Most people who think of card games, think of competitive card games like Magic The Gathering. While Arkham Horror is a cooperative game, there is still an element of a common opponent brought in through the encounter deck. Given that, we can use terms and archetypes from competitive games to help us better understand how to “win” at Arkham Horror. The most common archetypes are aggression, control, combo, and tempo. This month, we’re going to talk about aggression (“aggro”) decks, and how to win before the encounter deck gets a chance to screw you over.
When I first started playing the Arkham Horror LCG, I didn’t understand the point of skill cards over assets that boost your skill value. I also didn’t understand the point of committing non-skill cards to tests—why would I give up this event card when I could play it for a benefit? I just didn’t see the point of temporary boosts to your skills.
I’ve talked about Stella Clark, the Letter Carrier’s backstory before, and how she is a very welcome addition to the Arkham Horror Files roster, so let’s jump right in and talk about her deck.
Following up one of the flashiest characters the game has ever seen, we turn to our starter Mystic, who may not flash as dramatically, but certainly shines in her own right: Jacqueline Fine, the psychic.
Now that we’ve gotten the guardian and the seeker out of the way, it’s time to delve into our flex characters from the Investigator Starter Decks. And where better to start than the rogue class, known for being able to do a bit of everything while still dealing with or avoiding enemies? Introducing, Winifred Habbamock, the Aviatrix.