Drawing the Sign

I pulled "Drawing the Sign" as my random basic weakness for Sefina in my circle undone campaign, and it really hurts! Drawing this during the upkeep phase when you have a hand full of cards is really frustrating (which is, I suppose, good for a weakness). This weakness has the potential to force a player to discard 5 cards at the end of the round (it's caused me to discard 9 over the past two scenarios)! Naturally, it'll hurt big-handed investigators like Safina and some Seekers. But, in contrast, it would be a pretty mild weakness for investigators that operate with few cards in-hand.

It's also hilarious thematically. Sefina is focusing on all of the spells and tricks that she can pull off for the objectives but then she gets completely distracted by drawing the sign and forgets most of what she had been thinking about.

I love your thematic explanation! — Nenananas · 267
I like to hand-pick thematic weaknesses for my investigators rather than draw random, so this was actually my immediate choice for her. It really stings to pull in your opening hand! — Chiligoat · 1
@Chiligoat Since you seem to implying otherwise: replacing weaknesses is not part of mulliganing; it's just part of creating an opening hand. Even though Sefina cannot mulligan, she still replaces weaknesses in her opening hand (except for The Tower/Devil, obviously, whose "before or after taking a mulligan" reminder text serves as, well, a reminder of that distinction). — anaphysik · 97
so, if Patrice draws this, does she just discard her whole hand and then draws no cards in upkeep until it is discarded? Also, would it force her to discard "The Watcher"? — crispy66 · 4
@crispy66: I assume yes, she has to discard her hand totally, but not the Watcher. Watcher is a hidden card, and this type of cards is specifically mentioned in the rules: it can be discarded by no other means except the one written on it. She can discard weaknesses without "hidden" keyword though, like the Tower or Reckless. — chrome · 62
.45 Thompson

This card is disappointing. You are spending an additional 3 XP, and you are getting nothing but -1 cost and a difficult to use limited special ability.

First, fighting more than one enemy at once is something that happens, but it is a lot less common than fighting one opponent. Two, even if you are fighting two opponents, you probably have to hit by quite a lot to activate the power, it isn't that easy to do, you’d better be pretty great at fighting. Three, even when you get into the magic situation and it works, it still costs ammo, so all you are saving is an action. And other cards which give “two actions for the price of one” have the advantage that you only have to spend your boost cards on one action instead of two. but in this case, you have to hit by so much to trigger the special power, that it probably would require fewer boost cards to hit twice normally then to make the one really good hit that activates the power, so really, you aren't gaining much other than saving an action.

Now, it is true that saving an action in combat is a particularly good time to save an action, but this card just places too many limitations on that saved action. As an upgrade, compare it to .41 Derringer (2), which has a much easier to activate general purpose way to give you an extra action, and gives you an increased hit bonus. This upgrade costs more XP and does a lot less.

ChristopherA · 113
Even in two player, tony draws an enemy, the seeker draws an enemy, tony then kill's both with a single action with no risk of hurting the seeker. When I play the monster slayer in a team I am shooting over allies constantly to save them, if you are luck enough that enemies only ever show up one at a time this is still 5 bullets for 5 resources, you only get its "downside" when things are going great to begin with. (so in reality to do what this does you're trading boosting to a high number to save two actions) — Zerogrim · 295
Tony hates this weapon for several reasons. Firstly, his ability works for fighting and engaging, so the need to hit another enemy on the same location is reduced. Tony's 5 fight also makes him an eays place to run oversuccess cards which keep his actions strong and allow him to take even more of them. Tony also tends to like one handed weapons a lot more- whether it's Switchblade 2, Knuckleduster, Timeworn Brand, or his own signature, Tony tends to prefer having multiple options instead of being constrained by a 2 handed weapon. Wors to fall though is that this weapon is ridiculously inefficient compared to most upgrade weapons since it requires an additional ammo to even use its ability, so you're not really getting much in terms of compression. Compare this to the Guardian version, which refunds itself allowing you to easily set up another weapon, whereas this just burns through itself slightly faster, which is heavily undesirable for a two handed weapon that forces you to forgo any backup. Compare this to Switchblade 2, Lupara, Mauser 2, or .41 2, all of which are way more appealing to me than this. — StyxTBeuford · 13049
Worst of all*, excuse me — StyxTBeuford · 13049
I agree that it's very rare case to use spend 2 ammo. However, it has high potential because all additional damage from other card are also applied at second shot. With Vicious(2), your damage is 4+4. With Enchanted Thompson, your damage is 3+3. — elkeinkrad · 500
I think the only scenarios where I would consider taking this upgrade are the one with numerous easy to hit swarming enemies — Tharzax · 1
The damage doubling is definitely neat. Maybe in a Skids deck with Well Prepared and weapon upgrades like Reliable? — StyxTBeuford · 13049
Arcane Studies

As an upgrade to the regular Arcane Studies, this is a rather impressive and really cool upgrade, turning a card that occasionally gives a bonus when you have extra money, to a card which gives bonuses all the time. It is impressive enough to consider whether you would want to take it primarily for its free bonuses, even if you would not put the basic version of the card in your deck. For that purpose, the closest other Mystic card to compare it to would seem to be Recall the Future, so here is a comparison:

  1. The +2 bonus from Arcane Studies is a much stronger bonus than +2 on only a single named token. The comparison depends very much on the bag and the circumstances, but I'd estimate it is roughly twice as strong as the bonus from Recall the Future, or perhaps a teensy bit less.
  2. The full free +2 bonus can only be used once per turn, while the bonus from Recall the Future can usually be used on every test during a turn, since you won't often be forced to exhaust it.
  3. Recall the Future can be used on any kind of skill test, Arcane Studies cannot be used on combat and agility checks.
  4. Arcane Studies also has the ability of the original Arcane Studies to let you spend extra money to increase the bonus or use it more times.
  5. Arcane Studies costs two more experience points.

In general, since it is fairly common for characters not to make many skill checks during a turn, and one of those checks may be more important than the others, I tend to think that (1) outweighs (2) and is a small net advantage for arcane studies. But the difference is not enough to outweigh (5), so it comes down to (3) and (4). Standard spellcasting Mystics don't use combat or agility very much at all, but if you are making a character who does routinely fight with combat or evade with agility, you will want Recall the Future. And if you are tight with money and don't ever expect to use (4), you will also prefer Recall the Future. But otherwise, this is a good solid card, and is worth putting in a deck if you would have been interested in the original version of arcane studies but felt it was not efficient enough to be worthwhile.

ChristopherA · 113
Dayana Esperence

This card has a really cool effect, and other reviews describe ways to use this cool effect, but I would like to very clearly point out that this card also has a major disadvantage, which is that it is really expensive. What this card really does is to take one card in your hand, and convert it to three identical cards. Which means that, ultimately, you are spending 4 resources, 3 XP, a card, and an action, merely to draw two extra cards, which is an outrageously expensive way to draw extra cards. In return, you get the advantage of drawing a specific card (albeit one you must already have in your hand) rather than a random card.

What this means is that in order for this ally to be worthwhile, the card you place on it can't just be a nice card, it has to be a really, really super great card, so great that it is still a great card to play even if you increase the cost by a huge amount.

Now, to be fair, this isn’t the only thing you get for playing Dayana, as an ally she does have the advantage of soaking up damage for you. But then, she also has the disadvantage of eating up a very valuable ally slot, so this doesn't change the net calculation all that much, she still is mega-expensive for each "virtual card draw" she gives you.

ChristopherA · 113
Play parallel Agnes. Much cheaper. — MrGoldbee · 1487
Slapping Deny Existence on her is pretty solid. — SGPrometheus · 841
it would be more correct to say "add two copies of the best spell event in your deck to your deck, then tutor them out for free" which is maybe better than draw 2. maybe. — Zerogrim · 295
If you compare her with other allies who give extra uses like the sophist or the venture I think she is really good, because of her soak and her flexibility depending on the events in your deck. And getting additional secrets isn't hard, especially for her best buddy Luke — Tharzax · 1
Comparing her to Venturer and Sophist is doing her a disfavour. She is 3 XP more, so of course she has to be better. Her soak is rather unique. She can take more damage than other mystic allies, but only one horror. This is often very apreciateted, because moste mystics are more squishi on the meat than the mind, but it means, that you have to be cautiouse, if you want to use her for WoP, which still can be a great target, because it costs only 1 resource and is very powerfull, in particular if you go to level 2 or 5. I concur, DE (5) is probably one of the best value for money with her. I particular recommend this combo in Diana, because the cultist can take "Well Prepared", and Dayana is a great additional target for that card. Of course, you can also plan to use her on more expensive spells, but you would need a budget plan for that. The sugestion to use her on parallel Agnes seems very clever to me. Will try it out, when I play her. — Susumu · 381
I don't agree, because the usefulness of the sophist and the venturer depend on the supported assets, which need the xp to shine. Even if you use level 0 events like spectral razor you get a lot out of Diana. — Tharzax · 1
The Star • XVII

Best card for Tommy. The cost of most absorber is "health + sanith - 1". Thus, Tommy's ability actually gives net 0~1 resources. In this reason, Tommy needs another money sources, or cheap absorbers such as Cherished Keepsake, Leather Coat, Madame Labranche. However, The Star • XVII gives +1 health/sanity. It means that your absorber gives 2 more resources. Whenever you defeats your absorber, you can earn 3~4 resources. This is almost Emergency Cache. How is wonderful?

However, here is another problem. It's more hard to defeat your asset. It means the resource payback is delayed, and signature weakness is more critical. How to take damage/horror?

  • Spirit of Humanity: 1 damage/horror + 2 .
  • Solemn Vow: heal 1 damage or horror of another investigator's any controlled card.
  • Purifying Corruption: draw encounter -> (if non-surge treachery) cancel + 1 damage/horror + place 1 corruption -> remove 1 corruption [NET] 1 damage/horror only.

Don't forget Purifying Corruption don't require exhaust cost; this help you to take damage and horror what you want in one turn, due to The Red-Gloved Man.

elkeinkrad · 500