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„Eee... Wybiera się pan na polowanie panie McGlen?”
Borja Pindado
Zatopione miasto - Rozszerzenie badaczy #13.
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Reviews

Yikes. Shuffles back in if it doesn't hit. Can set you back a billion actions. Can make your dedicated killer helpless in the most critical of times. This card totally screws Mikey's engine of many guns out, pew pewing with each one of them. A weakness that can hit 3+ cards, totally 10+ resources, 3 play actions, 3 card draws worth for a total of 16ish "points" is beyond bad (granted some of those may be partially used up).

Even defending this weakness by calling it a free reload is not compelling. You are always drawing to find new guns. This just increases the chances to find those guns again in your undrawn cards. You're better off arguing that it proc's ETB (and LTB) effects.

AussieKSU · 1189
Seems weird to bring up the shuffle effect when the chance that hits is damn near zero. Not hitting a single gun in your deck before your weakness is barely ever going to happen. I agree it otherwise can be a nasty weakness that hits a bunch of cards, but its not exactly hard to play around "just dont put too many full guns down until you see your weakness" — Spamamdorf · 5
Yeah, this doesn't do as much as you're saying. You usually shouldn't have more than one loaded gun in play anyway, so it just comes down to random timing whether you lose one gun, half a gun, or none (in which case this weakness *is* all upside). If this ever hits more than one loaded gun, you screwed up. — Thatwasademo · 59
And if you use one handed weapons and have Robert out, playing them again brings you an advantage. Also consider fence to bring back your guns fast. All in all it quite easy to work around this weakness. — Tharzax · 2
What's more, the ways to "play around" this weakness are good plays in a Michael deck anyway - e.g. playing several guns quickly is something you want to do in the first place, not a burdensome counter-play that clogs your deck. — AlderSign · 470
@thatwasademo You do probably want more than one gun down, since Michael's refund ability is only once per turn per gun, so if you spend two bullets from the same gun in one turn you're losing value. However, it's not difficult to simply wait until a gun is getting low before committing to playing more of them to mitigate the chance of this weakness hitting 4 fully loaded guns. — Spamamdorf · 5
It's unthematic, but you can run a melee weapon like knuckledusters or switchblade on Michael and use the guns as luxury. — OrionAnderson · 151
@OrionAnderson: That's actually true. The "only" bonus his guns really give him are resources and resources alone don't win you the game. — AlderSign · 470

Its quite easy to design the deck around this with a few XP and i cant help but feel that some of the reviews are basically saying "if you design your deck without thinking about your signature weakness, then it will shaft you".

I've got Underworld Market so i just have about 6 or 7 illicit guns in my underworld deck, along with Fence. its just 5XP entry point into a deck that doesn't need all the cards out.

It means i can reliably guarantee to have Fence out after a maximum of 5 rounds, (average 3), and then every firearm in my deck becomes fast at no extra cost. sure you need some economy, but with fence Bank Job is a no-brainer, also in the underworld deck. A few more XP and you have Bruiser and you can reliably play and pay for your many guns easily, and fast.

The min-maxing approach of having 3 or 4 loaded guns out all the time is high risk, just keep the resources till you need to play a fast, illicit gun, and fence will do the rest. I'm tending to also leave the guns out where possible, and mid game i get 2 or 3 empty guns shuffled back into my deck for reuse.

The major added advantage of Underworld Market is also that getting a gun is effectively guaranteed, at the very worst you will get a gun by round 2. So you don't need to mulligan heavily for weapons; you can mulligan heavily for action (Leo De Luca and Haste); and/or resource generation (Lone Wolf, Bruiser or Stylish Coat).

Phoenixbadger · 208
I am of the camp that believes this weakness is more beneficial to Michael than harmful, as shuffling back the guns means he can replay them again later when fully loaded. One of my favourite tricks is, if I have upgraded Lucky Cigarette Case, to search for Confiscation with it after shooting the last bullet of a gun I have equipped to shuffle it back into my deck. — HeroesOfTomorrow · 104
Bonus points if it is the Remington. — AlderSign · 470
I think “more beneficial” overstates the case by a lot. If this weakness weren’t in his deck, he would slap down his “Viola” Case, load up on four guns and fire away from round 1, getting rich in the process. He really likes the Luger I’m two of his four hands and that thing has infinite ammo so it’s never a good thing for it to be shuffled back in. It’s true there will be times when this weakness is beneficial, but it really hurts if your number of guns is 0 and hurts more if your number is a lot. It prevent Michael McGlen from playing the way he’d like to until you find it, and it could be the second-to-last card. The “free reload” from Confiscation is definitely a thing that sometimes happens, but on net, this weakness puts a significant crimp in the investigator’s style. — Eudaimonea · 9
@Eudaimonea Even as a Rogue, with the most loaded economy and reliable generation of extra action available out of all classes, there is no world where Michael sets Viola and 4 guns down turn one. That is a massive money and action sink. It is far more reasonable and reliable to just play one or two guns, use them to recoup the cost and then replace them or play another one once Viola is down. That weakness plays into that, and while it is true it discourages you from playing a bunch of gun toghether and then abuse the "reaction per gun" limit to make a killing, doing that is still a very bad play even BEFORE Confiscation is taken in consideration. Guns are expensive as hell, and playing too many at once in the same turn bricks your economy, especially because Micheal gets refunded gradually by shooting, not all at once. — HeroesOfTomorrow · 104
I agree you don’t drop the whole load out on turn one—mainly because you can’t—but Lugers cost 2 and have infinite ammo. I can kill a 2 health enemy during Mythos phase or enemy phase with a pair of those and gain two resources for doing so. There isn’t a world in which I would hesitate to drop both on turn one. Then the Case finds a third, which you definitely want to windmill slam down so you have packets of damage to output based on enemy health, much to your profit. You would want to do this on turn two or three absent Confiscation, if finances allow. And then, in the world with no Confiscation, are you saying upon finding a fourth weapon you wouldn’t want to drop it? You want to shoot one .41 Derringer per round, not two. There’s no doubt McGlen wants to play looser and is inhibited by this weakness from doing so. — Eudaimonea · 9
@Eudaimonea I think putting down a forth is overkill both economy-wise and damage-output wise. Shooting with 3 gun will bring down basically most enemies with non-scaling health out there, and you have 3 actions by default. Sure, you can find chunky 5 or more health enemies where the investement is worthwhile, but honestly I rather use a bigger two handed gun with boosted damage or the Gurdian Thompson for economy once Viola is down. — HeroesOfTomorrow · 104
*Guardian — HeroesOfTomorrow · 104
Fair enough. For me, it’s anathema to shoot a second bullet from a .41 Derringer (2) once I’ve gained the bonus action. It’s just wasteful and inefficient—I’d much rather use something like a Mauser for the kill. Similarly, the Mauser (a great McGlen weapon) courts autofail risk that you can mitigate with a fourth gun, to say nothing of the additional profit. You say once you’ve dropped a pair of Lugers and a Mauser/Derringer, you prefer to leave the fourth gun in hand? I’m straining to imagine a scenario where that’s advantageous, but if it’s your natural style I can see why you see less downside from this weakness. There’s still my point about Lugers reshuffling being always bad, but maybe you don’t run those? Whatever the case, although it’s easy to imagine a situation wherein this weakness lands advantageously, it’s a massive stretch to call it generally beneficial. — Eudaimonea · 9

Im not sure what the developers were thinking for this weakness.

For one, it's never going to be a dead draw. McGlen is always going to have a gun on the field.

For two, this card essentially reloads all guns on the field and puts them back in his deck. Simply keeping a gun in your hand and using the card "Sleight of Hand" makes this weakness a non issue. It actually even turns this into a buff.

McGlen somehow got two signature assets and no weaknesses.

drjones87 · 222
Yes, it might be beneficially on occasion. Like "Shocking Discovery", when you find it on a search from "The Yellow Sign" or "Through the Gates". But it could just as well shuffle your FULL guns into the deck, costing you the play action and resouces you spend for them. And it is not that easy to plan for. Ocasionally you might draw agressively once you have an empty gun, and be lucky. Or you might versatile into Mr. "Rook", to get some control. But no matter what, there will be scenarios, when it hits devastiously, so it's fine, that in other cases, it turns out beneficial. — Susumu · 393
I don't agree. The goal of McGlenn is to have 4 guns on the table, all partially loaded, and when an enemy appears, trying to shoot it with as many different guns as possible to get as many resources as possible each turn. As soon as a gun is empty, you replace it with another gun so you can keep the sequence going. Removing all your guns is often going to be bringing you back to square 1, including removing all the play actions (unless you have Fence, Joey or Robert (4)), and pushing you to use all the resource you previously generated to play your guns again. So this weakness is definitely slowing you down, but I wouldn't call it crippling. — Valentin1331 · 95203
I think the big drawback with this is it hurts when you have upgrades on them — yatamire · 11
This card is terrible. Firstly, don't forget, it shuffles back in if there are no guns on the field. Granted, this is unlikely once your engine is online, however in the first turn or two, this can easily turn into a wasted draw. — AussieKSU · 1189
Secondly, the argument that it "reloads" your guns is bupkiss. You know what else reloads your guns this way... drawing the rest of your non-shuffled in guns. This card has the capacity to wipe 3+ guns. That's 10+ resources, 3 card draws, 3 play acitons. 16 points in my estimation.... yea. That's a doosey. But YAY, you can draw them again with your so called free reload. — AussieKSU · 1189

You need a mandy I mean it. You WANT Mandy Thompson to search your deck and draw this weakness while you are holding a stupid revolver in hand so you can continue playing your Gatling Gun and Shotgun in peace. This weakness when planned carefully is not a massive investment cost but until that risk of losing all your investment is always there.

Makaramus · 10
Friends in low places gives you a lot of control over this. Use it to your advantage and shuffle an empty gun into your deck? How about a switchblade in your hidden pocket as backup? — Django · 5257
Yeah, it's why McGlenn wants a switchblade. — MrGoldbee · 1573

I have now run through a campaign with this weakness and I can safely say that this is a new contender for the absolute worst weakness in the game (up against Agnes Baker of course). Flavorfully, it is a very good card, but shuffling each Firearm asset into your deck is absolutely devastating, even if you only have one or two in play (which you realistically always want to have at least 2). It is bad enough that I recommend taking Friends in Low Places just so that you can search out this weakness and draw it when you have a cheap gun, rather than later.

Vardaman · 3
I disagree with this review, and with the corollary reviews that talk about what an awesome card Confiscation is because it reloads all your weapons. It’s something you play around and that gives the character a strong identity. I love Michael McGlen’s design, and this weakness’s impact on your deckbuilding choices and in-game strategy is a major contributor to his strong identity. — Eudaimonea · 9
I've played Michael through Drowned City and while I know, from experience, that drawing his weakness can be painful at times, it makes playing Micheal interesting. In a way. Because you have to take this surprise into account when playing him. This and running out of ammo keeps playing Michael interesting. At times this weekness can be very helpful (shuffling big gun into deck). — bugiel_marek · 26
Yeah, and it’s cool the way he’s the big quiet guy in the corner you just know is packing but when the cops pat him down they only find the one gun. Then the action scene starts and he’s a walking arsenal somehow. The mechanics trick you into finding ways to be that guy, which is clever and good. — Eudaimonea · 9
The truly worst-of-the-worst weaknesses are the ones there are no solutions/playarounds for, and there are quite a few solutions for Confiscation (in the legacy environment, at least). On top of Friends In Low Places, there’s Robert Castaigne 4 and Joey The Rat to help you get guns back into play efficiently, and many solutions for getting guns into your hand (Underworld Market, for instance, as well as Michael’s built-in solution of Viola Case). All of these are cards Michael would get value from even if he had a different weakness. Yeah, this one can punch you in the teeth occasionally (especially at low xp), but a well-designed weakness should wreck you every once in a while. — Pseudo Nymh · 68
It's boring but there is also the solution of simply bringing a melee weapon — OrionAnderson · 151

Of course Michael wants to play as many Firearm assets as possible to trigger his investigator reaction ability more often, but I wonder if this weakness is really such a drawback if you have means to - intended - draw (them) back. What it means besides crippling him if checked by the cops at an unfortunate time, it is for one highly probable that you have some more guns in your hand anyway (waiting to be played), but what's more, shuffling the ones in play into your deck means you get a free ammo replenishment on all of them!

AlderSign · 470
Lucky Cigarette 3 also mitigates this weakness a bunch. (Sorry Viola Case LCC3 is just too much better) — c-hung · 15