Mariner's Compass

Understandably, most of the comparisons here are to Fire Axe, as the equivalent of it, and looking at it like that, it comes up a little short. Another interesting comparison would be the Fingerprint Kit. A card that is 4 resources for 3 investigations at +1 that potentially net you six clues. Looking at the compass as a comparable card, it's 1 cheaper to get into play, but making each test at the same bonus will be more expensive, ending up at 6 for the card and three +1 investigations. Of course, it doesn't run out of charges, and you don't have to spend those resources, and can even spend more. So long as you can take advantage of that, using it more than three times, or synergise it with other cards, it gets more value. So if you think Fingerprint Kit is good, it can be better if you can keep it in play and don't mind staying low on resources.

Obviously, this comparison is faulty, too - a seeker tool is always going to be different to a survivor tool. Not that many Survivors have the to really make use of this. Wendy Adams and Calvin Wright are probably the best stat-wise, with Preston Fairmont able to make it up with resource shenanigans. But even the other survivors can make up for their lower stats with survivor tools like Dark Horse or Lucky!

Cross-class, Minh Thi Phan, Rex Murphy and Finn Edwards benefit a lot from this card, though Rex can simply run a Fingerprint Kit build, so he has to build towards it to make it worthwhile. Minh can take as many Survivor cards as she likes, so I think it works best in her. She can stay low-resource in a Dark Horse build without it really hurting her, and all but guarantee the two clues a turn with committed skills and/or Lucky! or Live and Learn in hand. Alternatively, Rex can overcommit on compass tests, pick up three clues with one action and use the rest for things you usually struggle to find time for as a seeker.

I think it's a good card overall, but limited more than a little by its class. If we ever get a Survivor 5/Seeker 2 it might find a place where it really shines.

SSW · 216
Seems designed specifically for a Dark Horse/Madame LaBranche interaction to get 4 clues in 2 actions without being used up. — Time4Tiddy · 247
I still think it is very comparable to the Fire Axe but a nerfed version since it would break the game if it gave a +2Int for each resource. This is one indication that the design team realizes that one clue doesn't equal one damage after so many instances where the best card out of a set was the clue getting card. — The Lynx · 987
Until recently Clues were hard to get for survivors. But Dark horse deck with granny orne and compass seems solid to me. — Django · 5142
"Without being used up"? Do you mean with 2 Mariner's Compasses in play? Each one does exhaust to perform the investigation. — Yenreb · 15
Diana Stanley

When I think about cultists in this game, I think about not tremendously tough, not tremendously damaging enemies that treacheries can turn into absolute landmines. The longer they’re around, the tougher they are to fight and the more doom they bring to the table. Diana's the opposite.

Diana, like Gloria, represents a class of mystics that no other class can really replicate. As mystics with guardian access, they can help the party survive with sheer denial. (It’s why both of them are probably bad in improv.) Miss Stanley, the investigator you probably care more about because you’re reading about her, doesn’t really fit into the clue seeker/flexible/fighter archetypes. She can do any of those things, but more than that she can simply ignore bad things that are going to happen. She can play defense in an amazing way.

In fact, putting Diane on the team makes more risky characters viable. Low willpower rogues like her cult buddy Preston, oddities like Calvin...They can spread their wings, knowing that the worst of the encounter deck will be taken care of for them, and that their weakness can be ignored at least once due to dark insight.

MrGoldbee · 1483
I dunno, Diana has a realy strong "No, but..." game. — LivefromBenefitSt · 1075
Tony Morgan

There seems to be 2 approaches to building a Tony fighting deck:

OPTION 1: 1-handed weapons
Tony's special ability is extra actions when fighting enemies with a bounty on them. And his Tony's .38 Long Colt give you a bounty when you kill an enemy. So this deck type focuses on milking Tony's ability for extra actions (and extra resources, since bounties also give you a resource). One hand has the Long Colts, and the other has Switchblade, Lupara, or .41 Derringer, or Timeworn Brand. The argument given by builders in this camp is "Why play with 2-handed weapons, which minimize your ability to get more than 6 free actions" which come from the starting Bounty Contracts.

I plan to try this build, using Switchblade and Reliable stacked together to basically get "Timeworn Brand" level attacks, without having to pay 10xp for 2 copies (this build saves you 4xp, with current Taboo list).

OPTION 2: 2-handed weapons
This build seems to go all-in on Tony's 5 . .45 Thompson is a common starter weapon, which gets upgraded into a Chicago Typewriter. The Typewrite is paired with Borrowed Time, which can give Tony huge turns near the end of a scenario when fighting a boss.

To those who have played with Tony, please share your experiences and insights here on the pros and cons of both of these deck types. With the current card pool, which do you think is the "better" build?

VanyelAshke · 181
One handed no contest. It’s actually become a bit of a meme how much better Tony is with one handed weapons. For starters, his signature guns are almost always better played one at a time and not at once, due to not wanting to stack your bounties all at once. Sleight of Hand is also just a super valuable Tony card (even with taboo not allowing you to sleight his signs anymore) because it gives you extra burst with Lupara or even gives you the opportunity to get clues with Flashlight. Most importantly, your guns tend to go farther when you pair them with a melee, and Tony is incredibly consistent at using Switchblade 2. You can use it to fight odd health enemies, and then if you dont succeed by enough and want the 2 damage to finish them off, then you can use a gun. One handed is so vastly superior it’s not even close in my mind. — StyxTBeuford · 13043
If your group needs a dedicated fighter, 2h weapons generally fight more effectively. In duo or solo, you might need your offhand for flashlights and lockpicks. That's generally how I think about it. — SGPrometheus · 835
That was my assessment too. Glad to hear that it's been tested and confirmed. :) What do you mean "you can't Sleight of hand his signs anymore"? Signs.....? — VanyelAshke · 181
That was supposed to be sigs. His signature guns. — StyxTBeuford · 13043
Also fwiw you would not ever take Lockpicks in Tony. — StyxTBeuford · 13043
OH! I didn't catch that without you mentioning it.... the new Sleight of Hand Taboo says only level 0-3. Because signature cards don't have a level, they can't be Sleighted, right? — VanyelAshke · 181
Correct. But yeah, another +1 for 1-handed weapons. The upgraded .41 Derringer is awesome with him and Swift Reload is fantastic for functionally another 2 copies of your signature guns. You can blast things to pieces and still do some investigating with Lola or Skeleton Key or whatever. He's also the second best investigator for Knuckleduster (after Wendy). — Death by Chocolate · 1488
So even within the 1-handed weapon deck choice, there are 2 directions: A) guns, which would play Sleight of Hand and Swift Reloads. And B) melee, which would play Switchblade lvl 2. Death by Chocolate, it seems you're on the guns bandwagon, ya? — VanyelAshke · 181
I haven't played him with 2 handed weapons but his signature guns are awesome and you get to recover the bounties for the big bad at the end of the scenario. My preference would be to upgrade to Switchblade (2) for his off hand. It is an ammoless weapon that can take out enemies without bounties or the first attack on 3+ HP enemies. I think Guardian of the Crystallizer is a prime target for him getting clues. He can include Intel Report and each of his available classes has a double Int event card. It competes with LCC but you can take Relic Hunter. Haste was also awesome with him. Haste also combo nicely with Decorated Skull. 2 Fight actions with a weapon (kill and place a charge on the Skull) and then activate the Skull. He can draw so many cards that you can even take Versatile with him and it isn't an issue. — The Lynx · 987
I've been wondering about that combo... LCC + Crystallizer (with Relic Hunter). How's been your experience? Is it worth it? Do they synergize? And how do you afford all the events? I played 2-3 scenarios with Crystallizer Tony to try, and it was expensive on resources! — VanyelAshke · 181
Borrowed Time is a great Tony card regardless of 1-h or 2-h. You don't need to use the deferred action on the next turn, you can keep clicking Borrowed Time until you need them. 1-h Tony will have .41 Derringer as another way to get extra actions, but you can definitely abuse his free action to load up Borrowed Time one per turn so you've got six+ when you need them. 1-h Tony with .41 Derringer, Quick Thinking, and Borrowed Time in the second half of a scenario can go nuts. Also like Ever Vigilant to cheat a few more "actions" out of a turn, works for either 1-h or 2-h. — Time4Tiddy · 247
The Crystallizer is decent if you want to build an all around investigator. It is probably better to add after a few scenarios once you have built up your economy. It can be expensive but I am running it in Leo in TFA right now and the results are decent right now. Not great but once a few more support cards are added I think it will really work well. — The Lynx · 987
After a few scenarios of the Crystallizer with Tony, that's been my experience too. It's expensive, and didn't seem to provide much extra value compared to Lucky Cigarette Case. I'm now playing LCC in a Tony deck with Switchblade (Lv 2) and Reliables and Opportunists (lv 2). I'm getting better results and am no longer having money problems. — VanyelAshke · 181
The Thing That Follows

Recursive weaknesses require much more management than others, unless you are playing a slow draw deck or maybe Tommy. While this may not be a particularly tough monster, drawing it 4-5 times in a scenario can really slow your tempo.

You'll either need to invest in some cards that let you discard from your deck, like Alyssa Graham or Scroll of Secrets, or keep the Thing alive and evaded until your deck flips. Bind Monster can be useful, or Banish if the map is large enough. Survivors might try traps or tricks, like Hiding Spot or Snare Trap to keep it neutralized while they draw through the rest of their deck.

Finally, Mind Wipe is the ultimate card to defeat this enemy for good, as it would clear the forced effect and let the monster discard as normal. Hope you have someone who can play Mystic 1 events!

Time4Tiddy · 247
This card is especially bad for Roland. While he normally likes enemies to fuel his reaction effect, this replaces its own defeat with the shuffle, denying you the trigger. — SGPrometheus · 835
This weakness always ends up being much worse than it looks like it should be. Shuffling back into your deck is quite unpleasant also. — The Lynx · 987
Easy Mark

I've played a few decks with this card in them. They have value in decks that run Crystallizer of Dreams or event recursion (Sefina Rousseau, Wendy's Amulet). But outside of that, I'm underwhelmed. Usually I am most strapped for cash at the start of the scenario, where I need 10+ resources to get set up. Getting 2 resources and a card draw feels mediocre. When I don't need the money, I can choose to sit on this card until I draw more or really need the cash, but then it just feels mediocre again.

Other options:

  • Hot Streak: has a larger instant effect, but it struggles with needing to have the 5 resources to play it. Useful in opening hand or needs a bit of resource management once you draw into it.

  • Pay Day: viable in Finn Edwards and Tony Morgan

  • Another Day, Another Dollar: this seems to address the problem of when you need money upfront to help setup. But it's only 2 resources for 3XP. THREE XP! Is it that worth it? I don't know. I haven't played with it yet because the xp cost is so high, in a faction that already struggles to afford its high xp upgrades.

  • Gregory Gry: takes up the valuable ally slot, which is usually preferred for an ally that supports the deck's purpose (Lonnie Ritter in Tony Morgan decks for the +1 Strength, Peter Sylvestre or Dr. Milan Christopher in Finn Edwards decks, etc).

  • Lone Wolf and Investments: good economy cards.

Maybe I'm playing this card inefficiently? Or maybe I'm expecting too much from it?
I see reviews from players that praise this card highly, making it sound like an almost auto-include for Rogues, and I'm not quite understanding the why. 2 resources and a card, vs 3 resources from Emergency Cache. If resources are what you need (which is what I usually need in my decks), then why is Easy Mark so "amazing"?

VanyelAshke · 181
This is an autoinclude for Rogues, or more specifically anyone with level 1 Rogue access, because it replaces itself and because it only costs 1 XP for all three copies. It is the most efficient economy card in Rogue. — StyxTBeuford · 13043
I also, for what it’s worth, do take Gry but never Investments or Lone Wolf (unless it’s a big money build). Hot Steak is fine for Sef. At level 0 econ you can take Faustian Bargain and Gry, but the appeal of Easy Mark is that it’s super action efficient because it replaces itself (and in an already draw heavy deck it becomes even better). Rogues have the second best draw of any class thanks to Lucky Cig Case. — StyxTBeuford · 13043
Oh, and I never take Pay Day, and I even wrote a review for it. Outside of a Borrowed Time deck, it’s very very bad. — StyxTBeuford · 13043
Agreed on Pay Day; Borrowed Time or some other shenanigans (Skids + Ace in the Hole) is the only place to consider Pay Day. For Easy Mark, I'll keep playing with it. Another "tender point" with the card is that it takes up 3 slots. Most decks are only 30 cards, and its hard enough pack everything you want into 30 cards. Now, you need to do the same in 29 cards. I am probably just under-evaluating Easy Mark. I'll keep playing it. — VanyelAshke · 181
Except it’s 3 slots that all replace themselves. You are making your deck tighter which is a major benefit. Mandy Thompson is considered incredibly powerful, but she gives you the deckbuilding choice of 30, 40, or 50 cards. All the most ridiculously OP Mandy decks opt for 30 cards because it makes it way easier to find your best cards sooner. Easy Mark is a small version of that, as is Three Aces from the same cycle. — StyxTBeuford · 13043
I don't follow why it is an autoinclude just because it replaces itself. You still need to spend an action to play it, so it feels like you need a deck that is able to reliably find more than 1 copy at a time. By that logic, wouldn't the whole set of Guts, Manual Dexterity, Perception and Overpower also be autoinclude since they replace themselves as well (with no action spent either)? — flamebreak · 24
@ flamebreak: I would say, the core cantrips are really strong, too. But you still need to pass a test with them. Still, I almost autoinclude "Guts" in mystics, "Perception" in seekers, and so on. "Easy Mark" replaces itself without a test. It also synergizes particularly well with the crystalliser and Chuck, who potentially makes the card fast even without the reaction trigger. (Unless you need his ability on another card this round.) — Susumu · 381
Weird comment. Investments is a garbage tier economy card. Easy Mark is very good. — CHA · 9