Unscrupulous Loan

You can loan to just "show" how rich you are walking around with the money, not having to worry about Exile consequence. For example, allowing investigators that can't pump money to hold The Black Fan or use Money Talks (2). (All provided in the same EotE pack.) Also kind of funny when they go brag around with money they just loaned and it works..

5argon · 9151
Underworld Support

For beginners wanted to try this card without mathing out probabilities, see if your deck's starting cards are :

  • Missing a few or even a single big, expensive piece, that would instantly make everything shines. (As opposed to missing multiple smaller pieces, that gradually adds up over multiple scenarios.)
  • Depending on seeing your 1x signature card, which there may not be many search tools to get it.

If so, this card can be thought as early campaign upgrade booster just like Down the Rabbit Hole. That key card maybe so expensive (exceptional or not), probably right after the first scenario you can only purchase that one, it may not be enough to feel like you have changed the fate of your deck. It is until the 2nd or 3rd scenario that things started to finally click.

But with this card, you can really feel an impact of your big purchase early even if it is a single card added.

My solo Monterey Jack deck really needs Michael Leigh (high 5 XP cost) to make his whip deal a potent 3 damages, and there are other whip supporting tools available already. I am just waiting for this Michael Leigh guy.

After the 1st scenario I got 5 XP minimum and purchase Michael Leigh. I have been managed to consistently see this 1x copy of Michael Leigh before trouble comes and in turn it helps me get much more XP in the 2nd scenario onwards.

It may lose out an advantage compared to decks without it later on, like Down the Rabbit Hole. (Other decks gets better than you when they started purchasing 2x of leveled cards), but since you get good faster than others, you are already useful to the team to help them through early scenarios.

5argon · 9151
Taunt

I've been playing through Edge as Mark with this on my Stick to the Plan while having Flamethrower as my big weapon. In that context I think the card is fairly good, being able to get a free engage so you can hit all your targets with Flamethrower is pretty nice, the card draw is cool too, and the extra damage gives absurd burst damage especially when combined with stuff like Beat Cop and either Vicious Blow. This is in a 4 player group with me being the main player tasked with creature control, so this is definitely a situation where that level of firepower can be sometimes needed. In this specific scenario it's fairly good, and since I got Stick to the Plan it both doesn't eat up a draw and delay my core assets like weapons and allies, while also being easily accessible whenever the situation where it's needed comes up.

If you aren't running Stick to the Plan and Flamethrower in a 4 player game where you're the big person expected to deal with all the enemies though, I'm not sure if this really cuts it outside of maybe a Nathaniel deck because he gets extra value out of the damage it deals. Most weapons work just fine if enemies are engaged with allies and if you're good at your job the risk of misfiring and harming an ally is fairly minimal to the point where I don't think it's worth spending a card on it, the xp extras are kinda nice but realistically I feel like you need to hit at least 2 enemies with it while also really needing the engage part of it to be useful too. That sort of situation won't be coming up regularly, and until then you spent 3 xp on a card that is just sitting in your hand not doing much. I feel like a lot of the time you'd just cash this card in quickly just to get something you need more immediately instead of waiting for the potential big value play which might never end up presenting itself. With this card on Stick to the Plan, you can wait for when you really need it because it's not taking up hand space or eating up a draw, and Flamethrower obviously cares a lot about being engaged with enemies rather than being able to hit them off your allies.

Sylvee · 100
Speaking of Nathaniel: the extra benefit of this card for him is the "Play during any player window" option. Because his ability is once per phase, and there are not that many cards for him to play outside the investigator phase. Particularly nice, if he can play it in Mythos phase, then follow up with a "Mano a Mano" as his first action. — Susumu · 361
Prophetic

This is probably the strongest triple-class booster card of them all, maybe with some competition from Crafty. The combination of Fortune, Spell, and Spirit covers a pretty impressive array of cards. While this includes some Spell assets, most of the power here comes from events - so it's particularly good with event-based investigators like Patrice or Parallel Agnes. But I think it's a real workhorse for any Survivor that might splash into the Guardian or Mystic side of of the trifecta (or maybe vice versa).

Some of the best survivor cards like True Survivor, Will to Survive are ordinarily held back by their cost, but receive a strong discount through Prophetic. There are less dramatic staples that no survivor would mind discounting: nobody will say no to a free Eucatastrophe, "Look what I found!", or Lucky!. If you're running a bless build and draw into Keep Faith, you can just throw it out as soon as you want without caring. It plays nicely with Dark Horse since it's a pool of replenishing credits outside of your own bank.

Honestly, it's so good with Survivor toys I'm not sure I'll ever run On Your Own over it again. OYO has consistency, resource cost, and deck space considerations going for it ... but Prophetic is so strong and flexible I'm fully willing to draw & pay for it if it means I can play with allies too.

Teag · 50
Two words: Nathaniel Cho. — DjMiniboss · 44
Five words: Nathaniel Cho with Gang Up. — DjMiniboss · 44
All In

A stupid fun combo build (not taboo appropriate) with basically only ~ 9 exp.

-Versatile with Olive McBride. -Backstab -Streetwise overcommit -Gregory Guy bet -Double or nothing, quick thinking, all in, watch this. -Manual Dexterity 2.

Grats you just dealt six damage in one attack, gained 18 resources (12 from watch this, six from guy), either broke even on actions or netted two (one action to play olive and one to take this test, then depending on if you had one or two copies of quick thinking up) and drew 14 cards in one action that was a guaranteed success, for roughly Nine experience.

It only gets more stupid from there. With two copies of this card and double or nothing you can basically draw your deck naked in a single turn, and multiple times per turn if you have assets out.

drjones87 · 188
And for the describes effect you need 10 card, 8 ressouces, 3 or 4 actions and 12 or 15 xp depending on the version of streetwise you want to use. You also forgot charisma for the second ally — Tharzax · 1
With Three Ace, you don't need to olive & streetwise (=3xp less) and you additionally get 3 more cards and 3 more resources with 1 less xp. — elkeinkrad · 483
I'm sorry to write confused. 4xp less is right (3 for streetwise, 2 for versatile, -1 for three ace). — elkeinkrad · 483
With three aces you need to find more cards and then you need probably versatile to enhance your limit of cards on your hand. I count 9 cards with all three aces — Tharzax · 1
Also, Three Aces doesn't work for this. When you "automatically succeed" on a skill check, per the rules you succeed by zero. This makes Quick Thinking, All In, Gregory Guy, and Watch This! all fail. You have to pull a token for an oversuccess deck to work, but things like Olive McBride & Premonition can make sure that token is never Auto-Fail. — vylanis · 1
Not quite. To directly quote the rules: "If a skill test automatically fails, the investigator's total skill value for that test is considered 0. If a skill test automatically succeeds, the total difficulty of that test is considered 0." So an automatic success is a bad thing if you're trying to translate Ancient Stone, where you want a high test difficulty to be recorded, and how much you succeeded by doesn't matter. But for a card like All In, it doesn't care what the difficulty of the test is, only what you succeeded by. So with All In, as with most effects, the difficulty of the test being considered 0 is a good thing for the investigator, as it can only increase the amount that you've succeeded by. — esainane · 1