Recall the Future

This is really good in Jim, particularly in TFA and Carcosa due to the nature of their Chaos bags. Both bags have a tendency to just be Skulls + 1 other symbol based on your route.

Let's look at Echoes of the Past on Hard. For Jim, assuming he has Recall the Future in play and names the Cultist/Tablet/Elder Thing (whichever there is two of in the bag, which is how the bag will be unless you Doomed out at the party), the bag is:

7/17: 0 or greater 2/17: -1 4/17: -2 2/17: -3 1/17: -4 1/17: -5 And as always, 1/17: auto fail

Assuming for another investigator that the Skull is passed when at -2 you're looking at a change from 64.7% success to ~76.5%. That is quite the gain, and Jim pulls significantly further ahead once the Skulls breach -3, which isn't unheard of in this scenario after the mythos phase.

The thing is this card effectively gives you that same ~12% boost to your success rate until you actually need it. It's just like Lucky! in that sense.

Lucky! is more powerful per use of course, but you don't get it back every single turn. Playing more aggressively against the odds and knowing you have a way to get there anyways allows you to conserve your resources and gain tempo.

Just be careful to name a token that will actually make you pass a given test. Recall is not optional. If you call your shot, you get your +2 so make it something that actually counts. Especially vs Mythos tests you might not care about, try to name something you only have a 1/17 or so pulling.

Still, I encourage you all to try this in your Mystics and off-class Mystics. Lucky! is a genuine consideration in any deck that can take it, so don't sleep on Recall if your deck building restrictions don't allow taking it.

Swekyde · 65
What do you mean by "Recall is not optional"? It is a reaction. Activating the reaction ability of a card is optional. However, once you recall any kind of symbol, it will be triggerd indeed. You can not call for the Elder Thing and then decide "never mind, I don' want this" - whyever you should do this. — Darth Sithius · 1
Swift Reflexes

2 resources and 1 card for 1 action, but 2 cards and 1 card worth 3 actions, so 3 actions for 1 action? Not an impressive card among all those rogue cards providing action. But when export to other factions with Versatile, this ability become priceless. Seekers draw cards so easily, that you can almost consider cards as free. So 2 resources for 1 actions now? If there is any card can get resources as efficient as 1 action (you don't have to count in any cards spent!) for 3 resources, then the combination will become 1 free resource! And then you just use the free resource for more actions! Here is a deck for example.

Tzolkin1065 · 155
I disagree with the basic premise of your argument. Rogues can generate crazy amount of resources such that the resources that you equated to two actions aren't worth nearly the same as two actions. And it also ignores the value of being able to take an action at the highest leverage time. I still haven't used this card in a deck though. It is decent enough to consider but it doesn't end up making the final cut. — The Lynx · 993
I have found one place I do like this card, and that's in Finn Edwards with Crystallizer of Dreams. Taking an extra investigate action and following that up later on with a +2 free evade is solid. But for the most part this card is just too much in my opinion to be worth taking most of the time. You really need some other synergies to make it worth the include imo. — StyxTBeuford · 13049
@TWWaterfalls So this card didn't see much play at least. I was just trying to sell the idea to include this in seekers and create a super easy and stable infinite-loop. — Tzolkin1065 · 155
"2 cards and 1 card worth 3 actions". No way. Actions are clearly more valuable than cards, which are usually worth more than resources. I'd put it much closer to 3:2:1 than 1:1:1. — Blackhaven · 9
Yaotl

I think a good use of this card could be with Agnes Baker or on another level with Patrice Hathaway. Combined with Scrying or Scrying(3), you can see 3 cards of your deck, and decide to discard the one you want, especially Treachery Cards. Moreover, correct me if I'm wrong, but Patrice Hathaway can choose the order of the cards in her discarded hand, making Yaotl sensibly more powerful.

That she can. There are two big issues with this. First, Yaotl doesn't count wild icons, which unfortunately are Patrice's bread and butter. Secondly, Patrice is already pretty happy with some very specific allies. Madame Labranche is insanely good for her combined with her Violin to help her pay for anything she happens to draw (or to sink into Fire Axe tests). Peter Sylvestre 2 buffs her Willpower, which is her most tested skill. Miss Doyle allows her to change her base stats to 5 and has a lot more control in a Patrice deck where you can quickly discard one cat to draw another one from your discard pile. Soon we'll also have Summoned Hound which is potentially an extra action every round for Patrice, which is massive as her current issue right now is not her inability to test well (wild icons, Cornered, Recall the Future, etc already have her covered there) but actions. — StyxTBeuford · 13049
Otherworld Codex

Wow! Most tomes are only good for investigators whose names rhyme with Crazy Stalker -- but this might be the rare exception. Assuming I read this right, you peruse the top nine cards of the encounter deck, choose one, and then discard a copy of that card that is currently in play. In other words, if there's a conglomeration of spheres squelching around your map, and you find his twin brother in your 9-card draw, you can discard said conglomeration. Or if someone has a hex or a miserable Frozen in Fear in their threat area, and you find the match, you can discard that too.

This is impressive versatility! Each time you crack your codex, you have a decent chance of discarding literally any non-elite encounter card currently befouling your board -- whether it's an enemy or some treachery, whether it's at a location, in your threat area, or attached to the act or agenda deck.

Let's think about this. We have some cards that let us discard enemies, like the Disc of Itzamna, or Persuasion. We have a couple that can cleanse your threat area -- Logical Reasoning and the very fancy Cheat Death, which you'd only use in an extreme situation. I don't know of any player card that can pick off cards attached to the agenda deck. And here comes this codex that can do all three! All three three times!

Of course, the the codex does come with some chanciness. You may not find the duplicate you were hoping for in your 9-card draw. If there are only a couple encounter cards on the board, you might whiff altogether. The codex gets better and better as the encounter deck dwindles, and as encounter cards start to pile up on the board. It depends on the scenario, but it seems to me that in a three-player game, it doesn't take long for the board to start filling up, and thus for the codex to become reliably useful. If you play it with 3 or 4 encounter cards on the board and 20-25 in the deck, you'll probably get to discard something, even if not your first choice.

So who should take it? In my view, anyone who can... As with all tomes, Daisy can use the action for free -- always nice. Mandy can potentially discard TWO cards from play, which sounds amazing. But really, I think it's great for any investigator. Joe and Roland might prefer to keep their hands free for weapons, but sheesh, the codex can be a pretty dang good weapon in its own right!

If you want to make the Codex a key part of your deck, consider including means of extending its usefulness as well. You might take Astounding Revelation, which will let you add secrets to it, or Knowledge is Power, which will let you use the Codex without burning a secret. For an item this good, it's worth eking as many applications from it as you can!

It is so so swingy based on scenario though. Fate of all Fools in play? This card can wipe out like 3 encounter cards worth of badness in one go. A set with a lot of hidden and revelation cards? Nope you’re outta luck. It’s definitely scaled better to TCU and much worse in Carcosa — Difrakt · 1325
Anyone who can? As in every Seeker or Sub Seeker should take this card? I havent used it myself, but for such a swingy effect that mostly only effects enemies anyway, it seems to me you’re better off saving the hand slots and should just use Ive Got a Plan or Disc instead. Heck, if you want the best enemy mitigation Seeker card in the game, you can pay 1 less XP for Pendant of the Queen which also works on Elites. — StyxTBeuford · 13049
Id also add Roland hates this as a weapon, since discard is not defeat, so he gets nothing from his ability by triggering this. — StyxTBeuford · 13049
Alter Fate can also discard treacheries attached to acts or agendas — Yenreb · 15
I don't really think Pendant is a fair comparison. It's great for keeping a boss evade-locked or something, but doesn't help you much with cultists. Disc of Itzamna would help you with something like a Brotherhood Cultist, but not so much with the Dark Cult. Also it's a one-time effect if you aren't Scavenging it. — Zinjanthropus · 230