Rod of Animalism

We can now convert an arcane slot into a couple of allies to hold our spells. But is this good? I would not say so.

To make the combo reasonable reliable and consistent, you need two copies of the Tarot, and two of Rod, for a total of 8 XP. (And the second Rod will always just be to commit, because it's unique.) Twice Charisma to get both cats into play along another ally cost 2 XP less and save 4 deck slots. It's also much more reliable, thanks to the permanent keyword. It's also a bummer, that the Rod takes an accessory slot, which is quite a competitive slot for , hence make the Hierophant necessary for the extra arcane/ accessory slot.

Or you could just take Relic Hunter, instead of the Tarot. 3 XP, 2 deckslots (and likely 3 resources and a play action) cheaper, more reliable, less flexible in the use of your natural arcane slots, and definitely less fun. But probably still not that great? As a 4 XP permanent, like Miskatonic Archaeology Funding, the Rod would sure be a fun option for Familiar Spirit, which could work in some decks.

Susumu · 383
RoA is unique, you can take only one — Pawiu14 · 208
Unique is not exceptional. I also pointed out, it's unique. But this only mean, that only one copy can be in play anytime. You should likely take two for consistency, unless maybe with "Backpack" (2). — Susumu · 383
Rod of Animalism

This is to 2x Charisma what On Your Own (3) is to On Your Own (6), though at a 4xp discount. If you have to buy Relic Hunter that makes it even less worth it, since the total xp cost would be 5xp vs 6xp .

The discount on play usually would only breakeven its own play cost, unless you're playing a lot of disposable survivor creatures. Calling in Favors can double-dip on the discount.

You can get this on top of Charisma, though very few decks actually want to be this ally heavy and have all the allies in play simultaneously. Even disposable survivor allies don't stay in play for long

Few Sled Dog decks want to play even more allies due to the action/resource intensive nature of sled dogs, so the extra slot over 1x Charisma may be wasted, and it adds less reliability and more action/card tax in an already strained build.

This decent enabler for thematic decks running Raven, Cat, and/or Dog (Patrice and Yorick comes to mind), although even many such decks would be a lot more reliable with Charisma unless they desperately need the saved XP, or are just running that many allies.

suika · 9523
Good for Leo. $1 dogs. — MrGoldbee · 1497
It costs 2r 1 card 1 action to play, so if all you're doing is playing 4 dogs you only break even on economy. — suika · 9523
"or are just running that many allies" are we meant to *not* have a small army following us around? — Zerogrim · 296
No mention of Tommy who can run all of these creatures and is the most likely to keep playing Guard Dogs? — Death by Chocolate · 1491
Tommy can, but since he can't recur ravens or cats its much less common or effective to build him that way. — suika · 9523
Play guard dogs too. 6 dogs — MrGoldbee · 1497
What happens to the creatures allies in the additional ally slot if the RoA if leaves play? like if Crypt Chill forces you to discard it. — ecerulm · 1
So the rod of animalism discount also triggers on yoricks ability? — Sidfreeze · 1
Faubourg Marigny

I took 5 horror when I flipped this card...

What are those things??? :(

Maelora69 · 3
Some aristocrat ladies with fancy hairstyles? — Django · 5171
Armor of Ardennes

Armor of Ardennes gives you much soke ... it's okay. But not 5 XP okay.

I'd like a tabooed version of this card that reads like.

"[Reaction] When damage is assigned to a card you controll, exhaust Armor of Ardennes: Cancel 1 of that damage."

Or maybe even:

"[Reaction] When damage is assigned to a card under the controll of an investigator at your location, exhaust Armor of Ardennes: Cancel 1 of that damage."

That would be a real protection build.

Sled Dog

We all had time to be razzled and dazzled by the good boys. You can have a legion of dogs at your command to destroy your foes and zoom about the map.

But these aren't even okay boys, let alone good boys.

As a 4 stacked ally, Sled dogs create what veterans of the TCG community know of as a 'Rube Goldberg Deck.' Your making a ton of effort and investing time and resources into a combo, which can be fine, but the payout isn't proportional at all to what you are getting. And understanding why they are bad is important to understanding what makes a combo deck actually good.

Sled dogs is taking up an ally slot, 12 resources, 4 cards, and 4 actions to come online. If your using the rod of animal magnetism that also comes out to a relic slot, and adds an action and card, but reduces the cost of the dogs by effectively 2, if you get the rod first. Because actions and cards are worth more than resources, this comes out to you 'behind' to play the rod in the best case scenario, and worst case if you need it to play your last two dogs because you found the first two before the rod, your looking at a grand total of 12 resources, 5 actions, and 5 cards to get set up for...

A damage 4 attack that can only be used once per turn, or the ability to move 2-4 spaces for one action, which doesn't even have the pathfinder or shortcut effect of actually saving you time to do things that turn (like fight) unless you 100% had to move all those actions anyway.

And its worse because this is a 5 card combo that really needs to be fully completed to get a payoff better than A worse Mauser. Would you pay your ally slot and 8 resources for an infinite ammo Mauser or a weird pathfinder pseudo-downgrade that only is usable if you move two spaces a turn? Probably not. But your going to be spending most of any given scenario doing exactly that. By the time your dogos are actually starting to resemble something better than a 3-4 cost level 0 weapon you could have just... played... your likely almost done.

Dogos show you what a combo element shouldn't be: Low payoff, high effort, and 'backend heavy' all at the same time. There are plenty of clunky combos in Arkham that are varying degrees of good, but in general for a combo to 'make sense' you want the payoff to be something that actively helps you win the game and thus worth time and deck inconsistency, relatively low effort (its ok that your going to go out of your way a BIT to do the combo, but not 20+ some odd cards, resources, and actions expensive), and should start paying off before it even is 'ready to go.'

It is ok if you don't have all of these qualities, but having all 3 is a bad sign. Sign Magick isn't amazing, it is a clunkier LeoDeLuca at first, but its offering you a bonus action every turn the second you get two relevant spells and it into play, which is probably just a 3 resources tax for ya, a card, and an action, and then it can scale up from there. So while its low payout, its also not a huge sacrifice (your playing spells anyway) and not too high in opportunity cost (Its half the price of leo, and while mystics have decent hand options they aren't going to lose sleep over it). Pendant of the Queen takes a lot time to do anything, but it is very cheap to do (your doing something you should be doing all the time anyway: Getting cards in seeker), and the reward is huge (extra testless actions and the ability to teleport anywhere in an action-less manner to boot). And while some recursive ally stuff in Guardian using things like Agency Backup and Beat Cop are going to take mountains of resources and a lot of your actions, they are going to be doing work from the second you initially play the card (neither of these cards require other combo elements to start to do something, and the payoff for the work is very proportional to it (who doesn't want effectively infinite free testless, action-less damage and cluevering?).

This is ultimately what makes dogos a 'Rube Goldberg' strategy: you are making a huge expensive machine that takes five minutes to set up and operate all to flick your lightswitch. Your paying a ton of money, slots, cards, and actions to... get a relatively janky weapon or movement too. It is a 'nothingburger' combo because what they give you doesn't really help you win the game (payoff), takes a ton of work and resources (effort) doesn't turn on until you get a lot of dogos (back-heavy). So, sadly, these dogos just don't make sense unless you know the scenario is going to demand you move 2+ spaces a turn constantly. At which point they kinda start to make sense, because while they don't help you 'stuff a turn full' like the aforementioned shortcut and pathfinder, if your always taking those actions even outside of reacting to threats you probably will save a lot of time in a scenario if you get two dogs and are using them most turns (and aren't able to slot a better action compression tool like Leo, Running Shoes, or those aforementioned cards) they will do... alright... but I think any campaign where sled dogs is a huge difference maker is going to be a deeply unfun campaign anyway.

And sure, they are neutral, but if you don't have a 'weapon' better than the sled dogs, you probably should be running other tools to defend yourself. Like I am sure Mandy COULD get the dogs out to serve as her 'offensive tool' but that isn't going to be a remotely good use of Mandy's time compared to the aforementioned Pendant, or the plethora of Seeker evasion tools that exist now.

EDIT: It turns out harshing folks mellow of leading a legion of dogos understandably ruffled some feathers. Some common counterpoints to the good dogos and why they don't make sense.

"You can't compare them to an XP card." I absolutely can, unless we are comparing the 2 dogs, which are the only ones who anyone but Leo can run. As a 0 XP card, dogs compare poorly to most weapons, as most weapons already grant you a +2 damage bonus. While dogs don't run out of ammo, they are once a turn, which is really bad for a 2 damage weapon, as anyone who has run a Mauser outside a 'success by X' test can tell you. The reason spammable, high/infinite 2 damage weapons are good is you can freely push up to 6 damage in a turn. Dogs can't do that, so not only is it action intensive to get the dog past a knife but you need to either have innate evade to handle 3+ health, or a secondary weapon, just pushing up the insane cost of dogs more. At 3-4, you can then directly compare them to XP cards (Both weapons, and 'assemble the pieces' cards like Segment of Onyx), and they REALLY don't do well there.

"What about the soak?": We all know highly action inefficient healing isn't good in Arkham, and the dogos are that. 2/2 is a very common ally statline on 'your not supposed to kill them' utility allies for a reason: it pushes the ally to being about as inefficient as something like Emergency Aid. Is emergency aid totally unusable? No, but you absolutely wouldn't rush to play it. Unless an ally is one shot or has unusually good soak values (ex: Peter, who effectively is infinite healing), the soak value is not the 'good' part of an ally. Would you run an ally with 2 health, 2 sanity, 3 resource cost, and no text box?

No one plays 2/2 allies as 'soak first' because the action economy is terrible. 2 Dogs takes 2 actions to play, 2 cards drawn (which are a little less than an action), and 6 resources (Valued at their lowest, which favors the dogs the most, a resource is going to be fractional of an action at around .75 resources to an action). This makes playing 2/2 allies that you need alive (And if you don't need the dogs alive play literally any ally that gives you either a come into play or on death benefit) at 3 cost worse tempo than first aid (Your looking at around .6 healing per-action spent from First Aid viewing resources as expensive as possible, with about .57 for dogs valuing resources as little as possible). First aid is probably the worst healing card in the game.

This means the 'text value' of the dog needs to be good enough not to just pass first aid, but to get past equivalent card effects. A lot of effects boost damage and to hit rates at a level similar to a fully assembled dog team at far less resources, decksearch effort, and action investment: Custom ammo, beat cop, enchant weapon, Delilah O'Rourke, Acidic Ichor, an upgraded shriveling, and the bows all will give the characters who can take them a larger effective boost than the dogs (outside of custom ammo obviously, but guardians have comically little need for the dogs), and only require one card and way less resource investment. You can (generally) evaluate a +1 damage for the rest of the game as about 3 resources and 1 card/action on top of your weapon, and some of these cards (such as the bows, or custom ammo) are doing even better than that. So, in reality, your dogs are just giving you 1 free 'first aid' in addition to the 2 you played first once you get to 3 dogs to match "weapon+enhancement." Would you play 2 first aids if, after clearing the first two out, you got a third one (Completely ignoring that you need to see 21 cards to even find the 3rd dog 50% of the time) finished for free? Almost certainly not.

dezzmont · 222
All of the complaints and concerns about the set-up are valid, but a once per turn 4 damage attack at +4 is an excellent payoff that will help you win the game. Nothing janky about huge damage and a huge boost. — housh · 171
The +4 to hit and damage is easily not worth the investment here. Again, we are talking 'I am building my deck to find these 4 dogs.' If you don't, you simply won't get the +4/4 damage, you won't accidently end up with this super attack. So it isn't even actually 10-12 resources, 5 cards, and 5 actions. If you run 'Calling In Favors' and use it to draw a dog? You spent another resource and action to get the dogs. Base 4 damage is nice, but is not so transformational on base damage 3 (A thing literally every class, even seeker, can reach on some form of weapon) to warrant this. And in the end, 4 damage doesn't help you win scenarios: Fighting enemies helps you avoid losing scenarios, and there is a huge difference, especially for a 'late game' combo. It isn't even good bosskill, because of the once a turn limitation it will turn out to be lower damage per-round than an ornate bow! The only thing going for it is that it is maybe +2 to attack? But your giving up a trinket or ally slot for that, and if you can't figure out how to consistently get +2 to hit on your character in a more efficient way with that pile of resources, cards, and actions, you probably shouldn't be attacking at all. — dezzmont · 222
I could have sworn they were 2r each and I already agreed with you. I wonder if they accepted all along this was going to be a meme card, or if they tested a more useful version and found that it broke Leo. — OrionJA · 1
0 actions for Leo tho! — MrGoldbee · 1497
At least it's not Wither. I think you're undervaluing the dogs, however, because of one important factor — dogs replace soak. You save on actions you would have needed otherwise to play soak, because the dogs give you a massive buffer. — suika · 9523
And well, comparing 0xp cards to high XP cards (or cards like the Pendant) is straight out unfair. Compared to 0xp weapons, they're not terrible, just 2 dogs is a once-per-round unlimited ammo Thompson that also provides 4/4 soak. You're right that they scale poorly with XP, though. — suika · 9523
You need to compare 0 cost cards with XP cards sometimes if they are close comparisons: Just because its 0 Xp doesn't excuse the effect just plain old not being good: Pickpocketing 0 is 2 whole XP less than pickpocketing 2 for example, but it is completely 'fair' to say 'this is so significantly worse than the XP card I don't think I should play it' even in a 0 XP deck. 0 XP weapons are really common after all and you have plenty of similar tools. But lets compare it to a weapon that used to be XP 0 at the very least: Machette. Would you pay 6 for a machette you could only attack with once a turn? Absolutely not, a huge reason infinite ammo weapons are even useful and why machette was good enough to last a significant portion of the campaign was because being able to repeatedly attack at 2 damage was a very powerful function of a weapon because it greatly increased the array of enemies you can kill in one turn. Being able to do two damage once a turn is not a very powerful effect because it doesn't extend your combat capabilities vs any enemy with an odd health value, or more than 2 health. On top of this, getting two dogs is not trivial, and deeply hurts the utility of infinite ammo: You need to draw 13 cards that are able to 'hit' on dogs, meaning your either mulligaining hard for the dogs (in which case you are playing primary combat and thus are making a mistake depending on the dogs for your role), or your seeing it maybe by turn 8 if your sneaking in a lot of draw effects on the sidelines. By turn 8 are you even really going to be able to attack with the dogs more than the 8 times you could with dual .45s, or the 6 times with two derringers? Is the extra +1 to hit worth essentially playing the entire scenario with a knife downgrade? The doggos are just not good at what they do. — dezzmont · 222
I think your review is unfair to the dogs. They are for sure not for every kind of build--but some characters--like Winifred Habbamock--can easily run them like a boss. I mean, come on, Wini + cigarette case regularly cycle through her desk 2 times per scenarios. And she has the rogue economic cards to pay for them. The only reason you don’t want Wini to take the dogs is because rogues have very good xp allies. But then it still make perfect sense to save her xps to spend on endless other expansive rogues upgrades rather than allies, like that good looking gold pocket watch. — liwl0115 · 42
Nah the hounds cost 3xp at least, because of Charisma. Still, getting 2 dogs out is trivial if you play them in an opportunistic manner, as you would a backup weapon. A deck of 4 hounds and 2 weapons has a decent chance of either ending up with two hounds or a weapon, after all. As to why you want to do that...its not the best, but it can enable interesting builds like the m1903, as seen here https://arkhamdb.com/decklist/view/33436. It's not quite the flamethrower, but then again few cards are the Flamethrower. — suika · 9523
Don't forget that some people play for the joy of the story/theme of crazy things. Your argument about efficiency is pretty much 100% correct, but some people play 4 dogs because the thrill of playing all four, then shouting "WHO LET THE DOGS OUT?" (other dog songs are available) is why they play the game. — acotgreave · 900
I agree for sure that wanting to do the goofy thing is absolutely a valid way to play. But a review should give you an appraisal of the card's merits and how it is practically likely to work out. I love janky combo decks (its why I even mentioned Sign Magick at all!) but one shouldn't be confused as to what their goal is when putting dogos into their deck. But if we are going down that route, consider teamwork to 'break the doggo limit' and get 5+ into play.... — dezzmont · 222
Like it's been said here before, your review completely disregards the sheer amount of soak these dogs give you (4-8 health and horror). — Notter · 1
And in regards to other complaints - almost everything is solved.. with Yorik. — Notter · 1
I have added some stuff into the review to address some of these complaints. More specifically for Yorick: Yorick already can freely rotate allies for soak and has soak ‘solved’ meaning there is no reason for him as a character to play anyone for soak specifically (Why run dogs when you could run Tetsuo, for example? Or the actual Good Boy of Arkham, Guard Dog, who gives Yorick completely actionless damage infinitely?), and his current dominant archetype already uses a 3 damage weapon with many significant side benefits that he can infinitely recur, and he doesn’t not need a strength boost. While Short Supply will certainly let him get dogs faster, essentially no guardian actually wants the dogs just because they already have weapons and soak extremely well solved. — dezzmont · 222
Sign Magick doesn't actually cost you an action either, so it's a little better than you mention, only 3 resources and a card. — Malafar · 12
"Nah the hounds cost 3xp at least, because of Charisma." You can buy Rod of Animalism for 1xp. Leo Anderson can also run 4 dogs for free with his signature card. — heyo · 1
I agree that the action and resource cost is not equal to the payout on the doggos. However, there is a key value to them that I don't think many have discussed here. They are a recurring +x/+x Fight action that does not require a hand slot. This, I think, makes them very playable. Any investigator whose hand slots are precious would actually benefit very well from running Sled dogs. It's why Garrote is such a great card too. Green and Yellow have some very juicy hand slot items. If you can't run a bandolier, they're a fantastic alternative Fight. — Jackster · 17
This review made me sad, because I love the idea of running a dog deck, but I have to agree with everything you've said. In fact, I came here to read the card reviews thinking, "There must be some synergy I don't know about that makes them more practical." But no. Perhaps they will add one in later. Or maybe they will buff them in Taboo. Until then, the game has made them as expensive and time consuming as real dogs, but without the extra mental health benefits from cuddles and funny antics that make real dogs worth it. — SleepyLibrarian · 45
Maybe, just maybe this is hard to pull off - but I've been playing it with Yorick in Edge of the Earth, running Short Supply, Charisma and In The Thick of It. From the start that meant that my chances of getting at least 2 dogs up for +2/2 were pretty danged good, and turns out that was right. In Yorick these are great. You draw a dog in upkeep? Commit it for an icon on your next fight test, defeats the enemy and play it from your discard pile. Or maybe there's a dog or two already in there thanks to Short Supply. Honestly to have these dogs as a baseline for moving and attacking, while adding in and out other assets as needed - these babies are perfect for Yorick, and relatively easy to get into play. — Krysmopompas · 367
I think Charlie is the new supreme doggo handler, if you really want to go this route. I can Call in Favors to trade an injured dog for another dog and then motivate (give head scratches) to get that first dog back into play. Mr. Rook can also provide treats. Sure there might be better allies for Charlie, but the dogged campaigner is fun and silly. — arkhamgrad · 1
I’ve had outright good results with these for Leo. Ran a rod of Animalism and committed to the bit with guard dogs (and leveled them.). It’s possible the tutoring story asset made it work early but you lose them late and it still worked fine. Left my Runic Axe to rot most of it. — Lailah · 1