Kimchi Totem

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

ArkhamDio · 625

I thought of uploading the beginner deck, but it didn't really show where the deck was supposed to go. The main idea of the deck, using Totems and Mr Rook to get rid of your weaknesses early on your terms, as well as drawing your deck multiple times to reuse all your skills and assets, works great even at 0xp. No need to scavenge anything, you just need to make sure you can soak or all the horror from constantly reshuffling your discard pile. The 0xp and low xp barebone version are included. The actual VP cost of this deck is 39vp due to Shrewd Analysis, but the basic version is only 12vp. (Totems, Relic Hunter and Glyphs)

Features: This deck is great at getting clues and helping other investigator getting their clues as well as passing their will tests. With ancient stones you can heal horror or deal damage easily, since you will draw an absurd amount of cards whenever you want if you can get the VP to finish the deck. With your assets out, you will draw into your deductions very often so I don't think Fingerprint Kit is needed in the end. You also have the ability to give 5 icons to any test with your Unexpected Courage, which will help anyone pass any test. A single icon you commit turns into 4 icons with this deck

Maybe the best part of the deck though, it gets your weaknesses out early and on your terms. Lots of weaknesses can be planned for, and Rook will help you get them out early. This deck will very often get rid of both of your weaknesses during the first couple of turns, which leaves you able to draw as much as you want without wondering when the King in Yellow will show up or getting a Chronophobia without the actions to get rid of it. Your weakness of choice would of course be Indebted, since this deck is pretty cheap to use.

How to play: Hard mulligan for Rook, Analytical Mind and Grisly Totems. Your card icons paired with Totem and Minhs unique ability will make solving the King in Yellow very easy, you only need to find one card with double icons and two with singles (even then, a lot of cards in the deck are doubles). Use Rook aggressively to draw your weaknesses as soon as you can deal with them, preferably at turn 1, and use Rook to find cards to break the KiY. Make sure that you are prepared to get hit by your other weaknesses, and get them out of the deck as soon as possible.

While dealing with your weaknesses (best way is to find a deduction to commit to your KiY test), find your other key cards to put into play. The glyphs, the mag glasses, fire axe if you think you need to do some combat. After that, just draw as much as you can and commit cards to your partners as often as possible since you'll just draw new cards anyway. Put out shortcuts at the best locations possible and get all the clues, and remember to have fun.

Possible changes: In my run, I solved the stones at 5 shroud before i just gave up on them. I instead went for Charisma and two Guiding Spirits, which really boosted my investigation and served as good horror soaks. I found myself short on resources at times, so Crack the Case or Emergency Cache (2) would be good cards to include. The deck is fairly lean on resources after your initial setup so it isn't needed, but probably worthwhile. Most horror soaks or heals have 2 will icons, so feel free to replace curiousity or guts with Moment of Respite or Elder Sign Amulets if you can afford another Relic Hunter. Anything with wild icons (like bulletproof vest) can be used to great effect when you have your totems out.

Weaknesses: While you usually want to stay close to your team and have Archaic Glyphs and the Fire Axe to help you in a pinch, this deck has very little combat icons and only some agility. Dont split up from the group if you dont have the evasion Archaic Glyphs or the damage Stones out. Even then, you can usually boost up a wild icon enough to evade, and if you feel your team can't always help you then there are lots of cards you can include like Stray Cat or Cunning Distraction.

The deck doesnt have a ton of horror soak and healing, and you will draw through your deck a lot. As said before, Guiding Spirits, Elder Sign Amulets and Moment of Respite are good. Moment of Respite especially is the cheapest way when it comes to VP, just use it as a Guts until you cycle through your deck enough that you need it for the healing. If you are playing Dunwich, I really recommend to include Devil's Luck or Test of Will (Perseverance for the 0xp choice) as well as a Bulletproof Vest in your deck to protect you from Beyond the Veil. Winging it also helps delaying your death.

Doomed. Consider yourself dead already or try using Scroll of Secrets to counter it. In any case, you dont want to use Rook too aggressively, and consider replacing your Guts and Perception early so you dont draw TOO many cards when you dont want to. At least Eureka can help you shuffle your deck to put it at the bottom if you are lucky.

Resources. There's no resource generation in here. E Cache (2) fits in well in this deck, even one copy will help a lot since you can use it once every deck cycle. Even so, in a lot of scenarios there will be turns where you just dont have anything special to do, so if you take a resource during those turns you will probably have enough to get by. At least being low on resources will help you those times you are forced to use your fire axe.

That's basically it, and remember that you can use Truth from Fiction or Knowledge is Power to solve Archaic Glyphs faster.

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