Building for Lola

By kanhead, in Arkham Horror: The Card Game

I thought I'd reach out and seek feedback on my multiplayer Lola deck on standard difficulty. This is my first pool based on two core and everything up to Unspeakable Oath. I really like the idea of Lola, she has the ability to draw upon the best cards of all the classes to make for a very strong card pool. With that comes some very big downsides that need to be managed in my view.

The deck I've built focused on three investigator classes. The aim is to position her as a clue seeking investigator who is self sufficient and can assist in combat if required. The strong events of the Rogue/Survivor classes amplify her consistency, supplementing evasion, action economy and recursion. The low cost passive allies of the Seeker class provide ‘enter’s play’ benefits with a useful sanity buffer not to mention access to the ever handy Magnifying Glass.

Ideally she will consistently gather clues in support of a Seeker, disrupt/fight enemies as they arrive and accelerate into the scenario with low setup requirements. I've disregarded the Mystic/Protector classes as while they provide strong low cost events they offer fewer ways to modify skill checks. Asset choice requires active role selection and higher resource costs which slows play and risks a table wipe through Crisis of Identity.

The deck and thoughts on my card choice are here: https://arkhamdb.com/decklist/view/3933/lola-hayes-the-muse-1.0

Would be great to get your thoughts.

Its an interesting design and one I would not have thought.

For most of the game, she is suppose to gather clues and avoid/evade monsters, but she can pull out a weapon to help in a pinch or to help kill a boss. Its kind of how i build Rex (minus the evade part). Then when the group needs her to help in a fight, she pulls out a knife.

Why Knife instead of Fireaxe? You have 7 Survivior cards v 14 Neutral cards (if you include basic weakness, 2 signature cards and 1 of the signature weaknesses) . With Fireaxe it would be 9 Survivor cards. That is less of a risk and its a much better card. Plus if i understand it correctly you would be running around using Flashlight and Mag glass for most of the game and only pull out the weapon when its needed or against the big boss at the end. Fireaxe would be better. This would also help reduce the chances of having to discard your flashlight and using resourceful, you can bring Fireaxe back to your hand if it is discarded.

Thanks for the feedback Jobu. I agree, fire axe is a strictly stronger card, provided the resources are there to use it. You could certainly sub it in on the basis it is reserved for emergency or final fights.

When I first built the deck I compared knife/fire axe/shovel and I lent towards knife for the following:

- as a neutral card it could be played without switching role. Ideally I would switch role to suit the events in hand and the circumstances rather than to play assets

- as a neutral card knife can be activated whatever role I was in and therefore removed potential order of activation issues.

- I was concerned that resources would be a challenge given I could play 1-2 events per turn and only have the regular 1 coming in (plus emergency cache). I wanted activations that pressured the scenario.

I suppose it comes down to how much the above becomes an issue. It could be more corner case in theory.