
I probably wouldn't ever run this INSTEAD of Unexpected Courage, but I think if your deck has a strong desire for wild icon skill cards, you can run it as your 3rd and 4th copy.
Also decent for anyone that plays with doom.
I probably wouldn't ever run this INSTEAD of Unexpected Courage, but I think if your deck has a strong desire for wild icon skill cards, you can run it as your 3rd and 4th copy.
Also decent for anyone that plays with doom.
This creates a loop and is a fantastic card. It is presently probably the best card in the drowned city cycle.
Basically survivors already have cards that like to be in the discard pile. Improvised shield, winging it, improvised weapon, moonstone, glimmer of hope, etc.
Gift of Nodens lets you retrieve good skills (i.e., resourceful) and put cards that want to be in the discard into the discard. By using this pretty much exclusively with resourceful, you basically guarantee that you both keep resourceful going in your deck (and keep survivor assets that got tossed in your hand) while setting up these "from the discard pile" effects.
I was hoping to do some encounter deck spring cleaning with this card re-used via The Painted World until I realized Sefina Rousseau is only a humble Artist.
I am sure there is more potential with this card than just giving the fight head and hitting really hard, but it feels like its greatest strength is its greatest "weakness", kind of: You cannot really recur it with Prescient or other means, because it doesn't go into your discard pile if you pin an enemy to the board.
BUT what if you put this under Dayana Esperence? Contrary to other cards her text prevents the attached card from being discarded without it being a dedicated replacement effect (lacks the word "instead"). The part of her ability that sounds like reminder text ("it remains attached") is the one that would actually prevent Blood of K'n-yan from staying in the victory display. This seems very ambiguous and more like an oversight, but strictly as written I would argue that the interaction works.
This card at base seems a little underwhelming until you follow their design philosophy.
If you're playing this as a straight guardian, you should note you'll get a free action when you play it and another when it leaves play. That alone is basically two free actions, which indeed seems worth the cost of 4 exp (after all, Ace in the Hole is 6 exp for 3 actions). You just need to make sure that both the entry and exit fight are used, and it will drop off in value if they aren't.
Where this card starts to become dumb is sleight of hand. Using sleight of hand to play this gives you five attacks in one round, and you get the gun back. That starts making the value of the card shine through.
Its overall a pretty good card. It appears underwhelming at first, but if you build around it and maximize its uses it does become a nifty weapon.
This is the workhorse survivability card rogues have been waiting for all these years; the green answer to the survivor's Cherished Keepsake and Leather Coat.
Forget about the option to save a friend for a minute. That's nice to have, but your friends don't necessarily have the money and they should have their own survival plans, anyway. This worth playing just as the green answer to Rotting Remains.
People were very happy with the red assets that cost only an action to put down, and then soaked 2 damage or horror. Sure, part of what made them great was looping them with Scavenging, William Yorick, or Resourceful. But spending a card and an action to eat 2 horror was perfectly good value.
Blocking 2 with I've Had Worse costs 2 resources but saves you an action, which I consider a perfectly fair trade in any class capable of making decent money, which rogues certainly are. You don't get the tutorability and Lonnie Ritter interactions of Leather Jacket, nor the option to soak two separate 1 point hits with this event, so in that sense it's worse than an asset would be.
But I've Had Worse gives you the option to block up to 3, and to stop damage or horror or both with just one card, and you still get the option to use it for a friend. Seems like something any low sanity rogue should strongly consider bringing.