Card draw simulator
|None. Self-made deck here.|
|Atlatch-Nachanna Work Here Anymore (Web of Dreams, Winner)||0||0||0||1.0|
Ghost Meat · 496
Inspired by @bricklebrite's very compelling entry on the Gloria Goldberg page, and having felt recently discouraged by having failed The Unspeakable Oath solo for the millionth time, I needed some solo hope. I've played the first two waking world scenarios of Dream Eaters on Standard with this deck, and it's cruising, with 11xp on scenario one and 7xp on scenario two.
Why Gloria for True Solo
The most compelling reason to play Gloria solo, as @bricklebrite articulates, is her ability to potentially never draw an enemy, gatekeeping the portal to Armageddon. If you have Alyssa Graham and/or Scroll of Secrets (and ideally both) down on the table, Gloria can look at the top two cards of the encounter deck each turn with Alyssa, and throw an enemy in the garbage. If both cards are enemies, throw one in the garbage and then use the Scroll to add a non-enemy from the bottom of the deck to the top, and draw that in the mythos phase. Then throw the enemy you previously saw in the garbage next round. And repeat, all for no actions. Draw the Elder Sign, get even more encounter filtration.
Not having to deal with basic enemies from the encounter deck gives you all the time in the world to sashay around the map hoovering clues with Gloria's excellent mental stats, usually skip the enemy phase, cause there are none, and laugh at the encounter deck with her base 5 willpower stat all the way through to the next investigation phase.
St. Hubert's Key is a great card here, boosting both stats you'll be using, and Alyssa Graham even gives you another intellect icon, so I've found no reason to take any clue assets here, like the usual Sixth Sense or Rite of Seeking, freeing up extra deck slots. Read the Signs is good for clue acceleration on those rare occasions where there are multiple clues on a location in solo, getting two for one action.
Emergency Cache is boring, and not always the best option these days, but can really help in your opening hand to get the expensive assets down. For example, in A Thousand Shapes of Horror, I had Randolph Carter, Alyssa Graham, and Emergency Cache in my opening hand, allowing me to get both assets down on turn one (I'd just bought Charisma), putting Gloria at base 6 willpower, and base 6 intellect. She did not fail a single willpower or intellect test all scenario after that.
Promise of Power is a good backup for the rare agility or strength test you might have to take from things like Locked Door or various encounter cards, but I've almost never had to use either stat. Ward of Protection helps deal with cards that have unfavorable treacheries for her as well, or really bad tempo-hitting treacheries without willpower tests, like Ancient Evils. Deny Existence is always good, and my random weakness ended up being Amnesia so it's perfect tech for that.
Choosing as Gloria's sub-class gives more clue, movement, and econ tempo to the things you already want her to do, which is get all the clues, location xp, and advance the acts to victory. Crack the Case is actionless econ, and she'll be clearing clues with ease. Shortcut is actionless movement, Working a Hunch and True Understanding are actionless clues, and Inquiring Mind is also a good safety for those non-willpower and intellect tests you might have to face, or for getting high-shroud clues if your key assets haven't arrived yet.
You obviously want some fight cards, since there are boss/story enemies in each campaign that are unavoidable, and sometimes you will see two enemies off the top and may be not be able to dump both, so Shrivelling, Spectral Razor, and Sword Cane are there for you.
If you never put cards under Gloria with her ability, Liber Omnium Finium does nothing bad to you, except shuffle back into your deck. I have not drawn Ruth Westmacott yet in either scenario, but if I do, she's there for soak or a crucial investigate skill test with her icons.
With 18xp, I've so far bought two copies of Seal of the Seventh Sign, since the auto fail is the main threat against Gloria once she's set up and firing all cylinders; the aforementioned Charisma; two copies of [Stargazing] (which synergizes super well with her ability, as she'll find The Stars Are Right twice as fast as other investigators if she's binning an encounter card each turn; two copies of Sacrifice for extra draw once the Scrolls or spells are empty; and a Four of Cups for that sweet extra willpower boost.
I've honestly felt hard pressed to spend much XP for her, as not a ton feels needed. Maybe Deny Existence next time, for added invincibility, or Seal of the Elder Sign for extra encounter deck filtration if the Scroll is empty and Alyssa hasn't shown up yet. The level 1 cards for her are not really desirable, unfortunately, but hopefully some good ones drop in the future.
You can follow her adventures on Arkham in the Aether on Instagram: https://www.instagram.com/arkham_in_the_aether/?hl=en