Carson Buttles Enemies 6ft Underground|30k Series|Deck Guide

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Valentin1331 · 67293

Carson shoots lightning bolts at whoever stands between his cluever and him!

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Credit: Magali Villeneuve


Introduction

You want to play support but not be cornered in that role? You are tired of being a damage dealer with nothing else to bring when there are no enemies?
Here comes a primary fighter deck that can handle big foes while providing additional actions to his party for better efficiency!


It took me a long time to find a Carson concept that I liked enough to make a guide for it, and I am thrilled with the results of this deck. So a little while after all the others, here comes the last Scarlet Key Investigator deck guide from me!


After the 20k Series and its success, this 30k Series will focus on the investigators that are much harder to solve. Expect some jank, some outside-of-the-box thinking and hopefully some love for the underdogs of this game.

Click here to see all the previous decks. I will keep releasing a new standalone-ready deck concept every week on Friday, so stay tuned and keep pressing the button if you want to see more!


Table of Contents:
  • Overview

  • Main Strategy

  • As Palpatine, shoot force lightning

  • Prolonge your life expectancy

  • Be the one people beg to join for a game

  • Other Cards

  • Upgrade Path


Overview:
 
Difficulty: ★★★★☆
Enemy Management: ★★★★☆
Clue-getting: ★☆☆☆☆
Encounter protection: ★☆☆☆☆
Survivability: ★★★★
Economy: ★★★☆☆
Card Drawing: ★★★☆☆

Main Strategy:
  • Use the massive +5 of the Lightning Gun to anihilate enemies.

  • Stay alive with Hallowed Mirror, the soak of empty Venturers and your ludicrous Hunter's Armor.

  • Support your team by handing away actions, thus indirectly participating in your fair share of clues.


As Palpatine, shoot force lightning:

Who would have thought that after my own review explaining how the Lightning Gun was outdated at this stage of the game, it would turn out to be the key to cracking Carson's case?

Backup option:

Because 10xp is a lot early in a campaign, we only start with 1 Lightning Gun. This is compensated by some consistency:


Prolonge your life expectancy:

The 6/6 on Carson Sinclair is one of the hardest parts to understand for me. He is already vulnerable to the Mythos; why make him even more fragile? Anyways, let's check how to keep that old man alive.

  • Hunter's Armor is our main soak in this deck and our most significant experience sink after the 2 Lightning Guns.

    • Hexdrinker compensates for one of Carson's weakness: draw. It turns your low-base stats into pure value.

    • As your personal weakness Selfless to a Fault is also considered treachery, so Hexdrinker will also give a card when you fail to commit a card to a teammate.

    • Enchanted transfers the slot to Arcane, which is convenient to play it from a Backpack. And since it's not unique , why not use 2 Hunter's Armor at the same time?

    • Durable and Hallowed increase your survivability and the draw power from Hexdrinker.

    • If necessary, you can add Protective Runes to also benefit from your teammate's incompetence.

  • Hallowed Mirror is a slower but reliable source of healing that can also be applied to your team.

  • Venturer turns into pure soak once you've used all their precious supplies.

  • Take the Initiative will possibly make you pass a few treacheries when the consequences are worse than just damage/horror.


Be the one people beg to join for a game:
  • Killing enemies should be enough to be hired, right?

  • Carson's ability gives a 4th action to any team member.

    • While it may seem ok, at best, it is actually much better than it sounds. You can see it as if you had the chance to transform into the most helpful investigator at your location every turn. Need to fight like a Tony, investigate like a Daisy, evade like a Kymani, you're all of them at the same time, as long as they are close by.

    • A little bit late because I often postpone common upgrades, Safeguard (2) helps make sure that you stick to your cluever to protect them at all times and use your precious action to what pushes the game forward the most.

  • Committing skills to their tests such as "As you wish", especially as you are being forced to by Selfless to a Fault.

    • For that matter, if your cluever is a , consider swapping Perception for Guts.
  • Hallowed Mirror heals your party.

  • Stand Together pays someone in need.


Other Cards:
  • Daring is excellent here for multiple reasons: it works both for fighting and evading, making it a perfect candidate to be committed to someone else's test, and the 1 draw happens even if you fail the test.

  • Take Heart is probably the only reason to choose as a subclass. It turns our inevitable treachery test failures into cards and cash.

Later Upgrades:


Upgrade Path:

Link to the 0xp deck


 Cost  Total
Core Upgrades 0 XP
   .45 Thompson  →  Lightning Gun ••••• 5 XP 5 XP
   Backpack    Backpack •• 2 XP 7 XP
   Backpack    Backpack •• 2 XP 9 XP
   Custom Modifications    ☑ Notched Sight 1 XP 10 XP
   Hunter's Armor    ☑ Enchanted 1 XP 11 XP
   Act of Desperation  →  Extra Ammunition 1 XP 12 XP
   .45 Thompson  →  Extra Ammunition 1 XP 13 XP
   Custom Modifications    ☑☑☑ Extended Magazine 3 XP 16 XP
   Hunter's Armor    ☑☑☑ Hexdrinker 3 XP 19 XP
 
Quality upgrades 19 XP
    →  Stick to the Plan ••• 6 XP 25 XP
   Custom Modifications  →  Lightning Gun ••••• 5 XP 30 XP
   Hunter's Armor    ☑☑ Durable 2 XP 32 XP
   Hunter's Armor    ☑☑ Hallowed 2 XP 34 XP
   Hallowed Mirror  →  Custom Ammunition ••• 3 XP 37 XP
   One in the Chamber  →  Safeguard •• 2 XP 39 XP
   Runic Axe    ☑ Heirloom 1 XP 40 XP
   One in the Chamber  →  On the Hunt ••• 3 XP 43 XP
   Motivational Speech  →  On the Hunt ••• 3 XP 46 XP
   Stand Together    Stand Together ••• 3 XP 49 XP
   Stand Together    Stand Together ••• 3 XP 52 XP
 
Luxury Upgrades 52 XP
   Hunter's Armor    ☑☑ Protective Runes 2 XP 54 XP
   Vicious Blow    Vicious Blow •• 2 XP 56 XP
   Vicious Blow    Vicious Blow •• 2 XP 58 XP
   Daring  →  Overpower •• 2 XP 60 XP
   Daring  →  Overpower •• 2 XP 62 XP

(View at arkham-starter.com)


Link to the full xp deck



To create your own guides, find the template I have created here

3 comments

Aug 06, 2023 gatorzftw · 1

What am I missing about enchanted on hunters armor? What does that grant Carson? I can't find any significance to the relic trait or shifting what slot the armor takes...

Otherwise this deck is a ton of fun! Played a variant of it through the Gathering today with 3 friends.

Aug 06, 2023 gatorzftw · 1

Nvmd figured it out... It's so you don't compete with backpack.

Aug 07, 2023 Valentin1331 · 67293

Hi @gatorzftw, this indeed and the fact that you can have 2 at the same time, since you have 2 arcane slots!