Protective Incantation

Can Protective Incantation Forced effect be paid by Antiquary?

If yes, it would be great in a Jim Culver deck, where two copies of Protective Incantation remove the highest number negative modifier + Nkosi Mabati reduce to 0 every symbol token. Combined all of these with Grotesque Statue + Scavenging and your only fear is the autofail token.

No. — toastsushi · 74
Is the Forced effect a skill test? No, it isn't. So you can't use the resources on Antiquary to pay for the Forced effect. — fiatluxia · 68
I was referring to the first part: "Resources on Antiquary may be spent to pay for Favor, Relic or Ritual cards." but I think that it does not apply anyway to Forced effect. — filippo21daniele · 224
That refers to playing them from your hand. It does not apply to the Forced effect. — fiatluxia · 68
Soul Sanctification

This card has a pretty insane combo with Fickle Fortune.

The idea is that you have at least 1 copy of Fickle Fortune in your discard, and 2 copies of Resourceful in hand. Then, wait until the "Witching Hour" (the turn when there's one doom left on the agenda threshold).

Action 1: Pass a skill test, committing both Resourcefuls to it. Have each Resourceful pull Fickle Fortune out of your discard, healing your entire team for 3 damage and 3 horror.

Action 2: Play True Survivor, returning the Resourcefuls again

Action 3: Same as action 1.

You've just healed 12 damage and 12 horror, for a total of 24 Unexpected Courages. And not just for you - for every investigator with a copy of Soul sanctification. So in a 4-player game, this combo would generate 96 Unexpected Courages for your team. Which should be more than enough for your team to pass every skill test for the rest of the scenario.

If you had more than 3 actions, or other ways to recur them even more during this turn, you can probably get the number even higher.

After you pull off the combo, you can just do it again on a later turn, but select the second option, to cash in your Fickle Fortunes for entire extra rounds. Considering your entire team will be fully healed at that point, the direct damage and horror isn't much of a downside.

Neofalcon · 23
Limit 2 dilemmas a turn. — MrGoldbee · 1483
And only one soul sanctification in game because it's unique. — Tharzax · 1
It also adds doom and would only add charges to the user's Soul Sanctification. It's when *you* heal, not when you are healed by someone else. — SSW · 216
Welp. Wrong on just about every count. — Neofalcon · 23
This is why you read cards before posting about them, guys. — Neofalcon · 23
This is still an extremely strong combo if the scenario allows an early witching hour, as even just giving yourself 48 unexpected courageous is extraordinarily powerful, and you will be able to skip two doom later in the scenario. But you do need to be careful about drawing them unintentionally from your deck and triggering the doom/damage early. — Death by Chocolate · 1488
Also recurring fickle fortune doesn't trigger it. It activates when you draw it, not when it enters your hand. — spannertheodd · 1
A+ for effort, lol. — Innsmouth Conspirator · 63
Actually, the dilemma do trigger through recursion, according to faq. To be fair, the combo is neat but requires a lot of xp to get going, and also assume you don't draw the autofail, unless you commit resourceful on an auto-succeed test (which survivors can do now). However, only one person can get Soul sanctification and you'd probably always getting one extra doom on the agenda the first time you draw it (unless you're very lucky or you draw the ally that combo with those cards before the dilemma). It's extremely strong as a kind of deck enabler and can be accessed to any survivor, but require a good portion of deck and xp dedicated to it. 18~ish unexpected courage (because people are never full life realistically) is extremely good value and requires little action to setup. However, it gets hard countered on single agenda scenarios. It's probable the dilemma with heal will probably get tabooed as "this can advance the scenario", since the dilemma card is a lil too strong by itself for a 3xp card. — mugu · 240
Hoods

After:

The word "after" refers to the moment immediately after the specified timing point or triggering condition has fully resolved.

So it appears, "The Scarlet Keys Investigator Expansion" gave Rita a new and clean answer to her weakness, by exploiting it. This does not look trivial, she needs ways to turn down their evade value to zero. An easier way to do that would be using one supply each from both level 3 Flashlights, less wasteful with uses to combine just one supply from it with Impromptu Barrier.

Because Exploit Weakness discards the enemy as part of the Evasion, and the Forced ability would trigger after the Hoods are discarded, they are already out of play and can't attack anymore. Is this more efficient than taking either bow in her to deal with them? Probably not, but it should open her up to builds, that use other assets in her hands.

Susumu · 381
Note that this doesn't really matter either way as Exploit Weakness replaces the Evade with another effect. Which also unfortunately means Rita can't move after Exploit Weakness :( — Nenananas · 267
Underworld Market

This is the best card ever printed. Every guardian who has ever run Prepared for the Worst on Stick to the Plan should immediately understand the significance of a side deck that can be stacked with weapons.

In a normal deck, you would hard mulligan for a weapon and forgo most economy cards, but with Underworld Market you can safely mulligan however you want. Let's say you choose to run 6 illicit weapons in a rogue deck, which could include any of (Chicago Typewriter, Beretta M1918 , Colt Vest Pocket, .41 Derringer, Switchblade, etc.). If you put all of them into your market deck and 0 into your main deck, the odds that you do not see a weapon in the first two turns are:

(4/10)x(3/9)x(2/8)x(1/7)x100% = 0.48%

In other words, without focusing on mulliganing at all you can reliably draw a weapon within the first two turns 99.5% of the time. Going a step further, if you choose to make 100% of your illicit deck cards weapons, you can guarantee a weapon draw in your opening hand.

Separately, combo decks that might work off of cards like Fence or Pickpocketing can now reliably be drawn within the first five turns of the game. This is incredible given that the Rogue class struggles a lot with card draw. Effectively you can run a deck that does not have to worry about its starting hand and can now solely mulligan for economy cards like Faustian Bargain, 21 or Bust, or...whatever the other Rogue cards are.

All of this is nice, but what takes this card from nice to incredible is the fact that both abilities on this card are reaction triggers, meaning that you do not have two reveal the top cards of your illicit deck if you don't want to. Let's say you know what the top two cards are and don't want to reveal them since it would change the order of cards in the illicit deck, well, since this is a reaction trigger, you can simply choose not to.

All in all, this card means that you can effectively guarantee that your primary card type is drawn (weapon, utility, Colt Vest Pocket, etc), while simultaneously allowing you to stack your deck in favor of important cards.

SorryLaurie · 607
Your maths doesn't do it justice. For 6 weapons the only situation where you don't see a weapon by turn 2 is 4/10 * 3/9 * 2/8 * 1/7 which is 1/504 or less than 0.2% — NarkasisBroon · 10
No, I messed up as well :-P 24/504 — NarkasisBroon · 10
Ahhh stupid enter... 24/5040 = 0.48%... for real this time. Final answer — NarkasisBroon · 10
Ah yep - thank you! — SorryLaurie · 607
That is detail but to be sure to see a gun on turn 1, you only need 9 guns since it shows 2 cards at once. Alternatively, that also helps tremendously with the « Lockpicks at the bottom » syndrom, since investigating rogues are even more relying on their (illicit) tools to function properly. — Valentin1331 · 77320
I love the card too. The question I have is if you buy this card during the campaign, do you have to buy the extra 10 cards? That makes it a whopping 14XP with only level 0-1 cards... — nonobstant · 11
You do not. If your deck ever falls below its required size either by increasing deck size or exiling a card, you can fill those empty slots with level 0 cards at no cost. See: https://arkhamdb.com/rules#Exile — SorryLaurie · 607
What happens if I buy this and fill my deck up with level 0 cards and only 4 of the 40 cards in my deck are illicit? Does my market deck only have 4 cards in it? — belphagor · 8
I think arguably that means you just can't trigger its ability, on rereading. "Choose 10..." is part of a cost, so... — Lailah · 1
Right - if you increase deck size and choose not to add 10, then you cannot make the illicit deck, but I think the above questions was about the cost of those 10 cards in terms of experience. — SorryLaurie · 607
Ope - missed the follow-up, Lailah is right. — SorryLaurie · 607
Guys One big important question, does this card trigger astounding revelation? — Shuruikan · 7
It does not — Nenananas · 267
If I use this card and happen to need to discard a card from the market after use, does that card go back to the bottom of the market pile? Or the discard pile? — Maegic · 1
The Discard pile. Once a card is drawn from the Illicit deck, it's treated the same as any other card in your investigator's deck, and goes to the Discard pile after use. — Telosa · 68
Does anyone know how to handle getting ArkhamDB's upgrade/edit functions to respect the rule cited by SorryLaurie above? That is, I'm buying Underwrold Market after my first scenario, but ArkhamDB is still charging me 1 point per level 0 card I want to add to pad out the deck to full size. Or does the rule only apply to padding the deck after a loss of a card due to exile, specifically? https://arkhamdb.com/rules#Exile — rleduc · 1
Sorry to add - this is under Deck in the FAQ: — rleduc · 1
(Added in FAQ, section 'Game Play', point 1.18) If 1 or more cards are forcibly removed from an investigator’s deck and returned to the collection (such as when a card is exiled, or when a campaign effect forces an investigator to remove cards from their deck), that investigator must purchase cards so that a legal deck size is maintained. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached. This rule also applies if an effect alters an investigator’s deck size, deckbuilding restrictions, or deckbuilding options such that 1 or more cards must be removed from or added to their deck as a result — rleduc · 1
I overlooked the fact that this card does not change your deck building requirements to include 10 Illicit cards. Something with which Bob Jenkins could have had a problem complying. Now he has even worse problem since he won't be allowed to swap illicit items in for free to comply. If he doesn't plan ahead and safe some xp for illicit cards level 1-5 he will be stuck with a deck where the "cost" before the colon in the first reaction can't be payed and therefore the card would do nothing except make your deck bigger I believe. — Kvothe · 2
Mechanic's Wrench

Hola, me parece potente la carta pero tengo 2 consultas sobre la llave de mecanico: 1 ¿puedo usar la accion de combatir despues de agotarla? 2 ¿que significa "COMBATIR: Usa esta capacidad únicamente contra un Enemigo que te haya atacado desde el final de tu último turno"?, ¿es decir que puedo COMBATIR con la llave recién en la siguiente fase de investigadores después de que un enemigo me haya atacado??? Entiendo que al final del turno implicaria recibir un ataque en la fase de enemigos, mantenimiento y mitos, para que pueda combatir con la llave en mi siguiente turno. Por favor si me aclaran algunos escenarios de uso de esta accion. Gracias

Jargandona · 8
Hola, primero, por favor no utilices revisión de cartas en esta manera - hay mejores lugares (canales de reddit, discord etc.). Pero para contestar. 1. Sí puedes usar la llave agotada para la acción COMBATIR. Pero no la puedes usar para la primera (no la puedes agotar otra vez). 2. Lo puedes COMBATIR justo después de que te ataca (puede ser por la rápida acción de la llave), Si el enemigo te ataca en la fase de enemigos, lo puedes usar en tu próximo turno. Si el enemigo apereció en la fase de mito, no lo puedes combatir con la llave (o tienes que usar la acción rápida) para permitir el COMBATE. — Trady · 173