leo and his flamethrower

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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serre · 32

This was my deck playing during the forgotten age campaign. Leo or should i say the flamethrower was insane. Whe played multiplayer. Other investigators where finn edwards and ursula downs.
I never played contraband or double or notthing because these where included in finn's deck. they where very useful with the flamethrower. We managed to get this much xp, we also played the 2 part dreamlands scenario which we payed 2xp for each and earned quite a bit xp for it as well.

Overall this strategy is very clear. Let me handle this is ofc because of finn's only 1 will so that came in very handy. the goal is to get Charisma and Stick to the plan and flamethrowers.

Stick to the plan: always put prepared for the worst beneath it, there is no argument for it. If you don't draw your 1 of your flamethrowers you can fetch it with prepared for the worst. I kept the machete's in case of a backup. I also mulligan for a flamethrower at start. prio 1. In the campaign i managed always to get my flamethrower in play on turn 1 or 2. (had a weakness which caused me to start with 2 fewer resources so sometimes i had to play perpared for the worst to fetch it and play it second turn)

second card beneath is emergency cache. and the leveled version alllows you to place supply's on venturer which can then be put on the flamethrower.

third card was custom ammiontion, and before i got that one i put extra ammunition.

Flamethrower with ton's ammo. insane. had lot's of scenario's where we used it with contraband and it was OP. We managed to kill the creature with (10 wounds per pplayer that spawns in several scnarios. so 30 wounds was no issue with a loaded flamethrower). Double or nothing was also very funny with this. doing 8 damage at once. but that's how to kill big enemy's.

I kept watch this in this deck because i need the resources. Even with the reduced cost of leo's ability it stil quite an expensive deck. I could have swapt out unexpected courage , but i found out that in multiplayer it was more useful and running myself double or nothings was not necessary since most enemy's do not need more than 4 damage, and lot's of ammo so for ammo savings it was not necessary. Been able to do it once in a scenario is more then enough imo

At the end i decided to level the first aids just to keep everyone alive ofc which was more important then a second beatcop upgrade.

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