Concept: Yog / Hastur deck destruction deck
Optimal win: turns 7-9
Most challenging opponent: Fast investigator decks
The concept behind the Blackmoor Grinder is to grind your opponent's draw deck and prevent him from drawing anything from his discard pile. This is a character light deck that does not intend to win by winning stories, but instead force the opponent to lose by not having any more cards to draw.
Character Cards (15 total)
x3 Cannibal Ghast (Yog) *1* - cheap early turn blockers to slow down Fast Investigator decks.
x3 Giant Albino Penguin (Hastur) *2* - cheap terror and combat creature.
x3 Fishers from Outside (Yog) *3* - terror and combat creature to fight off Fast Investigator decks, able to bounce an opponent's character into his hand
x3 Hermetic Scholar (Yog) *3* - discard four of opponent's cards each time he enters play (even from discard deck or as a resource brought into play)
x3 Forgotten Shaggoth (Yog) *4* - used to defeat an opponent who is running a deck destruction deck to out last him
Events focus on either card advantage, pulling cards back from the discard pile into play or deck destruction
x3 Journey to the Other side (Yog) *1* - allows you to rearrange your draw pile and put one into your hand by overpaying.
x3 Byakhee Attack (Hastur) *2* - Opponent discards 2 cards from his hand... excellent early game gotcha
x3 Gathering at the Stones (Yog) *2* - Put a card in your discard pile into your hand... allows you to bring a Hermetic scholar or any card back for more fun
x3 Power Drain (Yog) *2* - cancels an action or response and is a nasty surprise
x3 Twilight Gate (Yog) *2* - allows you to bring in a hermetic scholar attached to a domain, drain enemy cards and reattach to a different undrained domain
x2 Implant Fear (Hastur) *4* - Great combination with Snow Graves and good at ridding an opponent's hand of cards
Support Cards are key to victory You need the right comination of these at start or should take a mulligan
x3 Snow Graves (Shub) *0* - locks down the opponent's discard pile and works great with an Implant Fear
x3 Setting Sun (non) *1* - Slows down an investigator deck. Essential first turn draw against such decks
x3 Terrors in the Dark (non) *2* - a deck grinding support card
x3 Blackmoor Estate (yog) *3* - note this is not unique and is essential to draw either this or Carossa on turn one
x3 Carossa (Hastur) *3* - If you pull one of these on the first turn and have another Hastur card, you are on your was to grinding victory.
x3 Dimensional Rift (non) - *4* - used to either threaten to clean off the board or to do so. Sometimes it is useful merely as a threat.
I've played this about 50 times against other decks and see a win occur between turns 7-9. Fast Investigator decks are problematic and need to be dealt with using cheap blocker characters and Setting Sun.
Snow Graves in combination with Implant Fear is a great turn three combination to gut your opponent's hand.
I place a Hermetic Scholar in the resource pile so that I can bring him into the game using Twilight gate over and over again, and then place Hermetic Scholar in another resource and drain that.
The Blackmoor Estate and Carossa are the primary game winning cards. Protect them with Power Drain if your opponent has Dimensional rifts available or other location destruction cards.
Enjoy.