Grievous Wound

This card is a great example of Power creep, and why it prevents the use of newer cards.

This card is in direct competition to vicious blow, and begs the question "why would I ever use this over vicious blow?"

The short answer there is that you won't. Everyone that can take this card can also take vicious blow, and vicious blow outperforms this in all scenarios.

What about taking it AND vicious blow? I could see some use in the fighter style characters without access to the heavy hitting guardian weapons. Yorrick and Silas come to mind right away. But you still have to wait for this card to take effect, meaning the enemy will most likely get an attack off. This somewhat defeats the purpose of attacking the enemies then. Most enemies have 3 HP, and the ones that have more usually have 5-6. So you do a vicious blow augmented standard attack on a 5-6 HP enemy, and it lives and your turn ends. The enemy attacks you and then this ticks. So the enemy now has ~4 damage on them. This translates to you having to attack the enemy again your next turn to finish them off, or leaving them evaded for two turns someway to make this card eventually run its course. You very quickly then get into a Rube Goldberg style problem with "why didn't you just kill it with another attack", which begs the question again of why did you take this card.

So when do you use this card? The only reasonable excuse I could see would be on enemies with exactly 4 HP, using an investigator with smaller arms and probably that also has stunning blow and can outmove the hunter keyword.

It ends up being a lot of very specific criteria to make this card worthwhile, so I can't honestly say it has a place in any deck.

If future upgraded versions had a draw attached to it, we may be talking though.

drjones87 · 189
Actually, parallel Ashcan, while he can take Grievous Wound and Vicious Blow, VB occupies one of his 5 guardian slots, while GW he could take without restriction. It also synergizes with his ability. So while it's likely still not a good card, there might be a deck here. — Susumu · 363
It's a joke of a card that should not be restricted to Non-Elite enemies, as the only enemies that might stick around for more than 1 turn are almost always Elite enemies with a lot of HP. This feels like it is designed for a parallel game where enemies are actually a threat and not blown into oblivion as soon as they come out of the encounter deck — Blood&gore · 417
The more I think about it: it does not only synergize with II Pete's ability, he can also easy scare away the enemy with his guitar. It's a bit of a pitty, the card is restricted to melee cards, does not include creatures. An infectious dog bite would sure make the wound grievous? But like that, he would need a Baseball Bat, Fire Axe, Fire Extinguisher, Gravedigger's Shovel or Machete. So, there are ways. Notable, NOT Chainsaw or Sledge Hammer (4), as he is restricted to Survivor level 3. — Susumu · 363
Probably useful in deck which have no problems with exhausting enemies like Daniela Reyes or some nice builds for skid. Also Finn and Kymani seems Investigators who might profit from this card due to their evade mechanics. — Tharzax · 1
Power creep occurs when new cards are more powerful than older cards. This is not an example of power creep, it's the exact opposite. — Soul_Turtle · 434
David Renfield

It is important to note that placing doom on David is not mandatory and to maximise the profit from him it is best not to add doom every chance you get. A good rule of thumb is that you should choose to add doom a number of times equal to one-third of the remaining doom threshold on the current agenda when you play him (rounding to the nearest whole number) before using his ability with no doom until the witching hour. For example, if running David with Calling in Favors with a 6 doom agenda, you can maximise your resource gain in a single play of David by placing doom on him twice as follows:

-Turn 1: Place doom on David, gaining 1 resource. Mythos phase brings doom count to 2.

-Turn 2: Place doom on David, gaining 2 resources. Mythos phase brings doom count to 4

-Turn 3: Use David without placing doom, gaining 2 resources. Mythos phase brings doom count to 5.

-Turn 4: Witching hour so place doom on David, gaining 3 resources. Bring David back with Calling in Favors ready to replay for the next agenda.

This allows David to generate a total of 8 resources instead of the 6 you would gain if you placed doom on him on Turn 3. The effect is even more pronounced for agendas with higher doom thresholds, but the rule of thumb remains the same: place 1/3 of the remaining threshold at time of play.

Sabreblade · 5
Orphic Theory

This becomes a must pick for high draw seeker decks in Dunwich Legacy.

Slot pressure is usually only to dream enhancing serum, of which you only need one. Orphic Theory can essentially block everyone's favorite treachery, beyond the veil. This ends up being a very strong counter to that card, as you can proc Orphic Theory just before you meet the criteria for Beyond the Veil to trigger. It breathes life into high draw seeker decks, which used to have to spec into Versatile -> Deny Existence to run that campaign.

Outside of that, it has some pretty great uses still for most high draw seekers. A couple of treacheries that come to mind are Arctic Wind (an absolute bane to high draw seekers in EoTE) and the possessed treacheries in Carcosa.

Overall, definitely don't count it out. If you're in a campaign with "safe" treacheries Farsight still probably wins the slot, but at 1 exp it's a godsend for those bad ones.

drjones87 · 189
Just make sure you aren't going into your upkeep with a one card deck or you will die anyway, but thats easy enough to avoid. — Zerogrim · 292
@zerogrim Why you said that? The card says "Until the end of the round", so the effect stays during (and until the end of) the Upkeep Phase too. — Flazzy · 5
Breach the Door

The obvious benefits of Breach the Door, already stated:

  • Makes it possible for even the lowest intellect punching investigators to pick up clues

  • Enables the clue getters to suck up clues even faster

Not mentioned yet:

Breach the Door combines very well with cards that provide benefits for 0 shroud locations. Some examples:

Special case:

  • Guardians have access to a bunch of cards that trigger the discovery of clues, but they don't have access to many investigation boosters. Breach the Door definitely comes in handy when your low intellect Guardian draws the Unspeakable Oath (Curiosity) weakness.
EmmeBGG · 13
Getting a location to shroud 0 with Breach the Door just to use Stirring Up Trouble seems like a bit of a waste, but I guess if it's worth using Breach the Door on it's probably got enough clues that you'll want to pick them up as quickly as possible. — TenDM · 1
Savant

I have a feeling that this might be good in Finn, to get a +3 Willpower, which also could double as a +1 if you really need it. Haven't tried it out though. If you have a way to boost your Willpower or Strength value, it get's even better, but that's probably not that easy in a typical Finn deck.

elfstone · 1
It's actually +4 Willpower and +2 for anything else, because it adds Wilds in addition to the Wild already present on the card — Nenananas · 251
I've never played Savant outside of low Willpower Rogues. Outside of covering your lowest stat I'm not sure it's worth the xp, but man has it saved me against Frozen In Fear a bunch of times. — Pseudo Nymh · 54
Jenny can also use this — Jota · 6