Grisly Totem

This is theorycrafting. A review from somebody with experience running this card will provide better insight.

The first names that popped into my head while reading this card were Minh Thi Phan and Silas Marsh. It enhances what they want to do normally. I don't know what else is competing for relic slots for them (Cherished Keepsake? possibility to add Key of Ys later?), but this seems really strong for them. An auto-include unless I'm missing something. The typical Dark House "Ashcan" Pete deck would benefit greatly from it.

Otherwise, it just depends on a) how many skill cards are you running (I know it works on any card, but a skill card is the ideal option), and b) what relic cards you are running. Like most assets, it gains value the earlier you play it. Maybe that's good enough to test it with Dr. Elli Horowitz and run a lot of skill cards. Seekers in general have access to good skill cards. It also works nicely with wild skill icons. On the Survivor side, Dark Horse decks can utilize it.

The biggest weakness of this card is the one-time use limitation. You're only getting one extra icon per turn (I'd imagine this makes it worse on harder difficulties, I only play standard). You also have to have a card to commit that has the correct icons on it. You can limit that weakness through deckbuilding. One extra icon seems weak, but you are already adding icons with the card you are committing.

It's hard to say if this is a deck-defining card like Dark Horse (outside of Minh and Silas), but it should be a decent amount of help if you're going to run lots of skill cards anyway (and/or cards with good skill icons).

It's not unique, so you could have two copies out. As for Dark Horse Duke, I've played various builds a lot. I find if a card costs more than 1, it just ends up getting discarded as Duke food. — cb42 · 38
Correction: Two copies out with Relic Hunter. — cb42 · 38
The OP seems to be confusing the Accessory slot with the Relic trait. (Probably because "Relic Hunter" gives an extra Accessory slot.) But, yeah, this card *isn't* a Relic, and so *doesn't* synergise with Dr. Elli Horowitz. — Yellow_Peril · 4
I'm not fully sold that "a skill card is the ideal option", as you normally play skill cards to shore up weaknesses (e.g. get from 3 to 5 skill) or cycle them (overpower for making that fight test pass unless you draw an autofail) , so most of the time, 1 extra icon does not matter much. — Shakiko · 6
There are plenty of excellent 1-icon skill cards, like Eureka, Resourceful, Quick Thinking, and Double or Nothing. — Katsue · 10
Sign Magick

I think this card is an exciting addition for a sealing Mystic, as it gives them the ability to have a Seal of the Seventh Sign, 2 Protective Incantations, and a Chtonian Stone on the board all at once. It can also be used to turn the new Enchanted Blade into basically a two handed weapon if you really need those Arcane slots.

Xenas · 7
An interesting alternative to Book of Shadows (3) for builds that don't need charge replenishment — Chitinid · 14
This card is way better than Book of Shadows (3). Compared to it, you get the benefits of making it fast, costing 1 less resource and saving you 3 XP, for the drawback of not being able to add charges to spells, which is very minor. The restrictions on spell and ritual assets is also irrelevant os of the time of this release. — matt88 · 3228
Enchanted Blade

I am looking forward to trying this card out. While it's still no Machete, I think that this could be a good second weapon for a lot of Guardian investigators.

Let's get one thing out of the way - this card does take up 2 slots, which is not really great. However, most investigators that aren't Mystic investigators don't end up using both of their arcane slots anyway, so the arcane slot requirement for Enchanted Blade isn't super prohibitive for them. That may change going forward as arcane slot assets become more common for other classes.

I think the best way to measure this card's effectiveness is to look at it compared to some other level 0 Guardian combat options:

  • .45 Automatic: The .45 Automatic costs one more resource and has one more ammo on it than Enchanted Blade has for charges. However, Enchanted Blade can be used without spending a charge to do a slightly weaker attack, where the .45 Automatic always has to spend an ammo, which can lead to using ammunition to inefficiently do 2 damage to an enemy with only 1 health left. Enchanted Blade offers more versatility, which in some cases can get you further in a scenario, and its charges offer a greater bonus than the .45 Automatic can provide.

  • Survival Knife: Both offer a regular +1 fight action with a secondary option to do a +2 fight action that deals +1 damage. The special fightt ability on Survival Knife doesn't cost an action since it's a ability (so you can theoretically attack 4 times in a turn for 5 damage total) but the downside is you need to be attacked by an enemy during the enemy phase to use it. Enchanted Blade may cost 1 more resource, but the ability to use a 2 damage attack without having to wait for an enemy to attack you makes it much more practical to use.

  • .32 Colt: it is card to compare these cards since they do very different things - Enchanted Blade gives you additional for fighting with the occasional extra damage while the .32 Colt gives you 6 attacks that do +1 damage with no bonus. In my experience, I find .32 Colt hard to use with anyone who isn't Mark Harrigan, because high-health enemies often have high fight checks required to hit them, and so the .32 Colt sometimes has trouble actually hitting the enemies you'd want to use it on the most. Enchanted Blade does not have this issue, since its charges make your attacks do a total of +2 and +1 damage, meaning you're more likely to hit when you really need it.

  • Knife: Enchanted Blade is basically a Knife that can have its second ability used 3 times instead of 1 time. Now, I don't use Knife a whole lot, but part of that is you have to throw the Knife away to make it more powerful. I think that the 3 charges actually makes Enchanted Blade much, much more useful and I think it's worth paying the 2 extra resources to get the 2 extra uses.

Ultimately, I think that Enchanted Blade is most at home with Guardian investigators who will want to use it as a pseudo-Machete until they get their real Machete out. I think that Enchanted Blade can also be used as an off-hand weapon to cover some of the blind spots of the Machete - specifically, when you're engaged with more than one enemy or you need to deal more than one damage to a monster not engaged to you.

I think that most Mystic investigators are going to not get quite as much use out of this card, as their arcane slots are more valuable and they generally tend to avoid tests. It may be situationally useful for them, though.

My conclusion for now is that, as of the time of its release, Enchanted Blade is a pretty good card and I think it will see some use as the non-Machete extra weapon for Guardian investigators.

For level 0 Akachi this can be Shriveling #3&4 for consistency. It has a slightly better cost to charge ratio for her and attacks just as accurately without Rosery. Given that we know this will have a leveled up version, we might reasonably see this as part of a consistent combat focused Mystic package. — Death by Chocolate · 1484
Seems like a great addition to Zoey right now — Malgox · 20
It looks like a great card in off-class guardians. — Tsuruki23 · 2581
With so few charges, I dont think tis that good in a Main fighter, rather with the extra +hit and cheaper cost this weapon loends itself to switch hitters. — Tsuruki23 · 2581
It's a more flexible .45. I think it's worth the slot over the .45 in most decks. — Myriad · 1226
Tried it in a Roland deck and liked it a lot. It was a bit like having 4 machetes or 4 .45s, which let me have an option that was slightly better than machete more consistently. — SGPrometheus · 847
Jim Culver might want this instead of the Fire Axe, depending on resource consumption. It just stings a little to have to use an off-faction slot to use it. — cb42 · 38
Jim doesn't use out of faction slots for these. — Myriad · 1226
When you empower the blade do you get +2 fight +1 dmg in total? — Zuntir · 613
I think the most relevant thing on this card is the Relic trait. — Tiktakkat · 38
In campaigns where you need a Relic to harm certain enemies, it is going to be almost mandatory. in campaigns where you don't, especially where melee weapons might not be as good, then it won't be as impressive. — Tiktakkat · 38
My poor fiends, you've forgotten the best user for this weapon: William Yorick! He doesn't care about charges, he just replays them from his discard pile! And it's a good and thematic for a Mage/warrior Akachi! — mogwen · 254
I thought using a charge only gave +1 Damage to the card? I should look at the FAQ.... — Krysmopompas · 366
You get an additional +1 fight if you empower and would do 2 damage. — Myriad · 1226
Can be good for Carcosa, where you have to deal with Poltergeists — alexvicegrab · 1
I don't like this card. I have 2 reasons 1. This card is unthematic. Why guardians can use a magic blade? I don't understand. They should use fire arms, knifes.... no magic blades. It's more, guardians use magic blades better than mystics. No sense. 2. This card is unbalanced. Compare it with .45 automatic level 2... is better than 45 level 2!! that cost 2xp. I don't talk about 45 level 0...A good weapon, but obsolete because exist this enchanted blade. Solution: for use swords charges, you should use "head" instead of "fist". Only guardians with high "head" could use it optimally in this way. — Sisvel · 15
@Myriad Jim Culver does use an off class slot for this. If you read the rules for dual class items, it states it takes up a secondary class slot, even if you have the main class. — Tilted Libra · 37
The Path to the Hill

if playing the return version, this sentences:

Reveal Ascending Path. Remove all clues from each location in play.

must be inverse to be playable

ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooor not

toriano · 3
Doomed

Definitely the most thematic and (currently) the most punishing weakness in the game. This can easily change in the future if more player deck manipulation cards get introduced which allow for more ways to perform targeted discards, but for now getting this weakness pretty much means acknowledging the fact that the investigator you chose will not live to see the end of the campaign.

One thing I dislike about this weakness (and its successors in the chain) is the immediate negative impact. This weakness really doesn't need more apart from making the clock tick, added 1 or 2 horror is completely superfluous; again, I get that it's supposed to be thematic, but the actual dread the player feels after drawing this does not need an in-game counterpart, it just detracts from the experience and makes the weakness feel more imbalanced compared to others.

The other thing is that the weakness seems to be custom-made for repeated playthroughs. While it's great to have it for added thematic spice to the campaign once you experienced all the scenarios already and want more challenge and variety beyond 'nastier chaos tokens', it really hurts when you're effectively locked out of final few scenarios on your first blind playthrough, without having a chance to do anything about it. It also demotivates people from doing side-stories which is a shame because they are already a bit unpopular and definitely deserve more love, creative and entertaining as they are.

So TL;DR shelve this until you are OK with added thematic flair or extra challenge, skip if it's your first playthrough of a cycle or you like weaknesses with allow for more options for mitigation.

ratnip · 68
A few more packs down the road, but soon enough, Mystics will be able to deal with their weaknesses with Alyssa + Scroll of Secrets (3). — matt88 · 3228
Mystics and Daisy Walker! — mogwen · 254
Actually Alyssa + Scroll of Secrets (0) is just fine, as Alyssa moves the card to the bottom and Scroll of Secrets (0) would let you discard the bottom card. So you can handle this one from your level 0 deck with the right mulligan. — Time4Tiddy · 249