Conclusion Dunwich Horror is a colorful expansion for Arkham Horror that adds a lot of new and interesting stuff , some new strategy, and also some new complexity
Whenever one or more players sacrifices one or more creatures, you create a tapped Treasure token

Aerial Boost Ancient Imperiosaur Angel of Salvation Appeal to Eirdu Arboretum Elemental Artistic Refusal Astral Wingspan Autochthon Wurm Bennie Bracks, Zoologist Bloodline Bidding Burning Sun's Fury Caetus, Sea Tyrant of Segovia Calamity of Cinders Chant of Vitu-Ghazi Chief Engineer Chord of Calling City on Fire Clever Concealment Collective Inferno Collective Nightmare Complete the Circuit Conclave Equenaut Conclave Phalanx Conclave Tribunal Conclave's Blessing Covenant of Blood Crowd's Favor Cut Short Dazzling Theater // Prop Room Dazzling Theater // Prop Room Devouring Light Disruptor of Currents Eirdu, Carrier of Dawn Endless Obedience Ephemeral Shields Everything Comes to Dust Fallaji Wayfarer Feaster of Fools Feral Incarnation Flight of Equenauts Flockchaser Phantom Gather Courage Guardian of Vitu-Ghazi Halo Hopper Harmonized Crescendo Hoarding Broodlord Hogaak, Arisen Necropolis Hour of Reckoning Impervious Greatwurm Interdisciplinary Mascot Joyful Stormsculptor Kasla, the Broken Halo Kavu Primarch Knight-Errant of Eos Ledev Guardian Lethal Scheme Living Totem Lofty Dreams Loxodon Restorer March of the Multitudes Markov Baron Martyr's Soul Meditation Puzzle Meeting of Minds Merrow Skyswimmer Mob Nissa's Expedition Obelisk of Urd Omni-Changeling Ood Sphere Order of Sacred Dusk Overwhelm

My side deck had a lot of Redoer OrcBard hate cause it's the strongest deck and you need a lot of sides if you want to see them playing a 55 card deck
Dionus, Elvish Archdruid Dionus, Elvish Archdruid warrants a mention considering how easy it is to tap elves, be it with cards like Heritage Druid or with something like Cryptolith Rite