For all the folks playing Arkham [...]
Mmm, juicy deckbuilding. Some immediate thoughts, without considering formatting them into anything particularly complete:
- I think you're a bit heavy, ratio-wise, on the Skill cards there at a full third of your chosen 30. Personal taste of course, and early days in everyone's experience with the game, but I've found better consistency when putting something around 5-7... (8..?) Skill cards in there. More proactive plays (assets, events) than reactive ones.
- I really like going 2x on Guts, even moreso than 2x Perception. Just having that Guts (or the Wild) in hand puts me at ease given the nastiness of many of the Willpower-requiring encounter cards.
- I stopped putting the agility Skill card in my Roland deck. Too situational for him where the situations in question are too rare.
- I consider 'Beat Cop' to be Roland's #1 Ally, even over Dr Milan. Both are great (and the Dr is a phenomenal card to get out early, assuming you can also afford to get out a weapon). Roland can gather a clue per turn using combat obviously, so you can make an argument that Beat Cop improves both the fighting and clue-snaffling aspect of his role. Beat Cop also has a decent-ish upgrade option, though I have typically upgraded it only going into scenario 3 of NotZ alongside Elder Sign Amulet, preferring to grab Shotgun/Ammo/ going into scenario 2 (though if I take mental trauma in scenario 1, I grab Amulet going into scenario 2).
- I'd remove Mind Over Matter from the Roland deck for sure. Manual Dexterity is better and, as mentioned, I don't even like that card in the deck all that much.
- Evidence can be a fantastic card that plays to Roland's strengths. Combine it with his special ability on a location with more than clue and get two clues for one enemy!
- With Wendy's deck, I would add more 'item' type cards or get rid of Scavenging. It's there to bring back a broken Baseball Bat I assume. I think with two Bats in your deck it's unnecessary and Scavenging demands too much of a specific sequence of circumstances.
- I like having (at least, specifically when running through scenario 1) some cheap, cheap assets to have out in case I fail a Crypt Chill test. Stray Cat is nice to have out if you don't draw an early Leo. Rabbit's Foot can be great for keeping your hand-size nice and healthy while you wait for mid/end-game to equip your Amulet. Flashlight is flashlight and will make you happy in half the locations you enter.
Sorry for the stream of conscience thoughts. Nothing said particularly critically again, just some observations on how I'm personally considering strategy with these two.