Fey

Fey

A large 3-icon skill card with no conditions but also no straight buffs, for 1 XP it's a little underwhelming.

2 and 1 means that it's a perfectly good defensive bulwark card, although in most decks you'dd probably rather have a Guts, in-faction you'dd probably rather take Inquiring Mind, and for 1 XP it's supposedly as good as Sharp Vision and Brute Force, but I beg to differ.

Once you add curse tokens to a bag. you up the risk factors in a token pull quite a bit, Fey helps you keep up with the risks a bit, brave the odds more safely and every now and then, you can do some combos.

Namely, Gloria Goldberg, Daisy Walker and Luke Robinson can all dip into a build with the cursed spell trio The Eye of Chaos, Armageddon and Shroud of Shadows. There's also the characters dipping into "Lucky" Penny, Eye of the Djinn and other themed payoff mechanics.

I'm not quite seeing it yet. But plying the waters of a 10- deck with a Fey committed feels a lot safer than not, and playing it over and over into test after test sure is going to help you get through all those self-inflicted penalties.

Tsuruki23 · 2568
Pair with Blasphemous Covenant & Favor of the moon. Clean the bag and profit. — MrGoldbee · 1484
Enchant Weapon

One of my favourite new cards, especially useful on high difficulty where test difficulty can get wild.

TL:DR. The straight up 1/turn accuracy boost can be phenomenal and the damage boost is far from shabby.

So, delving into it a bit, 3 cost for a card that is supposed to deal damage, but is'nt actually a usable weapon in of itself, that's steep! There is a lot of opportunity cost here, the two willpower pips make it bearable as a dud because at least it can shield you from treacheries. Also there is the fact that a second copy is, probably, a dud, if you get into the spot where you're equiped with one ecnhanted weapon in each hand youre officially in "win-more" mode.

So, now that I've established that Enchant Weapon is rather bad in vacuum, lets see what good it does. What you get depends on what you've enchanted.

With an inaccurate weapon, .32 Colt or Knuckleduster for example, this thing bridges the gap quite a bit, land the hits, keep moving forward.

With an infinite use weapon like Machete you'll really be able to just keep going and going and going. Commit the Enchant Weapon on your first attack to land one hit, commic a skill card for the second, efficiency!

With a weapon with undependable damage or limited charges, you can nail exactly the damage you need on a case by case basis, killing a 3-health enemy with one .45 Automatic shot, or saving your Enchanted Blade charges against 2 health foes and retaining access to 2 damage hits once the charges run out, or guaranteeing the kill with a Blessed Blade when you're not willing to risk fishing for a . Pump a Lightning Gun to 4 damage and blitz some monsters!

.

Usually when you're adding to stuff, you'll only want those cards for the characters with literally maximum , but the multifaceted benefits of Enchant Weapon mean that characters with middling can give this card a fair try, a roundly +3 to fight for Roland Banks or Mark Harrigan, a Becky centric Tommy deck will really love it.

Obviously, a higher makes it a little bit better, Sister Mary becomes a reliable hitter with this in play, with card's like Physical Training to back her deck up you can get a rather dependable Mary combat build once set up.

Finally if you're building a straight up support character, an Enchant Weapon can be played for firendly characters too, Carolyn Fern can pack this and use it to pull out a roundly 3 damage hit with a pistol, or play it on behalf of someone else.

.

All in all, I think Enchant Weapon is going to be a relatively common upgrade among character's henceforth, and once in a blue moon you might encounter a Paralell Agnes Baker doing something weird.

Tsuruki23 · 2568
Two enchants for more than 1 fighter. Adds flex. — MrGoldbee · 1484
Enchant Weapon does nothing on Boxing Gloves, they don't have a "Fight" action. — tdctaz · 48
Why not on a sword cane for parallel Agnes ? One fight action a round +10 willpower +1 damage on hard/expert difficulty seems nice to me — LeFricC'estChic · 86
I really like Enchant Weapon with low XP weapons like Hungering Blade (on Zoey right now). That kind of deck is running a bit cheaper (infinite uses on a 3 cost weapon) and you might need the buffs until you get other buffs into play. — The Lynx · 993
Spirit of Humanity

Aside from the obvious blurse synergy and the interactions with investigators that benefit from taking/healing damage (Calvin, Agnes, Tommy, Carolyn), it's easy to miss that this card is a whole lot of damage and horror mitigation on its own. For decks without much soak such as those using On Your Own, Spirit of Humanity can be a one-card solution to neutralize damage and horror from the encounter deck. Best have a way to mitigate or benefit from those curses you'll be adding, though.

suika · 9499
Definitely. OYO was one of the first things that I thought of when I saw Spirit of Humanity. I think it could also be interesting to build an OYO deck that uses SoH to add curse tokens, with Favor of the Moon to increase the odds of failure for use with the Survivor fail events. — Zinjanthropus · 229
Manipulate Destiny

Here's a thought: Is this card actually pretty good with Favor of the Moon and Favor of the Sun? Now you can choose which effect you want to use. 2 testless damage for essentially 0 resources (because you will gain one from Favor of the Moon) is pretty strong. Normally I expect to be paying at least 2 resources for this, and/or have other restrictions attached to it. 2 damage healing for 1 resource is pretty good value, and also a fairly hard-to-come-by effect outside of . Looks kind of tempting for blurse Sefina with her paltry 5 health (though to be fair, Vito is excellent damage soak).

The counterpoints would be that it goes back to being random if you don't have the favors out (though the probabilities will vary depending on the state of the bag), and you might have more valuable things to spend those favors on. Also 2xp is not a negligible cost.

Zinjanthropus · 229
Geas

This worked quite nicely in a Winifred Habbamock deck. I had a small suite of necessary assets: Lucky Cigarette Case, Lockpicks, Knuckleduster (no ammo limitations means you won't need to replay it later), Delilah O'Rourke (good outlet for excess resources), and Haste. The rest of the deck was skill cards, Swift Reflexes (can be played during another investigator's turn, as an extra action source, while writing this up I realized it does not give me the ability to play assets outside my turn so it might not be worth running), and of course Geas.

The play style was standard Winifred, commit lots of skills and draw lots of cards. Her draw is so strong, you'll cycle your deck before long, at which point you'll have drawn your critical assets and can play Geas. I wouldn't call Geas, critical by any means, but she benefits from all the boosts. She regularly uses Intellect, Strength, and Agility, and the boosts push her closer to over-succeeding. Furthermore, despite her low Willpower, she is still quite competitive on that front due to the mass of wild icons in her deck.

I was regularly pushing 5 action turns between Haste and Quick Thinking with the ability to over-succeed on each action. It's unclear how critical Geas was, but the extra insurance certainly didn't hurt. The biggest issue I ran into was sanity problems, despite the ability to succeed on most Willpower checks, the fact that I couldn't replay my ally for more sanity soak meant I trended dangerously due to the combination of unavoidable treacheries and deck cycling. If I were to run it again, I'd likely want someone else in the group with the ability to heal sanity.

Joey the rat suddenly has a use! he does not need to trigger during your turn and is not an action of any sort! — Zerogrim · 295
For soak, you could run Cheat Death if you have enough XP. Retroactively soaks 2 damage and 2 horror for 1 resource and no actions. I actually think the most annoying thing would be having to wait to get all of your other assets out before Geas, but it's not like it takes Wini that long to draw things. @Zerogrim: Geas doesn't actually care about whether something is an action or not, sadly. — Zinjanthropus · 229
o well, but you can still play cards during other peoples turns using Joey which is the main point! — Zerogrim · 295
That's a good point. I think doing things out of turn is one of the better ways to play around Geas — Zinjanthropus · 229
I don't think you can play fast assets on other people's turns, just fast events. Here's the snippet from the RR: "A fast asset may be played by an investigator during any player window on his or her turn." — SGPrometheus · 841
Joey the Rat doesn't make assets fast, he makes you play them as part of resolving a fast triggered ability with no timing restriction. — Thatwasademo · 58
(that's why he's relevant here and Fence isn't) — Thatwasademo · 58
(... well, aside from Fence apparently saying "during your turn" anyway) — Thatwasademo · 58
How does this card work with Dexters ability? Ita agree action to play a card so do you break promises? — Invisiblecam · 1
If you promised not to play a card, yes. — Death by Chocolate · 1488