs. After that, in second priority, we are definitely most interested in Studious (helping us to get our combo pieces together) and Segment of Onyx, which will allow us to craft the Pendant of the Queen, which offers another solution against enemies as well as teleportation opportunities, which can be combined in incredible ways with Ursula's ability and the other combo-setup in this deck. Likewise, since we largely focus on drawing, cantrips & tutoring anyways to find our Turbo mode pieces, gathering the 3 segments to craft the pendant can nicely be done "on the side", helping us with even greater action compression and thus even greater speed than we already had before.

You will be replacing cards like Shortcut, I've got a plan, Fine Clothes (after they become useless in a given campaign, usually after scenario 2) or the base-form Archaic Glyphs, which are often just 0xp versions of the stronger cards you want to add anyways. To maximize consistency, I then usually (as priority 3) add the upgraded No Stone Unturned to replace Eureka, which just gives the deck another level of speed, consistency and combo potential.

What you see here is that throughout most of the campaign, you play a very similar deck where you basically just replace certain cards that fulfil a given function with a card that fulfils the same function a bit better. Overall, it always stays the same deck, focused on fast cards, draw engines and insane action compression. You can of course feel free to play or upgrade other cards than I suggest, but please don't forget that whereas some cards may look great on paper, for them to work well in & with this specific deck, they must be cheap, fast, easy and effective, otherwise they'll slow Ursula down - and given her over-energetic nature, she definitely doesn't like to do things slowly.

A really cool gimmick I've also enjoyed is to purchase Versatile to get access to Track Shoes (which are purely insane in Ursula, because together with Pathfinder and her ability, you can cross & investigate across half the map without even using any actions), and then rather than having to add cards you don't want in your deck, you just instantly replace the new Versatile cards with 3 Segment of Onyx, thereby only leaving you with 1 extra card that you have to add to your deck, which you can even tailor as a tech to the specific scenario you are in, similar to a weaker version of what Adaptable offers.

Finally, if you decide to play Ursula in a Carcosa campaign, there is also a really cool cheat play that I found. In the 8th scenario of Carcosa ("Dim Carcosa"), you start with all locations revealed in play. Since your deck is anyways made up of a dozen cards that tutor or draw extra cards (especially Rook, No Stone Unturned and Studious), it will be no problem for you to find a certain 1-of card in your deck that will give you a huge advantage in this scenario: Deciphered Reality. Simply make sure that throughout scenario 6 and 7, you gather enough experience points so that you can upgrade Deciphered Reality before going into scenario 8, get your Turbo setup out, then complete act 1 and act 2 (I would suggest aiming for the Doubt/Search For the Stranger (v.II)/King in Yellow Hastur or the Neutral/Search For the Stranger (v.I)/Tattered King Hastur version of the scenario), tutor/draw Deciphered Reality, pass the investigation test (a 4 shroud test), collect all clues on the map at once, and then just bombard Hastur with all the story-effects on the backside of the now-empty locations across the map, that you can flip over easily as you run through the map with Ursula's insane speed, covering as much as 5-6 locations in 1 turn.

Suitable Campaigns

Given that you don't really care about winning scenario 1 (and since you really want to pull off that scenario 8 madness with Deciphered Reality I just described), Ursula is another great candidate for a Carcosa Expert Solo run, as you can use the "Suicide Cheat" (that I'll explain in a second) in Carcosa's scenario 1 without feeling bad about it. However, the deck works just as well for Dunwich scenario 1B, which you are even very likely going to succeed in given that it's not an enemy-heavy scenario, and I have also managed to play TFA with this deck, so you don't need to limit yourself to Carcosa and Dunwich, even though those two are definitely the most welcoming campaign starts and most suitable for a first test run.

Going back to Carcosa, the Suicide Cheat refers to a strategy where you do not advance act 2 ever as it will add bad tokens to your token bag, and instead your goal is to die in the scenario after collecting as many victory points as possible, solving the Archaic Glyphs challenge, and having a killed Royal Emissary in your victory display for maximum xp outcome (you'll kill him using "I've got a plan!" since you will be sitting on your clues anyways given that you are in no hurry to finish acts). By following this Suicide Path, you ensure that your token bag in scenario 2 is quite easy, which will help you a lot in finishing Carcosa's scenario 2 successfully, thus getting rid of all the VIP-Bosses via the Conviction resolution, which is crucial for succeeding in the Expert Solo run.

If you are unsure about how to optimally play through different scenarios in Carcosa, I would suggest reading this Calvin Expert Solo guide here that goes in-depth into every single Carcosa scenario.

That's it! I hope you have enjoyed this walkthrough for the unique playstyle that Ursula can provide, which I deem to be the most suitable for Solo runs on any difficulty, and which requires a very specific "lean" tweaking of her deck. Expert Solo with Ursula is definitely a very hard challenge and I applaud everyone who is willing to try this crazy achievement! Let's see what the future will bring in terms of efficient enemy management cards for Seekers, as Ursula will definitely welcome them warmly. Until then: Have fun, show Ursula some love, and don't forget: Run, Run, Run !!!

34 comments

Aug 10, 2020 TheStormwolf · 1

pretty lean list

Aug 10, 2020 Next_Level_Plays · 2370

Haha, it has to be lean/simple if you want to be fast! This deck needs to finish scenarios before too many enemies swarm the board, so each card needs to get the job done, be cheap and be fast! :)

Aug 10, 2020 The Lynx · 952

I love sprinting scenarios with Ursula. She was crushing TFA Hard until she fell to her death in Sc7. Probably my fault since I had double Crystalline Elder Sign in play.

I also have a new appreciation for Mag Glass especially the L1 card. It is fast and doesn't cost resources. Time to investigate in rd 1.

Aug 10, 2020 Next_Level_Plays · 2370

Agree, Mag Glass is amazing, it’s often underestimated how much a fast-action permanent buff can do for you throughout a scenario

Aug 10, 2020 Krosiss · 1

She's pretty Sonic! If you already got your glyphs in starting hand, what would be the best card to mulligan for the first scenario?

Aug 10, 2020 Next_Level_Plays · 2370

Very good question! In scenario 1, you tend to mulligan for Base-Glyphs, Rook, Occult Lexicon, Fieldwork & Magnifying Glass, just so that you become flexible in your plays and can get started with your game (Rook/Lexicon for tutor/draw, Lexicon for enemies, glyphs for upgrading, mag glass & fieldwork for passing investigatons and being able to use Ursula’s ability effectively)

Aug 10, 2020 Ectochemist · 1

Thank you for the great read, going to put this together and run it now

Aug 11, 2020 Giffdev · 78

These have been fun to read. I only just discovered your Calvin guide yesterday, so I had good timing since you added this new guide today!

Aug 11, 2020 llwulff · 76

Yet another great write-up. I know lots of work goes into this level of detail, really appreciate it!

Aug 11, 2020 Next_Level_Plays · 2370

Thank you very much for the super kind feedback, @Ectochemist, @Giffdev and @llwulff. I am really happy that you like the guides! Makes me super motivated to keep on going with the series! :D

Are there any particular (feasible/semi-feasible) investigators you would like to see next?

Aug 11, 2020 Giffdev · 78

By feasible do you mean NOT Lola, haha? I kid, if you make Calvin work on expert, I'm sure you could make her work.

I'd say dealer's choice, but I'd like to see someone from a class you haven't done yet. OR Maybe Mandy, with her variable deck size, would be interesting, to see if you can beat expert with all 3 of her options.

Or how to survive Dunwich on expert with Patrice?

Aug 11, 2020 llwulff · 76

@Next_Level_Plays. I am in love with Mandy and her mechanic, so your take on her would be awesome. On the other hand I had somewhat written Calvin off as an interesting curiosity that I'd never play until you posted your guide, now I'm halfway through Carcosa with him!

Aug 11, 2020 Next_Level_Plays · 2370

Thanks a lot for your inputs you two! :)

I’ve put Mandy & Patrice Expert Solo on my list, will work on that asap! I like your input on the different classes @Giffdev, I think I’ll first do 1 article per different class, before then tackling Mandy & Patrice if that is fine? :)

@llwulffreally happy to hear that you’re giving Calvin a chance !!! How is it going for you? Did you survive the asylum/scenario 4? :D

Aug 11, 2020 mattastrophic · 3018

@Giffdev I'm pretty sure Lola would actually be one of the more viable Expert investigators, because of her ability to jam in lots and lots of testless effects.

Aug 11, 2020 mattastrophic · 3018

@Next_Level_PlaysQuick question... why Perception and Manual Dexterity but not Guts in the 0XP build?

Aug 11, 2020 kevinthomer1985 · 1

Probably because Guts doesn't jive with the speed idea of this deck, where both Perception (clues) and Manual Dexterity (Evade) fit with the theme?

Aug 11, 2020 Next_Level_Plays · 2370

It is a very legit question @mattastrophic, considering that cards like Lost in the Wilds & co. exist. However, @kevinthomer1985 is right on this one, WP buffs usually only help to deal with encounter tests (the consequences of which are normally either damage/horror, resource/hand loss or action loss) , but since we are rushing through the levels at such a high speed, we are not too scared about taking damage and/or horror, because we don't plan to stick around for too long in the scenario anyways. As for hand and resource loss, we can easily replace those with all the cash & draw engines in the deck.

However, if you are playing something like Return to Zealot where you have Frozen in Fear (or other annoying action-loss encounters) in the deck, Guts indeed becomes more attractive, but then I would probably rather play Logical Reasoning to handle this threat :)

Aug 11, 2020 Zinjanthropus · 223

Kind of cool to see Ursula using Evade Glyphs on expert. I've always liked this one for solo Ursula. Such useful action compression with her ability.

If you're talking suggestions, I'd be interested in seeing Sefina.

Aug 11, 2020 Next_Level_Plays · 2370

I actually have a really, really cool Sefina Solo build that, however, only succeded on Hard so far and not yet on expert. If I switch the list from Solo to Duo though (I played it paired with Yorick on Expert TCU), then the deck is absolutely expert viable! :)

Would that still be interesting to you? And which one are you more interested in, Solo Sefina or Duo Sefina?

Aug 11, 2020 Zinjanthropus · 223

I mean, I'd probably be fine with whatever, lol. Should still be pretty enjoyable, either way.

I can see how solo Sefina might be difficult to make work in expert (I actually normally find solo Sefina pretty hard on standard, though I also think I'm pretty bad at deck-building her).

What type of Sefina build is it, out of curiosity?

Aug 11, 2020 Next_Level_Plays · 2370

Testless-clueing Sefina with some cool spicy combos I found that let you avoid the chaos bag, works excellently well for expert difficulty, but enemy management is her big problem on solo. That build works absolutely great for a Duo Expert campaign though :)

Aug 11, 2020 Zinjanthropus · 223

That sounds pretty interesting and effective :)

Aug 13, 2020 heppu · 2

...you can also just investigate a 1 shroud location somewhere to get rid of Ursula's weakness (and before you shuffle the weakness back into your deck, you use Rook to profit from a low-risk tutor).

I think you've misread Call of the Unknown. It's shuffled back if you don't successfully investigate the location. Otherwise it sticks around.

Still not the worst weakness to have, but a bit trickier. In some cases, it might be worth it to take the 2 horror to the chin in order to avoid losing actions to investigate an empty location. Of course, you'd then want to use Mr. "Rook" before the shuffling.

Aug 13, 2020 Timberwolf · 3

Great list!I took a Solo Ursula deck through TFA and she's SO fast and this looks even more streamlined. Good job!

Aug 13, 2020 Next_Level_Plays · 2370

@heppuThanks a lot for the input, I can totally see how I worded that suboptimally. Don't worry, I read Call of the Unknown correctly, just my formulation was very bad due to me writing this article at 1am haha. I have rewritten the part to be more clear, thank you very much again for highlighting this, I will pay better attention to formulations in my future articles! :)

@Timberwolfthanks a lot for the kind words! And yes, playing Ursula in TFA is truly a great pleasure! I have also been asked by Arkham players to include the upgraded xp-versions of the deck here in my article, and I have updated the beginning of the text with the hyperlinks, in case you would like to have a look at that :)

Aug 14, 2020 heppu · 2

@Next_Level_Plays No worries! The writeup's otherwise very clear and thorough, and the deck is solid for sure. Looking forward to the Ashcan build!

Aug 14, 2020 ichinokata00 · 311

Great guide! This really is a streamlined version. Finally a guide that doesn't rely on Hawk-Eye Folding Camera early on.

One question though, what do you think bout Dr. Elli Horowitz into Ornate Bow, Crystalline Elder Sign, The Gold Pocket Watch, Jewel of Aureolus combo? I find that most of the relics especially the Ornate Bow very important in later scenarios where you have to assist your teammate in killing high hp or elite/boss enemies.

Aug 15, 2020 Next_Level_Plays · 2370

Hey @ichinokata00, thanks a lot for your feedback and the great questions! Let me dive into them :)

First of all, this list is predominantly Solo-based, so there usually aren’t any teammates around that you can aid and help ;)

Secondly, I think Elli is a bit too slow, especially since you already have Rook and playing both her and Rook would mean you have to play Charisma as well, which would mean more xp investment and less speed. However, I do like Gold Pocket Watch a lot on Multiplayer and actually even on Solo if you have the xp to spare in the late game. The XP-deck/Path I posted is really just the most important upgrades you want, if after that you have some spare xp, gold pocket watch is your friend! :)

I also like Ornate Bow to some degree on multiplayer to help out with big enemies. On duo/multiplayer, I also think Safeguard is really funny in combination with Ursula :)

Aug 18, 2020 Pickman's Model · 1

Just cleared Dunwich Legacy on standard with Ursula. Lovely deck to run.... Many thanks for posting. I removed "I've got a plan" for "Pathfinder" as my first upgrades - Now I see how rich the deck can be in both money and clues - perhaps not next time!

Aug 20, 2020 Ardned · 1

Thinking about using Ursula for my next Carcosa campaign. Can you give me any idea for a good alternative to Astounding Revelation and Lexicon? Many thanks for sharing the deck.

Aug 23, 2020 groo_el_errabundo · 1

I only see a problem with treachery management due to the reduce volume of willpower boost cards... but as you said, it doesn't fit with "Fast deck"

Aug 27, 2020 Next_Level_Plays · 2370

@Pickman's ModelI absolutely agree, some extra damage engine is nice to have! Be it "I've got a plan!" or the new Disc of Itzamna (0xp version), I like to have something on top of Lexicon, Glyphs and Evading :)

@ArdnedReally happy to hear that you share the Ursula passion! If you would like to replace Lexicon, I would replace it in accordance with its functionality, i.e. I would take another damage card, such as the two that I just mentioned in the reply to Pickman. As for astounding revelation, their main purpose is to make Rook usable more often (sometimes, they also generate some extra cash), but their main functionality is truly the Rook enablement, and the extra tutoring you get from that to gather your Turbo setup. You would thus replace them with cards that allow you to draw or tutor, but sadly, things like No Stone Unturned and Preposterous Sketches are a bit too slow for the deck, which is why I have a strong preference for the revelations. At best you could take in other cantrips (cards that draw a card and thus replace themselves) such as Guts.

It's the same for Lexicon too, on top of being a decent dmg-dealer, it's a draw engine, and so I actually really liked it. If you can, I'd suggest sticking to the cards I included in the deck, and if you do not own them, you could maybe use proxies :)

@groo_el_errabundoExactly, the irony of Ursula Expert Solo is that the more you slow down yourself to minimize risks, the more you are actually at risk of failing the scenario due to running out of enemy answers. It's an unpleasant spot to be in, but you could include Logical Reasoning in your deck for those scenarios where you really need to get rid of evil treacheries such as Lost in the Wilds or Frozen in Fear, or where you just really want the +2 wp buff to pass annoying tests, such as the discard tests in Return to Zealot scenario 1. As mentioned above, you could theoretically also include Guts in the deck over something like Revelations, but I actually really liked the deck as it is :)

Sep 16, 2020 Dansan · 1

Very effective deck, thanks for sharing it and for the complete and usefull description.

Nov 12, 2022 Vitalion · 1

@Next_Level_Plays Where did you disappear to? We miss you very much. We miss your amazing expert guides sorely. Come back! Arkham is waiting for you.