
Sure, Carolyn Fern likes to heal horror, and is incentivized for doing so, helping the whole team out with a pile of resources. But what about healing damage, which is also a problem in some campaigns? There are some good Guardian Level 0-3 cards that do just that, like Second Wind and Emergency Aid. But how about we take a look at which cards can heal both damage and horror, to save ourselves on deck slots?
- First Aid (0): heals damage or horror, one at a time, only from an investigator.
- First Aid (3): A big glow-up that heals one of each, from either an investigator or an Ally at your location. You really want this one for two reasons -- (1) many enemies do one damage and one horror as their attack, and if a hunter that has that attack is on its way, you can save yourself from dying for one more turn. (2) If your Ally or a teammate's can take damage and horror without being defeated, you can use this to keep them from dying forever, maybe even to reuse their abilities every round (hello, Agency Backup!). Since both horror and damage is being healed, the target's controller gets a resource on every use. Oh, and it uses supplies, so Emergency Cache (3) is on the menu.
- Medical Student: Like a one-time First Aid (3), and then will take one more hit.
- Hallowed Mirror: the Soothing Melodies are like a more flexible First Aid (3) that draws you a card, but you only get three scattered through your deck. The upgrade adds an extra point or reshuffles it back in.
- Call for Backup: one use event, can split the damage and horror healing across any two cards, anywhere, and you'll need Peter Sylvestre and a asset in play, but you should do that anyways. Strong if you can get all of the other effects, too.
- Earthly Serenity (1)/Earthly Serenity (4): Another spell for Carolyn to upgrade! Only targets investigators, but very versatile. You do need to make a test, though. This is less good for Carolyn since you'd like to heal one horror point at a time to give out the maximum number of resources; BUT you can succeed by 3 and heal two damage and one horror. And sometimes burst healing is necessary.
- Thermos: It's level 0, but gets more interesting if everyone has two or more trauma. Carolyn can probably afford the resource cost. By the time this is a viable card, you should be able to afford First Aid (3) or something else.
- Archive of Conduits: This is like an unlimited First Aid (0) with the huge benefit of the targeted player getting to draw a card (something like Liquid Courage (1)), AND the targeted investigator can be across the map. Sometimes you'll get to burst heal. Doesn't work on Ally assets, though, and Carolyn can't give out resources if the action is used to just heal damage.
- Inspiring Presence: Great if your team has Ally assets to heal! You'll be making and tests anyways.
- Lonnie Ritter: heals damage from the team in a roundabout way. Only you will get the resource each time Lonnie heals, essentially refunding the cost of healing.
A few cards only heal from you, so they don't really help the team but are worth a mention:
- Precious Memento/Precious Memento: Only heals from itself, which is fine, but doesn't really help out the team with resources. Let's put Spiritual Resolve in this category, too, since none of these trigger Carolyn's resource ability either (Also true of healing horror off of Holy Rosary and the like, but that is much less likely to happen).
- Deny Existence (5): You want this because all of the other effects are strong, not because you're planning on healing damage exclusively. Again, only heals you.
- Spirit of Humanity: Well, it doesn't take an action to heal, so I guess that is good if you don't mind the tokens. But this card is probably useful for adding the tokens in the first ability and counteracting the damage with some kind of Lonnie or Peter shenanigans.
- Meditative Trance: Ehhh, maybe if Carolyn has Shrivelling and something else?
So, if Carolyn is going to be a full-on medic, she has a lot of interesting options. With Edge of the Earth's Down the Rabbit Hole, the very best options are available at a discount: First Aid (3), Hallowed Mirror (3), Archive of Conduits (4), and Earthly Serenity (4) all have level 0 or 1 versions.
I recommend choosing one of two routes to maximizing your healing potential: supplies or charges. Depending on what else you're trying to go for, either can give you a rainbow of colors for the Synergy cards Carolyn can take advantage of. If you're going the supplies route, focus on First Aid, and maybe drop those supplies on a Fingerprint Kit or some Liquid Courage while you're at it, or possibly Painkillers to heal yourself, or load up Venturer to help a friend shoot something. You probably want this route if you're going to stay focused on testless healing, damage, and other support, and help out with clue-getting with Carolyn's high . Archive of Conduits will slot in nicely here too.
Otherwise, you may want to boost your and lean into and access to refill your Earthly Serenity with charges with Enraptured or Winds of Power. 9 charges is a lot, so maybe you don't run out, but there are other cards you might want these for, like Close the Circle or Shrivelling. If you're taking other cards with secrets, like Forbidden Knowledge or Ancient Stone, Enraptured can help here too, but it is slow. Maybe Eldritch Sophist can help move charges or secrets around for you. Finally, you can also search for your Soothing Melodies with Arcane Initiate, along with any other interesting spells like Blood Eclipse, Brand of Cthugha, or Deny Existence.