Leader of the Last Expedition

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ravenRat · 29

Mr. Leo Anderson finishing The Forgotten Age with Ursula Downs. No cards from later cycles, XP earned during the campaign. The idea of the deck is playing Mr. Anderson as a group leader, capable of enaging all the enemies thus supporting other investigators. A couple of cards are rather thematic than efficient - but this is how the game is good to be played.

2-4 allies at the same time

10 allies may seem a bit too many for the first look, but once they are played dynamically, each will find their place in the deck. Fighting a lot alongside Trusted Beat Cop, Guard Dog and Brother Xavier is efficient, since they kill enemies as they get damaged. Key ally Mitch Brown can be summoned by Calling in Favors, replacing zero cost Hired Muscles. Allies are powerful assets; alltogether they can soak up 20+ damages which will eventually lead Leo and his companion(s) to win even the longest scenarios.

Engaging all the enemies

Expecting getting attacked by enemies is a twisted strategy, but with a handful of allies and the great Survival Knife equipped, it is unexpectedly efficient. The knife will give a free axtra attack for +1 damage which is five actions per round with Mr. Anderson's signature ability or with the good old Leo De Luca in play. The arcane blade, the Timeworn Brand can be looked up by Prepared for the Worst which is always in starting hand as Mr. Anderson Sticks to the Plan. The plan, including Ever Vigilant and Emergency Cache will perfectly kick-off a quick building up of the deck.

Aid others in the journey

Supporting other investigators goes beyond engaging enemies. Mr. Anderson can overtake a treachery by using "Let me handle this!" or heal others with advanced First Aid. Healing is another strength in combat: Kerosene, Liquid Courage and Second Wind will safeguard the leader's health on the long run. Thanks to the the Hemispheric Map and a Treasure Hunter, he can be helpful when it comes to investigating, too. Moreover, he has high chances in almost any kind of skill tests with the two Well Prepared talents - which is a killer combo with his friend, Mitch in play.

2 comments

May 30, 2020 LaRoix · 1628

Interesting deck! I find it curious that you have very few weapons in the deck, and the ones you do have are somewhat limited. I guess what I'm saying is, I'm surprised not to see Machete or .32 Colt as those seem like they would compliment the deck nicely, no?

I'm assuming you put Prepared for the Worst, Ever Vigilant, and Emergency Cache on Stick to the Plan? And that would explain how you are able to maintain a healthy pool of resources for Hired Muscle and Treasure Hunter (nice to see those cards see some play by the way).

May 30, 2020 ravenRat · 29

Thanks, yes, indeed there are a few weapons in the deck and I was also uncertain about it. But, as you said, Prepared for the Worst in the opening hand will almost always reveal one of the three. Still, having a weapon will not solve everything! Apart from the fact that I could could not imagine Mr. Anderson shooting around with a revolver in the jungle, killing enemies won't be enough here. Rather you want to ensure that your team stays in play as long as possible: to advance the Act deck against Agenda on the long run. Two rounds staying alive is sometimes more profitable than one round killing enemies. With this many allies it is possible. Same applies to Hired Muscle. His cost per round may seem a lot for the first glance, but 3 resources means 3 rounds of +1 combat and 3 damages to take over from you. 3 rounds in Arkham Horror is a lot! I think the key here is that you shouldn't be afraid to sacrifice your allies for the quest. The very reason why it is Mr. Anderson's last one.