Trusty Bullwhip

This weapon is not just "Fight with ", the auto-evade clause can also inversely reads "Evade vs. enemy's " (and deal 1 bonus damage while doing it, akin to Blinding Light).

Making him flexible against previously troublesome low high (like 2 4 ) enemies, so he can now choose to test against either side of the stats in order to continue moving.

5argon · 11159
And unlike Blinding Light, you don't even need to be engaged with the enemy to evade! Excellent card. — Nenananas · 267
Glacial Phantasm

As a reminder: After an enemy attacks, it gets exhausted. So the Glacial Phantasm's Forced effect only triggers if it wasn't evaded (or exhausted by other means) and it didn't attack an investigator.

Jeko · 14
Michael Leigh

This guy is the enabler of true solo decks. is a very good class pair as it bridges hard-fighting and hard-clueing, many hard-to-solo investigators (which the class maybe neither nor , but deckbuilding requirement dabbles into these classes) can use his help. I can enjoy the gameplay without playing 2 handed for more characters now!

The problem in building such a deck is that a character can't fight accurately, can hit accurately but for tiny amount of damage or limited time, or can't clue 3+ shroud location. This guy fixes them all as long as you manage to get 5 XP from the 1st scenario. Not only that, 3 health 3 sanity also "fixes" the character by enabling face-tanking treachery on the side that the character is weak for 1-2 more times, because solo play deck is not able to receive external icon commits coverage like in multiplayer and is likely to surrender to some treacheries.

For example :

  • Monterey Jack Solo : Trusty Bullwhip can +1 damage only once, takes forever to dispatch piling up enemies alone. Now you get more +1 damage to combo with his accurate whip to get out of trouble fast, after hard work of gathering clues to refill evidences. (3 damages in one action is huge for one-shotting monster just drawn! Especially that both whip and Michael will exhaust.)
  • Lily Chen Solo : With Discipline and putting this guy down pushes her to where she can continue the story on her own with a bit of glass cannon clue tools like Evidence! or Drawn to the Flame.

Also, a lot of true solo failures comes from 3 HP enemies not quite dying fast enough when a new one comes in, and there is no other investigators to finish the job with lower firepower weapon, sometimes resulting in massive waste of ammo/charges. +1 damage is great for many +1 damage weapons available out there.

5argon · 11159
He's good in solo, but I don't know if your first 5xp will really fix a solo deck. You're going to need a lot of tutoring to get him consistently, and even then, decks needs to have the pieces already in place to utilize him, meaning until you get two copies and some consistency (spending more xp for that), it will be tough to reap the benefits. I agree with everything else you mentioned though, and I think you're definitely on to something. This guy might be more of a midgame upgrade, once you have a few core upgrades. Imo — FlarkeFiasco · 1
Discipline

Probably the least popular first pick Discipline, but I’ve found in the context of solo/2p, to be the best choice to build your starter deck around. The reasons are laid out below.

Firstly, in solo/2p, versatility is greater valued as a deckbuilding goal, and I argue should even be slightly biased towards clue discovery, no matter your chosen character. 3 Intellect is the reasonable spot where you can start investigating right off the bat (assuming Standard, Hard/Expert solo/2p needs different deckbuilding considerations), especially in earlier campaign scenarios where the shroud values at or around your starting location tend to be 2-3.

Compared against a +Willpower Lily build who needs to hard mull or draw/Arcane Initiate into either of her 2x Sixth Sense, a +Intellect Lily can more reliably start pulling clues early, especially with some support from a good range of cards such as Flashlights or pitched icons.

Secondly, this Discipline’s draw power has the highest potential in terms of game impact. In solo/2p, you can’t rely on other investigators to cover for you while you draw into your dream min-maxed combo. Quite often you got to deal with whatever the obstacle is yourself, which can range from show-stopping Arkham nonsense such as a Locked Door, to a stubborn enemy that just spawned on you while you aren’t “ready”.

The +WIP Discipline healing ability is a nice to have ability, but its scope to bail you out of a bad situation is extremely narrow. The +AGI combo ability is cool to pull off, but honestly if you already have the setup to have a reasonable shot at 3 different Fight/Evades, it’s more of an icing-on-the-cake-cool-to-have but not absolutely game saving ability, and is only limited to getting you out of bad situations involving enemies. The +STR Discipline’s AOOless +5 is pretty flexible, but I would argue the ability to draw into potential high-impact out options such as a Promise of Power or Spectral Razor in an emergency, has better value in solo/2p. Even better, this Discipline’s ability gets stronger the more desperately you need it, when you have lesser cards/options in hand, and just need something to quickly stabilise yourself.

Lastly, you probably won’t use the ability more than a couple of times each scenario, but if you do, it’s when you are desperate. Don’t be greedy and wait for when you have no or 1 card in hand, pulling for 3 cards or more in 1 action is already pretty good especially in a Guardian/Mystic.

All in all, do consider this as your first Discipline the next time you build for solo/2p Lily, and try a deck that is built around the ability to replenish cards the quicker you use them. Skill cards, fast abilities, cards with a versatile spread of icons, gain value in such a deck approach. Which, I would argue, dovetails nicely into the deckbuilding considerations for lower player counts.

(Review edited to remove a mistaken non-critical point I made about the Discipline potentially unbreaking itself the same turn you break it)

Sojourne · 97
You have the unbreaking condition backwards. It doesn't flip "if at any point in the round, your hand had 1 or fewer cards in it", it flips if you hand *never had* 2 or more cards in it that round. — Thatwasademo · 58
I think you're misinterpreting how the unbreak works. You *could* parse "did not have 2 or more cards at any point" as equivalent to "did have 1 or fewer cards at some point," but there are easier and more straightforward ways to write that. I believe that if you did have 2 or more cards at any point, it doesn't unbreak, which means it never unbreaks on the round you use it. This would be consistent with the design of the other 3 disciplines, all of which are guaranteed to stay broken on the turn you break them. — OrionJA · 1
Ah looks like I played one campaign wrongly then, but I don’t really think it changes my underlying argument for this card. You will likely trigger the ability only once a scenario, especially in solo/2p where it’s more a race to get through the Act deck quickly. In terms of ability to reverse a bad situation, this discipline’s trigger still beats the rest. — Sojourne · 97
Plus I usually hit this ability for 3 cards anyway, as 2 cards in hand is usually when you start looking for more options. — Sojourne · 97