wow. Popped back in for a squizz and this forum has really gone to the dogs since i left. So I thought i'd just jot down my latest and greatest deck that i've been working on to try and spice things up ( a cameo if you will - haha ), namely:
VAGUERIES AND MISDIRECTION
Character (30)
Patsy x3
Lodge Barkeep x3
Protector of Secrets x3
Tragic Celebrity x3
Lord Jeffrey Farrington x3
Master of the Myths x3
Dirk Sharpe x3
Lodge Librarian x3 - (variant The Fixer x3)
Lookout x3
The Red-Gloved Man x3
Support (9)
Bound and Gagged x3
Arkham Advertiser Archives x3
Gun Runner's Club x3
Event (9)
Intimidate x2
Forcing the Truth x2
Kidnapping 101 x3 - (variant x2)
Rumormill x2 - (variant x3)
Conspiracy (2)
Negotium Perambulans in Tenebris x2
The best way I can describe it is to liken the deck to water. It does everything it can to win 3 stories very quickly while never directly engaging the opponent. It has to date yet to be defeated, in fact has yet to concede a single story, and hasn't not finished the game by turn 5, though its been more likely turn 3 or 4. Usually without the opposition of a single character.
Negotium in this deck is basically a massive Syndicate exhaustion of resources for the opponent, tying up all the 2 costs in a story I’m not even particularly interested in contending, only defending when possible and keeping around through the use of Patsy and Rumormill ( my biggest surprise for a great situational card yet, effectively 'uncommitting' the entire 2 cost opposition), while also hassling with Bound and Gagged. Tattooed thug and Keeper of the Sphere come to mind for a Synd / Twilight conspiracy deck, but my own 2 costs have a purpose that is much different to actual story interaction.
That being, that most of the deck beyond Negotium is designed to play 3 cost characters out as quickly and cheaply as possible, while using all the exhaustion power of a syndicate / twilight deck against only 3 cost or above opponents characters, now being able to practically ignore the 2 cost competition.
Once NPIT is out ( generally turn 1 or 2 ):
Master of the Myths – is being played for 1 cost
Dirk Sharpe – often follows for 2 cost
Then while the rest of the 3 costs ( all with arcane and investigation icons ) are coming out:
Lodge Barkeep – is keeping opp. 3+ cost characters exhausted every refresh phase
Protector of Secrets – is denying an opp. 3 costs opportunity to defend my story phase
Lord Jeffrey Farrington – is bouncing an opp. 3+ cost back to hand for my story phase
Lookout – is exhausting opp. 3+ cost characters as they are played
And Intimidate, Forcing the Truth, Kidnapping and the occasional 3 cost 2 skill Bound and Gagged ( a poss. 22 cards ), are all working to keep those opp. 3+ cost characters very busy and out of the 3 non-conspiracies. I’m also finding Bound and Gagged priceless vs Lunatics, Intimidate vs morphing opp. MoM's / Intervention, and Kidnapping vs Black Dogs.
This deck is also quick, sometimes VERY quick, with 3 x Tragic celebrity and 3 x Gun Runners Club keeping many cards in hand, while Lodge Librarian filters out unique multiples and unnecessary cards. 3 x Arkham Archives then helps refresh domains to make use of these extra cards ( which from Gunrunners is usually next opp. draw phase ), especially when you can confidently use all 3 domains in your turn when you can see that 1 or 2 might come back for events and / or the Myths Master in the opponents turn ( meaning you possibly get to use it in your turn as well – no umming or arring which phase to pick ). So far I’ve never really had any contesters to stories for the INV success trigger.
I was tempted to exchange the Archives for Penthouse, but as a unique 2 cost I saw it getting in the way of other 2 costs ( 22 of them ) and breaking the character flow when I can get almost as good for a 1 cost, and it seems to work particularly fine with a 3:2:1 set up anyway ( as there are purposely no 3 costs beyond the 12 characters – not inclusive of Dirk or Master ).
Also of note is that all the 1 costs ( theoretically 16 or 19 with below variant ) can all be used with a 1 syndicate resource domain, making resourcing quite predictable. This is a very low cost deck with 38 cards of cost 1 or 2 to play or activate, and 12 of cost 3, and can start pumping out 4 cards a turn with a 3:2:1 domain in certain conditions.
The only real variant I have been using is swapping Lodge Librarian for The Fixer ( Synd 3 cost character who can play for 1 cost when attachment in play ) as combined with MoM and Dirk it can create a 4 x 3 cost characters in turn 2 ( along with NPIT ). It does rely on Bound and Gagged though or opponent attachments or a reshuffle of my own deck for more attachments ( i sometimes sneak in a couple of fortifying ouzo's ), which I’m loathe to do until further playtesting. Also the ST card no. starts to get a bit low for my liking ( Would be then 18 with a minor 1 card faction swap as well ). It does of course make perfect sense to make this change ( making 9 x self reducing 3 cost character cards and only 9 '3 costs' ), but I’ll try this version a bit longer.