Nature of the Beast

I'm not going to comment on the viability of the card too much, (other then to say that in 4 player especially 1 clue isn't really that significant because you're at best removing one of 4 clues from a location which isn't that high impact) but I've seen a couple comments saying that this card lets you filter the encounter deck. This isn't really true. Sure, if you draw a problematic encounter then you can bin it and not have to worry about one copy of it for the encounter shuffle. But you're also fairly likely to not find any particularly bad encounters and end up removing two of them that would have been relatively easy for your team to deal with and cause you to draw the harder ones sooner. You're not actually filtering your draws, because these are cards that you wouldn't have drawn anyway. It's similar to how discarding cards from your deck doesn't substantially effect your draws aside from having to take a horror from the reshuffle earlier as it means that cards you would have drawn in the middle of the scenario are drawn earlier, and later on in the scenario you'll be drawing cards you otherwise wouldn't have if you didn't discard the cards.

In the end, you're about as likely to discard difficult encounters as you are to cause your team to draw them earlier and more often. Not saying the card is bad or anything, just that "improving your encounter draws" isn't a thing this card really does as it is about as likely to make them worse.

Sylvee · 100
I think you're overgeneralizing the mill lesson, and this card does actually improve encounter draws like people say it does. I'd need to do substantial math to prove the general point, but if nothing else, in a three or four player game, going through the entire encounter deck is in many situations inevitable. There are only a few ways to avoid resolving, say, Ancient Evils: either you cancel it, you discard it (and this is the only player card that does that), or you get lucky and the scenario ends or shuffles the encounter discard pile into the encounter deck before you see it. Nature of the Beast doesn't make the third more likely, of course, but it does make the second possible at all. Meaning that if the scenario was in fact long enough to draw through the encounter deck anyway, you've turned a guaranteed draw of whatever card you're worried about into a possible draw of it, which is in fact less likely. — Thatwasademo · 57
Suppose you were going to draw through the encounter deck exactly once during a scenario; that's exactly 3 Ancient Evils (or whatever card you most want to avoid). Now suppose you resolve Nature of the Beast once during that scenario; you get to discard an Ancient Evils if you see it, but now you're 3 cards deeper into the encounter deck so, before the game ends, you will draw the top 3 cards of a reshuffled encounter deck — which are just as likely to contain an Ancient Evils as the 3 cards you revealed before. Nature of the Beast did not change the expected number of Ancient Evils you drew, it just increased the variance — which is probably a bad thing. — Spritz · 68
There are ways to target bad encounter cards: using Nature of the Beast with Katja Eastbank and Scrying, for example. And, like player-deck-discarding effects, Nature of the Beast gives you potentially useful *information* about future encounter draws. But I am fairly confident that Sylvee is right and Nature of the Beast on its own does not improve encounter draws. — Spritz · 68
But if you can avoid drawing ancient evil now, this get you enough time to finish before the next was drawn. In a thinned encounter deck the chance of drawing a specific card might also be higher then in a fresh encounter deck. Nature of the bead is not reliable without scying etc but it can change some odds — Tharzax · 1
@Tharzaz this card does impact the odds of drawing certain cards after you play it similar to how resolving the encounter part of the mythos phase impacts odds. And if you have tools that both let you see what the next 3 cards of the mythos phase are as well as a way to consistently trigger this when you got a batch you want to discard, (as Spritz mentions you could do this with Katja and Scrying) you could theoretically use this card to improve your draws. But absent those things, this card is on average about as likely to cause you to discard an Ancient Evils as it is to cause you to draw all of them a turn sooner and potentially draw one more. Without information of what's on the top of the encounter deck and the ability to trigger this card when it's something bad, it's random chance what you hit with it and over the course of enough games will end up improving your draws as much as it worsens it. — Sylvee · 100
It took me a little while to understand the argument but now I see it: we all focus on the chance it has to discard 1 (or 2) annoying encounter cards, without seeing that it can also have us discard 2 non-threatening cards, bringing us closer to the cards we actually want to avoid. — Valentin1331 · 67398
Yes on its own this card is not really good since you don't since it's effect resolves after drawing and you can't time it. Even the effect is mediocre. You need additional card to get good combos. Like Katja, scying or a ward of protection to fish and prevent a bad encounter like ancient evil. — Tharzax · 1
The Final Act

In my opinion, this card shows a problem Fantasy Flight Games has with some of their games, namely Arkham Horror and The Lord of the Rings. In both games, a fairly frequent occurrence is scenarios where there's a binary state; either the players are in state A, or they're in state B. For Dim Carcosa, that binary state is "No sanity remaining;" either you have sanity remaining, or you don't. This in and of itself is not a problem, but the way FFG makes the scenario use the state is.

In any state-based scenario, there are a few questions to consider;

  1. Which state will the players want to be in, absent any non-act or agenda features?
  2. Which state is easier to stay in and how much effort is required to change states?
  3. Do the designers want to incentivize or discourage being in either of the states?

For Dim Carcosa, the answers are relatively simple:

  1. All the players' experience will incentivize them to make sure they have sanity remaining.
  2. It is easier to have no sanity remaining, and while it's easy to go from sanity to no sanity, it's very hard to do the reverse without cards dedicated to the task.
  3. Not known for certain, but my guess is that they wanted to discourage having no sanity remaining, in order to make use of the design space the mechanic of sanity in Carcosa opened up, to emphasize the dangers of Carcosa, and to prevent infinite sanity from trivializing the game.

These answers help us to better understand the design of a lot of the cards in the scenario; Dismal Curse helps turn the horror on players into damage, Realm of Madness tears the player's board state to shreds if they have no remaining sanity, and The Final Act serves as 2 Ancient Evils and another encounter card if they have no remaining sanity. All of these serve the goal of discouraging players from running out of sanity, and do so admirably.

What's done less admirably in the scenario, in my opinion, is discouraging players from keeping their sanity. State B is heavily punished, but State A feels barely touched, and the scenario honestly feels like it doesn't push losing your sanity (Going from State A to State B) on you too heavily, the way The Forgotten Age might push the Poisoned weakness, for example. Yes, there's Rotting Remains and The Yellow Sign, but even on top of the starting horror you take, it feels like being pushed over the boundary between the two states is gradual, honestly downright avoidable at times.

Once you are over that line, though, suddenly you have to deal with double Ancient Evils (with surge), a 3-of 5 test in the encounter deck, the potential to be flat out killed before you have the chance to react, and a chaos bag that, on Normal, went from five -2 tokens to four -4s. Add in Hastur's nightmarish mutation of the chaos bag, and you've gone from potential victory to almost-certain defeat. Your friends who still have sanity, meanwhile, are still able to traverse the land of the King, possibly without abnormal threat if they're able to shrug off The Yellow Sign and Rotting Remains.

This is the problem FFG has with binary-state scenarios: they make one state too punishing without including enough that forces the player into that state. You live or die based on which state you're in, and it's surprisingly hard for the game to push you into one.

Fortunately, this is somewhat easily fixable; instead of including so many cards that punish players for being in "the bad state," include a mixture of cards that alternate between punishing the players for being in "the bad state" and pushing the players towards that state, designing an encounter deck that not only tries to keep players down but also has methods of getting them there in the first place. For Dim Carcosa, that might have meant making Dismal Curse push the players towards losing their sanity instead of punishing them for not having any, or making Hastur's frankly game-ending token manipulation apply if you have sanity remaining, incentivizing you to fall deeper under the King's sway. The twin suns of Carcosa might be searing madness into the investigator's minds (personally, I think a lot of the visuals from this cycle would actually look beautiful in real life), but that doesn't mean the designers don't have the tools of reason to help them keep that madness from plaguing their players as well.

I... don't think the designers intended you to want to lose all your sanity just because the scenario allows you to. My headcanon is that rather than defeating you instantly, like in all other scenarios, you get to wallow in dread for a few rounds before being overwhelmed by the intentionally unfair punishments you get for being insane in Carcosa. — Hylianpuffball · 27
Sorry, that wasn't what I was trying to say; what I was trying to say was that the developers, in an attempt to make use of the design space opened up by Sanity in Carcosa, tried to design Dim Carcosa around that mechanic, and thus tried to include methods of forcing players (The Yellow Sign, one of my most feared treacheries) into that state. Whether the players wanted to lose their sanity or not was immaterial to the designers; the designers themselves wanted to include cards that played around with the mechanic of running out of sanity. Does that make any more sense, or am I just making things even less clear? — NightgauntTaxiService · 392
I just see too many arguments at once and it's unclear what your conclusion is. The deck already has a "mixture of cards that alternate" between causing and punishing insanity, you even mention some of them. Players don't need additional incentive to stay in State A (sane), that's a normal part of the game, and there are many warnings that going insane causes extra trouble here. I don't believe it's "surprisingly hard" to go insane in Carcosa, any more than it's hard to be defeated in most other scenarios. If you don't actively fight it, it can happen really easily. — Hylianpuffball · 27
If the core argument is "Carcosa makes going insane a fun threat, but I didn't actually get to go insane", then sure, balancing difficulty is tough, but I don't think there's a fundamental problem with scenario design here. — Hylianpuffball · 27
My conclusion is that FFG included too few effects that actively push the players towards insanity while including too many that punish them for having no remaining sanity, meaning that the scenario is either surprisingly easy if you manage to keep your sanity or cripplingly hard if you don't. A parallel I just thought of is Beyond the Veil from Dunwich; if you don't draw it, the payoff from the "discard from your deck" mechanic is meager, if you do, it's game-ending. In that case, it's a problem of too many cards pushing you into State B (running out of deck) and not enough punishing the players for being in State B. — NightgauntTaxiService · 392
I agree with many of your thoughts on the Dim Carcosa scenario, but I'm not sure that I see this as a recurring issue. In the first and second-to-last paragraph you mention this as a repeat problem, do you have further examples of scenarios that illustrate this binary state issue? If it's just Dim Carcosa then it's more likely that they didn't get it quite right on this scenario (as Hylianpuffball mentions, balance is difficult) rather than an ongoing design issue. — Pseudo Nymh · 54
My experience with Arkham is fairly limited, I just have the Core campaign and Carcosa. However, in the Lord of the Rings the Living Card Game, The Drowned Ruins and The Passing of the Grey Company are prime examples of this problem. — NightgauntTaxiService · 392
It depends which version of Hastur you face... (spoilers) the one that deals horror to everyone at once, everywhere, can push you towards insanity quite fast. — DrOGM · 24
NightgauntTaxiService has a point here. When designing a game, you usually want you game elements have an actual effect in the game. YES, the threat of Beyond the Veil or other cards mentioned triggering is a psychological effect, which is important nonetheless, but the card DOES NOTHING until it triggers. That would be my summary of the core argument here. — AlderSign · 236
Sort of, AlderSign; the problem with cards like The Final Act is that they do nothing while the players are in State A (have sanity), the state which they will most likely try to stay in, but devastating the players if they're in State B (no sanity), a state which the game heavily penalizes the players for being in. Basically, if the players stay in State A, the majority of the card effects in the scenario aren't a problem, but the instant they enter State B, every encounter card gets ten times worse. The game is too easy in State A and too punishing in State B, partially because, again, the majority of encounter cards are designed to get worse for the players when they're in State B. — NightgauntTaxiService · 392
Alice Luxley

Now that Scarlet Keys has been released, Alice has greatly increased in utility.

Her biggest shortcoming, aside from cost, is that discovering clues generally provokes attacks from enemies, pigeonholing her as an expensive supplemental damage asset to an evasion/investigation build in the wrong color.

With Keys, however, we have to contend with Concealed cards. Concealed cards normally eat a fight/evade/investigate action to reveal, but Alice effectively doubles your action economy by providing a testless reveal once per round after gaining a clue. Roland, Joe, Rex and Vincent can combine with Research Notes and the new clue-dropping cards to have free reveals on tap.

CombStranger · 263
I'm not sure this is right. The Scarlet Keys rules says Concealed mini-cards can be attacked or evaded "as if they were an enemy at your location", it doesn't say treat them as enemies at your location in any other respect. In fact , it goes out of its way to say "Concealed Minicards are not enemies" so I think it has to be an effect that specifically attacks , evades or investigates. Effects that just deal damage, exhaust enemies or discover clues aren't enough. Alice's damage isn't an attack so I don't think she can be used for reveals. Gosh, this situation is like three rules nightmares in one tho, concealed, distinctions between the names of actions and their effects and "as if" for good measure. I'm not sure I have all that right myself.. — bee123 · 31
@bee123 actually, the Concealed rules specify Dynamite Blast as an example that works, which like Alice deals damage to an enemy at location — Nenananas · 251
I'm still not super convinced ... The rules don't actually specify Dynamite Blast by name , they just allude to its effect in the process of saying you can't reveal multiple cards off the same effect. But that doesn't seem to me to mean Dynamite Blast is an attack now, it means attacks that work like D-Blast , eg MK1 grenades, work as the example shows. . And again, I can't see how you get round the problem that the concealed mini-card isn't an enemy at your location and can't be dealt damage. How do cards that "damage an enemy at your location" deal it damage? — bee123 · 31
Like, my reading is the rules say attack/evade/investigate . There are lots of effects that deal damage without attacking and a few ways to attack without dealing damage. So, at least to me, there seems to be a clear distinction there.. — bee123 · 31
On page 4 it says "An investigator may also use a card effect that automatically evades an enemy, deals damage to an enemy, or discovers a clue at a location in order to instead expose a concealed mini-card." You're right it doesn't mention Dynamite Blast in the rules, I got it confused with this paragraph that's also on page 4: "an effect that deals 3 damage to each enemy at a location does not expose all concealed mini-cards at that location; only one." — Nenananas · 251
Huh, yeah sorry you're right . Shows just painstakingly carefully u have to read the rules sometimes.. — bee123 · 31
Don't be sorry. The Concealed keyword is one of the more complicated mechanics in Arkham. I'm still not convinced if something that discovers 2 clues can reveal one Concealed and find one clue, and my group still hasn't come to an agreement on whether you can use an auto-clue discover to reveal a Concealed if there are no clues to discover. — Nenananas · 251
I love the thematic nature of Detective Luxley tracking down the concealed enemies. — arkhamgrad · 1
Blur

For Rogues this card is Eon Chart but the action has to be an evade, and in exchange you get +1 to the test (helpful for succeed by X cards) and it takes up an arcane slot instead of an Accessory. For Rogues that plan on doing a bit of evading, (and that's a lot of them) this card IMO is actually just better than Eon Chart (1) because it gives you a boost and it uses a MUCH less contested slot. The evade restriction isn't even that bad, because usually turns where you have to evade are ones where you want an extra action anyway. IMO a sleeper hit card from Edge, at least for Rogues.

Sylvee · 100
And the accessory slot is already probably one of the most contested for Rogues, when the Arcane Slot is often only used by Haste/Double, Double. I use this card more and more in rogues, especially with Dirty Fighting! — Valentin1331 · 67398
Prepared for the Worst

I think this is a serious contender for the most overrated and overplayed card in all of Arkham. A lot of people insist that this card is a staple Guardian card that should be played in pretty much every deck that has weapons as it makes your deck more consistent. In reality, I think this card is pretty subpar and should only be ran in very specific decks because it makes your deck less consistent.

"But this card lets you tutor for weapons. How can it make your deck less consistent?" Firstly, tutors in other card games are valuable because you can look at your whole deck, which effectively turns it into a toolbox where you can pick the best card for your current situation. This card only looks at the top 9 cards. In most cases with this card, you do not have a choice which weapon you pick, either because you only get offered one weapon, two copies of the same weapon, or no weapon at all. And unlike card filter effects, this card does not have much flexibility in what it can give you. Cards like Eureka! can be used to get any card in the top 3. Prepared for the Worst though, if you don't need a weapon then there's not much point in using it. Weapons in general are a type of card that largely help with only one thing (killing enemies) and often have pretty big overlap in how useful they are so if you have one weapon the second and third incur diminishing returns. As a result, in most decks this card becomes a lot less useful if you draw it later, which means that you'll usually have to commit it instead. To its credit, the card does have alright icons for a level 0 card, but it's not great icons for a card that you'll be committing a pretty good chunk of the time.

That's not even mentioning perhaps the biggest issue with the consistency of this card: it can whiff. This creates sort of a paradox for this card in that no matter how many weapons you run, this card has consistency problems. If you run a lot of weapons, you have a higher chance of drawing those weapons without the help of this card, thus making this card redundant. If you are running fewer weapons, you increase the chance of whiffing and not getting any weapon at all.

And the thing is that even when the card works properly, it's not even that good especially at level 0. Sure, Machete is probably a better card than .45 Automatic. But is it better if it costed 4 resources and an extra action to play? Probably, but it's a lot closer. The big issue with level 0 decks is that the best level 0 weapons aren't SO much better than the alternatives that I feel like I need to run a card like Prepared for the Worst to more consistently find them. Instead of playing a Prepared for the Worst to find a weapon, you can just play another weapon and skip the possibility of whiffing with it as well as the action and resource you have to burn even if it does hit. MAYBE if you're running a deck with just Runic Axe, it might be worth it to run this card since you don't realistically need and can't even use other weapons. But firstly, I think that is less PFTW being a great card and more that Runic Axe is pretty overpowered, and secondly that's only one type of deck, most everyone else I think you're better off just running more weapons.

"But what about Stick to the Plan?" While putting it on Stick to the Plan does help with the "just run another weapon" problem a bit, it also has another issue where if you find your weapons and don't need to use it you not only are wasting one of your precious 3 slots on Stick to the Plan that you could have put something else on, but you can't even commit it to a test as a fallback plan. And the odds of that happening are actually pretty good.

I think what really sunk the card for me was when I actually looked up the odds of finding cards, both naturally and off PFTW. If you have 4 weapons in your deck, you have about an 85% chance to find a weapon within your first 3 draws if you mulligan 3 cards in your opener. If you fully prioritize weapons with the mulligan, that goes up to about 90%. And once you factor in stuff like Beat Cop, Vicious Blow, and any other sources of damage you might have, you can realistically still stall for a couple turns to find a weapon even if you do hit the very low odds of not finding a weapon at roughly the start of the game. PFTW on Stick to the Plan is really only good in the situations where you whiff on a weapon in your mulligan, while also getting a hit when you play the card your first turn. If you mulligan 3 cards, you have a 25% chance of not finding a weapon. And if you use PFTW immediately after the mulligan, you have a 84% chance of hitting. In total, if you mulligan 3 cards and keep 2, you'll have the best-case PFTW scenario of whiffing on weapons in your opener but finding it off PFTW about 21% of the time. The other 79% you'll either find a weapon normally, or you'll whiff on PFTW, and if you try to aggressively mulligan for weapons that percentage of positive outcomes for PFTW shrinks even more. IMO, if you're running 4 weapons or more, you really don't need PFTW on Stick to the Plan to consistently find weapons, you're better off putting something else on there and maybe throwing another weapon in if you're really that concerned.

What about 3 weapons? On a 3 mulligan, you have a 36% chance of whiffing a weapon and 74% chance of finding one off PFTW. So in total that's about a 27% chance of getting the best case scenario for this card. Better than 4 weapons, but still not great. Meanwhile the odds of finding a weapon normally in the early game are 76% on a 3 mulligan, or 83% on a full mulligan. For 2 weapons, your odds are 50% to whiff a weapon off a 3 mulligan, but only 58% to hit one off PFTW. That's about a 21% chance to get the weapon off PFTW, but you also have a 21% chance of both whiffing on your mulligan and whiffing on your PFTW, which would be catastrophic.

Lastly, a lot of people argue that this weapon is better when you have XP weapons in your deck. I don't really agree. The issue is that in most scenarios, the time that you REALLY need your big guns is near the end of the scenario when a boss monster spawns in, and by that time you'll have a good chance of finding it even if you don't play PFTW or much card draw in general. If your XP weapon is something that has ammo on it, I'd argue that finding it early is actually not a good thing because that means you'll be burning ammo on less threatening enemies so you'll have lest leftover for when the boss shows up. From my experience, it's not THAT important to find your XP weapons early. You'll usually find them eventually by scenario's end, and that's what really matters.

IMO, unless all the other weapons in the game are so poor for your build that they're not worth bothering with, you are generally going to be better off adding more weapons to your deck and mulliganing aggressively for them than you will be adding PFTW to your deck, even if you have it on Stick to the Plan. In most decks, the advantages of having slightly higher quality weapons and being able to mulligan less aggressively is outweighed by the fact that you have to spend an action and a resource to get your weapons off this and that a big chunk of the time you'll find a weapon normally anyway which makes this card a lot less useful.

Overall, I feel like the best situations for this card are either A: when you really only want to run 2 weapons that hyper synergize with your deck, and running more wouldn't really help your deck at all, or B: you have several weapons that you want all out at the same time as they provide different utility, like maybe if you're running Survival Knife or Garrote Wire in addition to your other weapons and don't have good access to card draw otherwise. The issue though is that even in those situations though, I feel like you're better off spending some XP and getting the upgraded Prepared for the Worst instead as it provides a lot of solid upgrades for just 2 XP, and since you probably are going to slap it on Stick to the Plan it's a fairly decent use of 2 XP since you'll use that card every game. And in those situations, I would probably still not bother with the level 0 version since it's much worse when it's not on Stick to the Plan and I'd rather just get the card when I need it instead of running the clunky level 0 version in my deck for the first couple scenarios when it won't be very effective. For every other Guardian deck, I would run more weapons instead if I felt like I wasn't finding them consistently enough as this card is generally either inconsistent or unnecessary depending on how many weapons you're running.

EDIT: One final thing I forgot to mention was that if you are playing with a significantly limited card pool, (such as if you only have a handful of expansions that don't have great weapons and/or you're playing with teammates that also want the same weapons you do and you're forced to share) then the value of this card does go up a bit. If the next best weapon for your deck is something like a .32 Colt and you're a 4 Combat investigator, it might be worth running PFTW instead. But assuming you have access to most of the current card pool, I don't think that running slightly less optimal weapons is a big deal especially with Machete going back to 0 XP.

Another EDIT: I recalculated my statistics assuming that 3 of the cards were missing from the starting deck due to being attached to Stick to the Plan. This makes the statistics even less favorable towards PFTW.

Sylvee · 100
Sometimes when you build, your trying to maximize the good outcome. But there are also times where you try to minimize the bad (hence the term min-max: minimize the bad, maximize the good). Sometimes results are bad enough that paying high costs to avoid them, even if they are not likely, is worth it: It doesn't matter how cheaply you can build a dam for with 'only' an 2% chance it breaks and kills a bunch of people in a flood. Even though there is a 98% chance any money spent eliminating that 2% chance is wasted, its still worth it once we run it through a payoff matrix because 2% of disaster is still a disaster and not worth the 98% of whatever savings you made. Likewise, being left without your weapons for an extended period of time as guardian is could be unacceptable for your team, especially in a 4 player game, and is worth 'wasting' a stick to the plan slot, because its one of the most efficient ways to set your 'draw 0 weapons' reality to nearly 0% assuming your deck has 5 weapons (assuming you have a sig, 2 primary, and 2 backup weapons). The value of that slot is high, but I wouldn't say it wins you 10% of a scenario, which is what the payoff looks like. You go from having a 1 in 10 chance of not drawing a weapon turn 1 to a 1% chance, which depending on how bad not having a weapon is in your payoff matrix is a good bet. That said, there are very valid alternatives to prepared for the worst these days to get that level of consistency, such as running backpack, underworld market, black market, ect., all of which are good alternatives to this card in terms of increasing consistency to 'yes' levels while also having much higher side benefits than Prep for the worst. Also more and more cards exist that let both guardians and non-guardians be comfortable with the guardian not holding a weapon. — dezzmont · 210
So firstly, I realized I miscalculated the percentages initially. I assumed that the initial decksize for mulligans is 31 (30 plus signature, weaknesses are redrawn so don't count) and the deck post-mulligan is 29 because there's 5 cards missing but the 2 weaknesses can be drawn now. In my comparisons, those numbers should have been 28 and 26 because 3 of the cards from the deck were also removed from Stick to the Plan. This would actually make the odds of finding your weapons even higher and would even more make PFTW less necessary. — Sylvee · 100
(Didn't realize enter wouldn't add spaces, whoops) Secondly, while I get the idea of mitigating failure being sometimes more important than strengthening success, I have two issues with it in this context. Firstly, as someone who pretty much exclusively plays 4-player, I think that if anything higher player counts make stumbling on weapons less punishing as due to the amount of redundancy your team will have if you don't find a weapon immediately, there's a good chance your Rogue/Mystic/Survivor/whoever will and can cover for you while you find a weapon. Secondly, even if you do want to mitigate not finding a weapon further, why not just run a 6th weapon instead and have your Stick to the Plan slot dedicated to something else? With 6 weapons, you have over a 96% chance to find a weapon even if you keep 2 cards on the mulligan. In those 96% of games, you get an extra card off Stick to the Plan in exchange for running one more weapon in your deck. — Sylvee · 100
But with more weapons in your deck you have less options for other cards. Also is the pool of 0xp weapons which reliable deal 2 damage per hit limited without non guardian-weapons. Depending on your team another member like to have one of them too. And even if the math is not the best I think this card is a good choice for sttp. — Tharzax · 1
Strong agree, have always found this card ridiculously overrated. The sad thing is, the levelled version in TSK doesn't really fix any of the problems with it, just turning it into a support card for no real reason. Making it cost only a single action and no extra resources is nice enough, though not really worth 2 exp. — SSW · 209
Luckily, the card comes with useful icons so even if you don't need it for the text, it is not a complete waste. If you notice you don't have the no-weapon problem in the first scenarios, at least you have an easy target for replacement. Better than the opposite. — Trady · 167
@Tharzax At level 0 you have access to Runic Axe, Machete, Enchanted Blade, and if you're really desperate .45 Automatic. Unless you either have a limited collection or have teammates poaching the weapons from you, there is no issue running out of usable level 0 weapons when just sticking to the Guardian cardpool. Also PFTW doesn't really free up slots for your deck, the card effectively is just another weapon, so 5 weapons is functionally the same as 4 weapons + PFTW, except if you have Stick to the Plan PFTW takes up one of its slots which IMO is much more valuable than a random card in your deck. — Sylvee · 100
And then along came backpack! — Zerogrim · 291
While I agree with some of the things you mentioned, I am a firm user of PftW, and I use it vastly because I almost always have one set of weapons that I upgrade early on and these are my "go to" weapons. I will always choose a certain weapon over another because I have a certain strategy in mind that goes around it: Butterfly Swords (2) for the 3 damage attack, Shotgun for overcommit, Holy Spear for Bless, etc... No other weapon will function nearly as well in that spot. Therefore the question is: is it better to play 1 resource and 1 action for PftW and find then my weapon, or to play 3 resources and 1 action for a weaker weapon that I will replace anyways as soon as I find my primary weapon. I could then upgrade 2 sets of weapons, but then I'd much rather pay XP for backpack (2). To conclude, to me the only downside of PftW, after you gained you first 10xp, is its lack of consistency: if you hard mulligan for weapons and you miss, then play it and whiff, then it *really* sucks... But that meant that you were not about to draw it anytime soon and at least you shuffled your deck so you have another chance. — Valentin1331 · 67398
Spiciest review in a while, but yeah, PfTW seems to mostly be a relic of the time where good weapons were so few and far between you /had/ to do '4 good weapons, 2 PfTW' instead of just '6 good weapons'. Still has use in decks where you want that SPECIFIC weapon - runic axes, chainsaws, holy spears ... — Teag · 50