Ancestral Knowledge

This card is soo good! If you dont have more than 6-8 skills in your deck with Deduction beeing one of them you have a HIGH chance of getting both attached.

This will be one of the first cards to purchase with Minh Thi Phan. Using skills like: Deduction x2, Sharp Vision x2, Resourceful x2 and Beloved to get alot of extra value out of this card.

Mortishade · 164
Well, the card says, you have to have at least 10 cards in your deck. — Astrophil · 1
Edit: 10 skill cards — Astrophil · 1
What Astrophil says. Plus, if you are playing Minh with only 6 to 8 skill cards, you are probably doing something wrong anyway, I would say. — Susumu · 382
Mortishade was probably trying to imply two copies of 6-8 skills so 16 total — bloasss · 1
I don't think that's what Mortishade was implying. First of all, who runs more than 16 skills in their deck? Secondly, if you have 16 skills in your deck, you wouldn't have a "HIGH" chance of getting 2 deductions from a random draw a 5. — eapfel · 6
Re: Playing Minh with fewer than 10 skill cards. There are Minh builds based on Scavenging that allow for recurring item cards to commit to skill tests. It's niche but it's not wrong! — forever_seeking · 13
.25 Automatic

This is a perfect weapon against retaliate enemies, as retaliate enemies can only attack back if they are ready. Great if you have way too many enemies on you as well, as you can evade the first enemy to fight the next enemy. Then evade another one to fight the 4th something.

Mortishade · 164
Holy Spear

I have learned that just having an infinite +2/+1 attack on tap is already one of the best things you can manage. For most Guardians, at least on normal, it means you fight at 6 and can reasonably hit most things without other setup. It is also nice to be able to run other cards besides Beat Cop and Ace of Swords. In this sense, the first ability compares favorably to Timeworn Brand. Now, this does take an extra hand slot, but does cost one fewer resource. So how does the second ability compare?

First off, the second ability is repeatable this time, though requires bless tokens and some usage of the first ability to get it off. +4/+2 is pretty good for just being able to lay the hurt into most things, and if you have some sort of plus 1 damage ability, whether through beat cop, Vicious Blow, or Enchant Weapon, you can whack a 4 health enemy pretty reliably. I would say I prefer the flexibility over the Brand.

So, is this worth running? If you are already running Bless, absolutely! The question is more, is it worth running bless to get access to this weapon? I would say, maybe... It probably isn't as good as Flamethrower, but that has to run its own support suite to be repeatable. I don't think you're going to ruin your game though if you go for this. If you want to force bless tokens just to get the spear, I'd say go for it! Guardian doesn't have great ways to get the tokens into the bag though, so you might need some help, and as always, check with your group to see if they are on board with it. But ultimately, I am glad there is another viable high-end option for using violence as the solution to all problems.

h9uu · 31
Someone I play this game with on TTS uses this in tandem with bandolier and boxing gloves. He does love his Nacho. — gmmster2345 · 2
.25 Automatic

Finn's new friend. Fast and can turn your "additional evade" into "evade + fight". Works well with Delilah O'Rourke, Lonnie Ritter (+ Leather Jacket or Trench Coat), Act of Desperation, Sleight of Hand, Cunning Distraction.

The one downside is if you evade an disengage an aloof enemy you can't trigger the reaction on that enemy. So far this has been very annoying in Death's Doorstep and Secret Name, so maybe avoid this in TCU, especially if going with the Lodge.

Erdjo · 329
Vale of Pnath

When replaying Point of No Return, it is absolutely vital to have a plan for dealing with this location (unless you're fine with accepting R2/no resolution) -- it is a mandatory gate for advancing Act 2. Although there are tons of clues available in the other locations, you cannot actually flip Vale of Pnath unless there are specifically no clues on IT, and hitting Shroud 4 without committing or playing cards can leave even dedicated clue-getters subject to the whims of a small number of tokens in the bag unless you can rely on multiple static boosts and/or triggered abilities. For many solo investigators it will be flat-out impossible unless specifically built-around.

(FWIW, in my personal games, I house-rule that Vale of Pnath's veiled ability can be triggered as if there were no clues remaining on it if the investigators have "surveyed the vale" -- with flipping Crag of the Ghouls or Peaks of Thok leading to remembering that the investigators have "surveyed the vale." I think that offers a more varied way for investigators to contribute to advancing the act.)

anaphysik · 98
This isn't actually that difficult? You just need some static boosts or action-to-investigate assets in play ahead of time, which is most investigators' plan anyway because it saves cards and resources — Thatwasademo · 58
Oh, I guess if you're playing on hard/expert +2 isn't a reasonable margin anymore, and that's the figure I was saying was easy to hit, so nevermind. — Thatwasademo · 58
Except that most of the time you are aiming to sit at ~5 Int in play to default to that +2 margin against Difficulty 3 or lower tests with commits to boost up for the occasional 4+ Difficulty investigations. The big issue is that this is a mechanic that will throttle certain builds in a choke-point location which is just bad design. — Death by Chocolate · 1490
You can also use any of the various "discover a clue at a connecting location" cards (e.g. Sixth Sense, "Look What I Found! (2)", Seeking Answers) — LivefromBenefitSt · 1091