Soul Sanctification

Six exp to lose an action overhealing a card for a +2 to any check later.

Imo this card is DOA. By nature it's wanting you to waste time overhealing, which is the most precious resource in Arkham. And at 6 exp there are so many other, better, cards you can add it becomes very hard to justify this even with the Permanent feature.

drjones87 · 194
For decks that aren't already running healing cards this is probably right, but in Carolyn or Vincent this is a strong add. Now when your friends are at full health/sanity your heal cards aren't just dead weight but can be leveraged for very versatile self buffs. Its not the most amazing card ever printed, but it's a good add within its niche. — Pseudo Nymh · 61
You can heal a lot more than once an action. :) — MrGoldbee · 1470
That is why one of its best combo is with Spirit of Humanity. Also you have to look indeed at Vincent and Carolyn that can now also use cards that use both damage and horror and see an additional bonus to them. — Valentin1331 · 73737
By its nature it isn't asking you to "waste time" to overheal. Its offering you the ability to convert excess health into a new capability: Passed tests. If this is worthwhile depends on how much you can overheal. It is very easy to push 2-3 charges a turn for only one action. — dezzmont · 218
I don't see much opportunities to overhead much. Most cards heal up to 2 damage/horror per action. If you overhead an ally this results in one offering. And usually I consider healing as a way an investigator stays in play so I prefer the full healing rather than the bonus. So if I consider to use this card I would take card which give a good amount of overheal at a good action cost like earthly serenity or medical texts supported by gray anatomie with daisy. — Tharzax · 1
This can't generate offerings from healing allies. The trick is to not think of healing cards as healing cards at all when you have soul sanctification, in the same way you need to stop thinking about resource events and assets as a way to fund playing cards in a Well Connected deck: You are explicitly transforming healing into a skill passing engine, and the 'old' value of healing doesn't matter at all in that context. It now is a question of 'how good is X card at generating offerings?' And the answer is "A lot of them are really really good at it." — dezzmont · 218
I see it the other way that most healing card aren't good in creating offerings due to their action economy (mostly 2 offerings/action) and the growing importance of healing during a scenario. For 6 xp I would rather stick in converting resources into skills with streetwise. — Tharzax · 1
Lets look at a comparison with streetwise then! 2 offerings is a +4, that is on par with Promise of Power, probably one of the best skills in the game, with no downside. Compare to an action to gain resources. Lets say we have a good one and use Hot Streak. That comes out to +5 resources, which with Streetwise comes out to +6 and some change. Streetwise did better, but it also is proccing off an event. Repeatable resource gain actions are much weaker, stuff like Pickpocketing to gain resources also gains you cards which is a huge upside, but when funneled into streetwise is at best a single +3, which is worse than soul sanctification. They are both great cards, but are in different archetypes. At the end of the day, if you could spend 1 action a turn to draw a 0 downside promise of power every turn, you probably would. As for healing mid scenario, its best to think of damage taken as not 'stopping' soul sanctification, but costing you an offering, especially because you very often can spend offerings to prevent damage. Oddly, sometimes its better not to use sanctification to stop damage, because you might need to spend 2 to stop 1 damage and your better off just healing 'past it.' But either way, having to offset damage is only a problem if you can't consistently heal. It definitely isn't a card for every deck, but I sincerely recommend trying it, as its much better than it might read. — dezzmont · 218
It's pretty bad but people like gimmick cards so I've been seeing it hyped up. Even on Vincent I would not recommend as you can get studious or other better permanents for the XP — CHA · 8
After testing this card on Vincent. 3xp is too much for this effect (and it costs 6). If it gained a counter for each healing effect, not just over-heal (a complete waste of action economy), then it might be worth picking up at 6xp. The main problem facing this card is that healing generally costs both actions and resources, so you're effectively paying 1+ resources and 1 action to effectively 'draw and unexpected courage'. Compared with the other permanent cards like hyperawareness 1 resources = +2 skill. Both are conditional, but Soul Sanctification is asking for both wasted actions and to heal an investigator above full hp. — darkernectron · 8
True Magick

I love this card, but wish that it carried the “spell” trait, as it feels like spell book. With that in mind, I find it odd that the two investigators that have access to Every spell, forever, can’t have a spell book. Am I wrong?

Marie is more into improvisation, I think. — housh · 171
What Have You Done?

There's a common beginner mistake of putting the investigators in the Parlour after this card is revealed, instead of keeping them in the Hallway. Interestingly, the Arkhamdb transcription has a mistake - it says "before you enter", a good marriage of flavour text and mechanics, explicitly saying your investigators should stay put. The official text however is "before you ANSWER", which together with the fact you were instructed to reveal the Parlour heavily implies you are in the same room with the newly revealed NPC.

ratnip · 67
Healing Words

Who knows an investigator who actually make use of this healing magic would be a Doctor, how ironic.

Strong part of this card lies in "among" ඞ keyword which make you able to split heal to 2 investigators and deliver 2 On the Mend in 1 healing action.

Pawley · 30
Hate — Therealestize · 73
Refine

This card is not so fit for cluever in my opinion. According to my practical run they barely have free time for some DIY hobby.

I just finished EotE. I went greedy and got 2 copies of Refine on most of the scenarios. And manage to only land 2 Refine played throughout unskip EotE. Moreover, I felt some small sense of guilt each time I played it. Some of investigator-mate even upgrade leaning a bit toward clue getting afterward.

I should notice the fact earlier but sometime you just learn from a card. Cluever is generally busier. If you are fighter probably got some peaceful time when enemy not spawn.

Pawley · 30
I have an intense love for this card. I believe it goes best in a Carson Sinclair deck; you’re usually ending up with one or two actions to spare every turn, and the ability to level up a Hunter’s Armour or a Runic Axe every session is fantastic. It does depend on who your other investigators are, but in my current campaign I had at least three turns per scenario where I could have squeezed it in. Definitely going to put it under stick to the plan as well ❤️ — Louis Dooner · 62