Grisly Totem

I like this card a lot in combination with A Glimmer of Hope, which becomes three additional Unexpected Courage with "buyback" in your deck with the totem, and you don't mind committing them before totem is out because you can get them back at any time.

Wendy Adams doesn't like this combo because she'd rather play Wendy's Amulet, and Abandoned and Alone ruins the ability to bring glimmer back from the discard pile (unless you get it before committing glimmer of course).

This also turns Resourceful into Perception, Overpower, or Manual Dexterity, with a recursion rather than a card draw, which I think can be better depending on what you have in your discard pile.

Any investigator who can take this and doesn't have strong competition for the accessory slot can use an additional skill icon when committing cards, and the upgraded Survivor Grisly Totem returns the committed card to your hand if the test fails - easing the burn when failing with a committed Resourceful - while the upgraded Seeker Grisly Totem lets you draw a card if the test is successful (like those fore-mentioned skills).

Also worth noting that it upgrades into a Survivor form that returns the committed skill on failure and a Seeker form that rewards a draw on success. I find both versions to be pretty strong, and they work well in the obvious skill based gators of both classes- Amanda for Seekers, Silas for Survivors. Also a solid pick in Minh, and for Glimmer specifically I would turn towards Ashcan Pete. — StyxTBeuford · 13049
.32 Colt

So one deck I've tried to get of the ground for a while now is Cho with boxing gloves and a weapon, bandolier style, My logic was always that cho often runs out of steam given each card in his deck basically only kills one enemy, adding a gun (or other reliable weapon) would give much more gas, the issue I always run into is this:

I have a .45 in play with 3 ammo, I then draw boxing gloves, what do?

A) If I keep the gun in play I lose out on the efficiency of getting draws when I kill.

B) If I play the boxing gloves (without waiting for bandolier) I lose three bullets that my deck has no way of getting back and sacrifice total killing power.

Now my collection has the colt (2), unlimited bullets on a card that can return to hand at any time, I think it solves both issues instantly to the point of probably just not bothering with bandolier at all.

And this probably works with any two handed big weapon, play the colt as soon as you can, when you need to play your big "thingie" you just bounce the colt, then you wait till you run out of ammo/spirit cards in your deck and just replay it.

what if you get near the game and you aren't out of spirit cards/ammo, well then, this card just became an overpower, and that's the worst it can ever be, which to me seems like a bargain for a card subclass characters can take.

Zerogrim · 295
The Cho running out of steam problem is one that I've heard of often, but I've never experienced it in my own runs as Natcho. If basically every card in your deck is a cantrip, a spirit, or an asset, he ends up in a state where every card in his deck is a cantrip or a spirit, and thus will never run out. — suika · 9511
If you are gonna run Cho with Bandolier, may as well go all in and run him with Bandolier 2 and 2 sets of boxing gloves :-P when you get 9 fight while fighting and 2 tutors per enemy killed :-P — NarkasisBroon · 11
Man, I legit forgot this cards exists. It's definitely interesting, but it suffers from the same issues that many level 1-3 weapons do: mid-range weapons are a luxury that most decks can't afford. As far as Cho with bandolier, I usually pick survival knife as my third weapon. Upgrading that to level 2 feels a lot more valuable to me than upgrading this. — SGPrometheus · 847
It's really clever to combine this with Boxing Gloves/Bandolier as it gets around a significant weakness of this card, namely its lack of Combat bonus (pretty bad for an XP weapon.) But I have to think it would be better just to run a stronger weapon alongside them. — CaiusDrewart · 3191
I'm just not big on spending overall 5 resources (or 8 if the scenario goes that long) for what amounts to a less risky Knuckleduster. Granted, they're not upfront, which is a big deal, but still. I think the og Colt is a fine choice in high commit decks, but I don't see myself upgrading to this over Machete if I am going to take a mid-XP weapon. — StyxTBeuford · 13049
again, I think every single post misses the point, if you run colt (2) you don't need bandolier at all, so if your so dead set on comparing it to other card that don't do the same thing then compare it to bandolier. — Zerogrim · 295
I’m mostly comparing it to melee weapons because that’s kind of how I think of both versions of Colt, as it’s a lot of uses but with a small boost. — StyxTBeuford · 13049
I think I'd rather have a ranged option in the form of a Colt(2) than another melee weapon due to some interactions that enemies could provide. — D'Card · 1
Grete Wagner

So, this is half a review half a question.

First the review, you are paying 1 resource more than beat cop (and having a unique ally which matters sometimes) to trade "deal 1 damage" for "gain 3 clues" (or gain 2 clues and keep the fight bonus), beat cop is good because untested damage is good, but is 1 untested damage worth 1 clue?, is it worth 2/3 clues?, probably not. Her expense is not something you can ignore, but she got introduced with a ton of guardian economy cards and just before guardians got the most balanced economy card at level 0. (rite of hot streak)

Now the question, say I kill an enemy, as say...yorick, and I trigger her ability and she dies, I then trigger yorick's ability to bring her back at that moment I then trigger her ability again responding to the fact I am still "after I defeat an enemy" is there something in that chain of events that doesn't work?

1: Defeat Enemy. 2: Trigger Grete and pick up Clue. 2.5: Grete Dies. 3: Trigger Yorick's Ability, Play Grete. 4: Trigger Grete again.

Zerogrim · 295
Yes, because you are still in the same timing window of "After you defeat an enemy". It's a potent combo, especially now that Yorick can actually afford to play Grete multiple times with Rite of Sanctification, and is every bit as strong in play as it sounds on paper. — suika · 9511
as a yorick fan what I am about to say hurts me but I think yorick is getting a little "too" nuts, its not long till he unlocks never failing on tests ever ontop of infinite money and testless clues. — Zerogrim · 295
Favor of the Moon

Might be one of the best neutral cards released in a while. Works very well in every class but Guardian, and even then subclasses can make it work.

The best is Mystic - allowing you to trigger curse spells at will. If you draw a curse, you can Moon into the second curse and trigger Curse of Aeons. If you draw a bless, you can use it to trigger Paradoxical Covenant. Furthermore, since it isn't limited to tests, it can make cards like Recharge, Parallel Fates and Astral Travel 100% reliable, which might make recharge worth actually buying. If you drew the curse spells, use Moon to recharge them. If you got other spells, you can use Recharge with Moon to recharge them.

Rather than Rogue or Seeker, I'd say the second best is probably Survivor, because it works really well for teamplay. Get rid of the curses by using them on harmless tests you intend to fail with Take Heart, Drawing Thin and Rabbit's Foot, and get even more of a profit for it. It's less reliable when you need to fail by a certain amount with "Look what I found!" or the similar cards, but still works very well. Stella, Calvin, Patrice and Wendy are probably best for this, but anyone who likes running the failure engine cards loves this. Yorick can constantly recycle it and make a big profit, though he likes Sun just as much or more. Nothing saying he can't run both, at least.

After that, Rogue and Seeker are probably about tied. Seekers like to draw curse tokens for both translations of Cryptic Grimoire and can benefit from them with Blasphemous Covenant. They can tag one extra damage with Gaze of Ouraxsh, too, and even hold off for as many pulls as they want until the seventh to see if they need it. They can also guarantee returning Fey to hand, which could make for a crazy combo in Amanda - for three whole turns, make sure your last test (or mythos phase test if you can guarantee having one, or want to risk it) pulls a curse, return it to your hand from underneath her after the test for a guaranteed three turns of a 5/4/4/4 statline, extra draw that you don't have to put underneath her, and a few resources.

Rogues benefit mostly with their exceptional curse cards. and can get a guaranteed benefit with Skeptic. It can also be used to tag in a third curse or bless for Tristan Botley. In a pinch, Rogues could also use it simply as a way of profiting from harmlessly wiping all the curses from the bag with their Covenant, but this generally doesn't seem worth it. Both classes are also more likely than the others to have a lot of deck cycling, and the ability to draw through their deck into playing the two copies of this once or twice more.

Guardians get a lot less benefit, though subclass users like Tommy, Leo and Mary certainly have a case for them. Roland can't really take enough high levelled seeker cards to benefit too much, but Fey or Gaze plus the extra resources could make it useful.

That said, the worst thing about this card is that it's so good in basically everyone while being unique. Though it would certainly be broken if it wasn't, it does make it difficult to decide who actually takes it in a large group. Multiple people can take it, but if you have Yorick recycling it or a Seeker deck cycling to keep one in play at all times, there's little reason for more than one person to build into it. If it does end up jamming up someone's hand while another person has it in play, it's going to feel bad not being able to play it for up to three turns, and even though its icons are decent, you'll never really want to commit it unless everyone has a copy.

SSW · 217
How does it enable Parallel Fates/Astral Travel? It seals curse tokens, whereas they trigger off the standard symbol tokens. — dr_scitt · 1
They trigger negatively off the standard symbols. If you reveal a curse token they won’t shuffle the deck/damage you. The token would return to the bag though so a mixed result — Dalyn85 · 4
Dexter likes this card - as SSW mentioned, it's great for curse spells if he's using them. However, on top of that it's a fast for 1 resource, so he can effectively turn any asset into a fast asset with his signature ability (a la switchblade (0), but more useful overall). — Bloodw4ke · 82
The Star • XVII

Just finished playing this in Tommy. Alongside Spiritual Resolve and Spirit of Humanity, this card is completely insane. Works great with Guard Dog, Beat Cop (2), basically all of the cards you were already playing. Absolutely 10/10 card.

KasaiAisu · 41
Okay, now I'm confused. You finished playing this with Tommy? You must have played alongside a Mystic using Time Warp as well, since this card hasn't even been released yet! — thakaris · 199
You can always proxy unreleased cards — StyxTBeuford · 13049