Dug Too Deep (0xp)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Dug Too Deep (6xp) 0 0 3 1.0

Trilkin · 3016

So this is my take on a self-sufficient solo Pete. My goals here were to shore up Pete's weaknesses and take advantage of Duke as much as possible while having a steady supply of things to feed to Duke and keep him active. The card focus is largely defensive, augmenting what puppers can already do and giving Pete a few emergency outs in case he needs them while keeping both him and Duke alive.

NOTE - There are changes listed here that aren't reflected in the deck list itself.

Lucky! and Unexpected Courage should honestly be in any deck if you can fit them. They're probably the best all around useful cards in the game. These cards should very rarely be pitched to Duke unless you absolutely need him to do something to end the game or finish an act.

Dynamite Blast, Cunning Distraction and Ward of Protection are your emergency outs. Pete has average agility so you will likely want to shore up an emergency evade attempt with another skill card if you can, but being able to auto-evade to disengage and blow them up from a safe location is an extremely useful combo.

Vicious Blow gives some more meat to attacks that need it. Especially handy for those 3-4 HP monsters while also being nice against bosses.

Knife and Ritual Candles fill up your hand slots. As noted in other decklists, Knife has fantastic synergy with Scavenging which, in turn, makes it good Duke fodder when you already have one on the table. The candles help to avoid a bad beat from a symbol token, especially on investigation attempts which also synergizes well with "Look what I found!". The candles often will be enough to bring you in range to use it.

The deck is low-cost overall, but Emergency Cache can help feed Dig Deep in situations where you really need to pump a check.

Leather Coat gives you some passive damage soak and Peter Sylvestre gives you some passive horror soak with a very good upgrade path later on.

Everything else are your standard neutral skill check cards.

Don't be afraid to feed things to Duke, even if you think you might need them later. Scavenging is often able to help you dig things out. Don't disregard the value of just drawing a card as an action either.

For upgrades, upgrading Pete#2 is not a bad idea at all if you want to stay defensive, but Aquinnah is worth considering if you essentially want a NPC Agnes with you. Bulletproof Vest is a straight upgrade over the coat and Will to Survive offers special consideration over Cunning Distraction.

Any input on this is welcome. As of right now, it isn't fully tested, but I will be trying this with the base campaign, Carnevale, Rougarou and the first two scenarios of Dunwich soon.

2 comments

Feb 17, 2017 Trilkin · 3016

Note that this deck has been revised. I replaced Scrying with Vicious Blow. Revised version will be published as soon as I can.

Feb 17, 2017 Trilkin · 3016

Revised deck is sorta published. You can see it under the 'inspiration for' list. The changes to the base deck were:

Swapped out 2x Scrying for 2x Vicious Blow Swapped out Survival Instinct for Cunning Distraction

Beyond that, the upgrade path is largely probably the same, although my personal choices will be published as I complete the scenarios.