I'm Bat-man

Card draw simulator

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Derived from
None. Self-made deck here.
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hadz · 3

When I saw there was a Millionaire Investigator in Arkham, my mind only went to one place. Batman! I will make a Batman deck. And then, when I saw that the millionaire investigator had access to a Bat, I thought yes that is the Universe telling me to do it (or the Arkham designers displaying their sneaky sense of humor, probably this one). So Preston Fairmont, AKA Bat-man was born. He has his Alfred (Leo De Luca), he has his Lucius Fox (Joey ), he has his Utility Belt (Backpack), and he has...um...A...bat (or 2). Sorry Robin, no room for you.

I have now played the deck true solo through NotZ, the last half of Carcossa (when Lola Hayes bit the dust in Arkham), and all of the way through Forgotten Age. All 3 of those campaigns ended with the big boss biting the big one. And Carcossa and Forgotten Age were played back to back (so Preston started with 2 and 3 trauma in TFA, but a bit of XP.

Before I go much further, I have to warn you that this is the first deck (for Arkham) that I've ever constructed, so excuse my inexperience. I left AHLCG on becoming frustrated with the Core experience, and have only recently started playing again.

The deck suits my play-style, but may not be for everybody. You have to wield your main tools carefully, and play them at the right times. It should be fairly obvious to anyone who's played Arkham a lot, but to me it was quite a revelation. (Compared to how I approached it back before I quit in the Core days). Trial by Fire is the key and you probably should be using it 6 times per scenario (but do save it for dealing with hordes or big enemies mostly, or sometimes chain investigations of single clue locations), though you may need to get back a lost BB Baseball Bat every now and then (with Scrounge for Supplies and Resourceful) instead. Intel Report and Think on Your Feet are also used carefully as action compression and enemy avoidance.

Hard Mulligan for: Baseball Bat (or Backpack), Leo De Luca, Lone Wolf, Trial by Fire and Rise to the Occasion. (Before you get XP don't keep anything other than 1 of each of those)

XP spend for me was ad hoc, but Charisma has to be first, after that it's pretty much what you think you need. I'm sure others can think of alternate (or better) XP spends, but for me these worked quite well. Streetwise probably makes it the easiest, but I didn't get that until right near the end of my extended play, and felt pretty confident even before that.

3xp Charisma

2xp Backpack (for 0xp backpack) x2

10xp Key of Ys (take out 1x Well Connected)

4xp Lucky Dice (replacing Will to Survive) to negate those shocker draws when you used a big event just to get it Tentacled. (and to play for Elder Sign on Hail Marys, which by the way I NEVER drew even one in the first 9 scenarios while testing this deck, I have however drawn the Tentacle 5 times when playing Money Talks...I'm not bitter though, as this deck still seems to do well)

Key of Ys should be in play early, replaced by Lucky Dice towards scenario's end or if it horrors away. (luck of the draw of course, but that's the general idea)

3xp Relic Hunter (so you can have both) 3xp Charisma (option: so you can take/play useful campaign allies without losing Joey or Leo)

6xp Streetwise

6xp High Roller x 2 (replacing Lucky!)

Thanks for reading! Enjoy the un-caped crusader.

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