Electrolyze and even Geist of Saint Traft have limits
By drawing more cards, you have a good chance to get the card you need to win the game
2 Miirym, Sentinel Wyrm Here There Be Dragons One of the premiere Dragon commanders, Miirym, Sentinel Wyrm not only doubles all your Dragons, but sticks around thanks to that ward effect
Playing into the playful, iterative experience, individual scenarios of Arkham Horror CG are very difficult but also much shorter than a game of Arkham Horror or Eldritch Horror, realistically wrapping up in under an hour once set up
For instance, check out Brian Braun-Duins list from this weekend: Creatures (22) 4 Sylvan Advocate 4 Thraben Inspector 2 Tireless Tracker 4 Verdurous Gearhulk 4 Fairgrounds Warden 4 Servant of the Conduit Planeswalkers (4) Lands (25) Spells (9) It isnt Dromokas Command, but it gives us some flexibility, some dimensions of interaction, and a big potential tempo boost when we counter something like a Ruinous Path
So I basically just copy/pasted my Numeron Deck and swapped out the Numeron stuff for an equivalent-ish style of going second cheese available to the DARK side: Number 86: Rhongomyniad turbo using Numbers Eveil , paired with Sales Ban declaring Rhongo to never have to detach material from his own effect