Timeworn Brand

Quite the sick single-handed weapon. Its direct comparison is to the Machete and of course this is purely better statistically. As it should be for 5 experience. When you break it down, it has a better bonus to hit than the machete and always provides a bonus damage. Whereas the machete only does the bonus damage if they are engaged with you (problem if on someone else and you need to do multiple damage or an evaded enemy) and only if it is the only thing engaged with you.

The cost is high for this weapon at a cost of 5, and the experience rivals that of the Lightning Gun. But we are talking about a weapon that doesn't have an ammo limit, and only takes up a single hand. Comparing firearms to handheld weapons isn't typically something done lightly. The firearm should have the advantage at these direct comparisons. But even so, once per game you can still swing very strongly with this weapon at something scary. Often you will only need to be making one or two hits like this per game anyway as a necessity. That is the problem that arises from something like a firearm. You occasionally run across something you might not want to waste an ammo on, but find yourself doing so anyway while you wait for the proper target or you try to deal with them hand and fist. This weapon has the advantage of waiting for that moment and then unleashing upon it. And you receive an excellent benefit of filling your hand with useful cards upon completion. Zoe obviously stands out with the will and str 4 that would provide for a serious swing when something shows up that needs to be cut down.

This should be up there with the most powerful weapons in the game if it is not the one at the top.

Bronze · 187
I basically interpreted the "Once per Game" condition as a limitation for the last part of the ability (ie. the "If this attack defeats an elite enemy draw 3 cards" part). Are we sure it is for the whole ability?? It basically makes more sense to be that way, otherwise it would be too strong I suppose, but I would like to see a clarification. — matt88 · 3242
I think a natural reading of the card would be that the once per game applies to the whole ability. Moreover, this just has to be the case; this card would be completely, utterly broken if it applied only to the card-drawing clause. If it applies to the whole ability, this card is strong but reasonable for a 5 XP card. It's got to be the latter. — CaiusDrewart · 3202
If you read the rules, it is pretty clear that ‘max X per’ effects the entire ability: “If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period.” — Death by Chocolate · 1491
This card isn't unique, very intersting for 4 player. I assume you can't reset the limit by re-playing this card, correct? But other investigators could play their own or take yours with Teamwork and use the ability, as it's not a group limit. — Django · 5171
@django See my previous comment’s quote from the rules. ‘Max’ is different from ‘Limit’ and is a restriction across ALL copies of the card. — Death by Chocolate · 1491
If "the Max once per game" applies to the entire bottom text what's the point of there being an exhaust clause on the ability? — ExemplarX · 1
nvm I RTFC'd — ExemplarX · 1
@ExemplarX: exhaust prevent using top abilty for the rest of the round. Personaly I would intepret this "Max" as limitation for what comes after "If ". Card has very high cost in XP and resources so it should be balanced. But Grim Rule tells us to interpet this in worst possible way until FAQ or QnA dont tell otherwise. ;-) — theczarek · 2
@ExemplarX: don't forget that there are also other effects that exhaust cards, for instance <a href="02015">Wracked by Nightmares</a>. Normally, you can use exhausted assets unless their usage requires to exhaust that asset. You cannot do it with this one due to specific limitation on the card. — chrome · 68
An exhausted card cannot be exhausted again, but this does not effect abilities that do not exhaust, so the first ability can still be used. So exhausting this item does not make sense to me. — Django · 5171
No no, the first ability specifically states that timeworn brand has to be ready to use it. You can't use both abilities on the same turn. — Eschaton1 · 1
You can still use the second ability after you used the first in the same round. — v6t2b9 · 1
When I have to add my "willpower" to skyll value, I also have to consider boost from card in play like "Peter"? — Flazzy · 6
Yes you add your total willpower. If it was only the investigator value, it would be mention as "basic willpower" and not just "willpower" — Tanean · 1
Great card for Diana - she can reliably work the 5 str swing, buff with Vicious Blow, and still have her blade in the other hand. By the time the bigger Elites are spawning hopefully she has a solid +3 or +4 will going to really smack them (and could still buff Vicious Blow as this attack is additive). — Time4Tiddy · 251
The "once per game" limit does not apply to the whole second ability. I does not have sense. Card uses "exhaust" mechanic this means the card readies during upkeep phase and "limit once per game " cannot prevent it. If they would want to prevent it they would have to add there additional condition "do not ready this card during upkeep" a why would they do it ?!? Simply if they would want the second ability to be used only once per game they would simply put there "discard" or "remove from the game" or "exile" mechanic instead of "exhaust" mechanic with additional two written limits/conditions. So this card functions very simply - you can use the first ability on it as many times as you want if the card is ready but in this case you get very basic attack bonus a dmg bonus which is far worse then Att/Dmg bonuses you can get from another card with similar cos/exp. value — Rado Gaman · 2
@Rado Gaman: It just means you can't choose to do the big attack and then still keep hitting with the regular attack ability (for example, if you missed the 4 damage attack, and the enemy is still alive). The reason this doesn't discard/remove from game/exile is simple, you can continue to use this card after using the big hit. What you CANNOT do, however, is to use the big hit multiple times during the same game, even on a future turn after it readies again. This card is extremely powerful - the boost/damage bonus is on-par with other weapons, but it's one-handed and infinite use, whereas with guns you have to consider the (very-limited) ammo count. — robert054321 · 1
regarding the "Max X per game"... I agree with the majority that you can only do the bottom ability once per game period regardless of the "draw 3 cards" aspect or not.... But is it a single "attempt" per game? Or a Single "hit"? i.e. if you draw tentacles when you attempt the big hit, do you lose the ability to try again? Anything specific in the rules that would answer this? — stm08007 · 1
edit: it seems clear this means max 1 ATTEMPT per game (regardless of success or fail). this seems harsh but the correct ruling unless anyone has something that says otherwise! — stm08007 · 1
I would rule that you can only exhaust Exhaust Timeworn Brand once per game. — Lotharun · 2
Sacrifice

From my limited testing, this seems a really nifty card. By the mid-game you've probably got resources you want to ditch, such as empty spells like Shrivelling or Mists of R'lyeh, or possibly allies like Arcane Initiate, Alyssa Graham or David Renfield with irritating doom on them that you want to get rid of. Now you can bump them off for fun and profit.

At worst, this is an extra Emergency Cache, but it's best feature is it's flexibility, and it's ability to draw 3 cards. Amnesia or Paranoia just cleaned you out? This can help you recover.

The down sides?

First is that it requires XP - though 1 is reasonable, I think.

Secondly, you need to have an asset to to discard. This is a problem at the start of a game. I would always throw Sacrifice back during a Mulligan. Still, if you do have one early, for mystics icons are usually useful.

Lastly, if we see mystic builds that are very event heavy (Sefina Rousseau) or where they might not want to discard empty assets (Akachi Onyele) then it might not be the card for them.

I think there might also be a combo with Quantum Flux here, too. If you've used all your Shrivelling charges, you can use Sacrifice to push it into the discard pile, and then Quantum flux to pull it back to the draw pile. That feels quite a lot of work, though...

AndyB · 957
Machete

Nothing really to say, just wanted to post my custom upgrades of some Core set cards I created and wanted to share.

Edit: This post has been modified after giving some thought on the cards and receiving some feedback. Holy Rosary (2) has been modified and 2 new cards have been added (Flashlight (2) and Guard Dog (2)).

Here are the links:

Machete (3): i.postimg.cc

Guard Dog (2): i.postimg.cc

Holy Rosary (2): i.postimg.cc

Flashlight (2): i.postimg.cc

Guts (2): i.postimg.cc

Perception (2): i.postimg.cc

Overpower (2): i.postimg.cc

Manual Dexterity (2): i.postimg.cc

Unexpected Courage (3): i.postimg.cc

I would really love to see a Machete (3), Holy Rosary (2) seems fair (maybe a little overpowered) and the upgrades of Guts, Perception, Overpower, Manual Dexterity and Unexpected Courage seem like a great way to spend leftover XP.

Feedback is welcome!!!

matt88 · 3242
Ism — Django · 5171
Sorry about double post. Your linked Images won’t load on Arkham dB but that website has some sick looking ads... — Django · 5171
Is there a policy for discussing custom cards on arkhamdb? I don’t know. Either way, here is some quick design feedback: The upgrades skill cycle seems reasonable, but for design consistency with other upgraded skills, remember that high level Innate and Practiced skills gain the Developed and Expert traits respectively. Machete is really boring - just removing it’s actually interesting mechanic to make it stronger and lose its flavor isn’t interesting. Holy Rosary 3 is way too strong. The relic restriction is cute, but being a cheap +2 stat stick that can be easily stacked using Relic Collector is too nuts. Maybe as a level 4. — Death by Chocolate · 1491
@Death by Chocolate Thanks for the feedback, I will edit my review to add those traits to the neutral skill cards and I will modify Holy Rosary so that it costs more in resources and maybe in XP as well. Machete might be boring, but I like it's efficiency. Seems like a reasonable upgrade to me. I might also add some new cards, I have a few more ideas in mind. — matt88 · 3242
@Django They load fine to me and it seems to be loading fine to other people as well. I don't know what the problem might be. — matt88 · 3242
@Death by Chocolate I fixed the Holy Rosary (2) + Relic Hunter issue by adding a "Limit 1 per investigator" condition on it and modified it so that it is less powerful. It might still be overpowered but I like that it can be obtained by Daisy and Sefina and maybe some future investigator that has Mystic as his secondary class. — matt88 · 3242
@Death by Chocolate Also added a few new cards. Check them out. — matt88 · 3242
Interesting upgrades. The only bummer is that you are focusing on cards that are already good on the first place and don't need an upgrade. It would be allot cooler if you do upgrades for cards that are actually bad/mediocre but still quite thematic and fun to play like "Unearth the Ancients" or "Knuckleduster" or even a revised version of "Springfield M1903". — Alogon · 1151
Machette(3) is just a cheaper, better, Timeworn brand. I question that! Also it completely lost what differentiates machette from other cards. Guard dog(2) gets net +2 stats, this along with +1 proable damage (nearly tripled damage in the right maps), seems too good. Holy rosary is super powerful, the effect seems like it'd be at home on a different asset that gives +2 will on spells specifically. Like. Spirit athame or something. I like te new text on flashlight, but the cost, fast and extra charge overdo it, a lot. I however love the skill cards, a lot. — Tsuruki23 · 2590
I am sorry,machete does only 1 dmg half the time when multiple monsters are present or you want wo hit monsters which are engaged with other gators..engaging actions are such a waste.. — xarathornx · 1
Dr. Elli Horowitz

As I understand here, you attach a relic card when she enters play only? So there is only one attached at a time? The EACH relic bit has thrown me off.

As I understand here, you attach a relic card when she enters play only? So there is only one attached at a time? The EACH relic bit has thrown me off.

wes_huffor · 1
It’s a templating foresight in case there’s a card that would allow you to attach relics to assets in the future. — Difrakt · 1327
Or an effect that triggers “When this card enters play” reaction abilities twice, which I anticipate on a Seeker investigator at some point, given the prevalence of that effect on Seeker allies. — Death by Chocolate · 1491
Does the relic sticks to elli if she is bounced back by calling in favors ? That would be a way to have 2 relics on her if it worked... — aurchen · 307
Quote from attachment rules: The "attach to" phrase is checked for legality each time a card would be attached to a game element, but is not checked again after that attachment occurs. If the initial "attach to" check does not pass, the card is not able to be attached, and remains in its prior state or game area. If such a card cannot remain in its prior state or game area, discard it. — Django · 5171
More to the point, "Once in play, an attachment remains attached until either the attachment or the game element to which it is attached leaves play (in which case the attachment is discarded), or unless a card ability explicitly detaches the card". Your hand is an out-of-play area, so Dr. Elli is leaving play, meaning attachments are discarded. — CSerpent · 126
Based on what Django said it seems that Skeleton Key would not get reattached to her when you use its ability to "return it to your play area". Right? — BobSmith · 11
Well, with Mandy Thompson revealed today, we finally see the design space of this card as Mandy can have Elli pull TWO relics and attach them to herself! — Death by Chocolate · 1491
I'm fairly certain that if you attach skeleton key to a location and then return it to your play area it will no longer be attached to Elli. That makes Elli a bit stronger when used with the Skeleton Key, specifically, as you can happily allow her to be killed off or use her for Calling in Favors and play her again to find a new relic — Zinjanthropus · 231
Sacrifice

I 'm actually surprised noone has writen a review about this card yet, so I thought I'd write one myself. I think this card is actually quite good. Mystics don't usually have a good source of card draw and this card is really good for that. But it doesn't offer only card draw, it can also offer resources, which are usually not a big issue for Mystics; you can run Forbidden Knowledge and/or David Renfield and have a satisfying source of resource generation, but the best part of this card is that it can give you a certain amount of resources and/or cards, what you need at most at the time you use it. The only other card that uses the language "gain X amount of this, or X amount of that or any combination thereof" is Emergency Cache (3) and both of these cards offer you the choice to get what you need at most at the time you use them, and I think that's kind of neat. Now this card can't exactly be used whenever you want; you have to wait the right time to use it, but when you use it, you get a really good bonus.

I think a lot of Mystics will usually have plenty of good targets for this card. A spell that has run out of charges or that you don't need in play anymore, a used-up Forbidden Knowledge, an Arcane Initiate that you don't want in play anymore either because you 've drawn many of your spells, or because you want to get rid of that doom (or maybe both), but I think the best target by far for this card is David Renfield. It basically becomes another card that allows you to abuse him. Why use Forbidden Knowledge or Painkillers to kill him after he has accumulated a lot of doom?? Use this card instead and get even more benefit out of him!! Now Moonlight Ritual and Calling in Favors are still superior choices for abusing David Renfield but this card adds up to these options and it can be a better inclusion in some decks.

I think this card is especially good for Marie Lambeau because she usually wants to have a lot of spells in her deck so that she makes good use out of her special ability and she 's the no. 1 candidate to use David Renfield. It might be bad for Akachi Onyele because she might want to keep her spells in play so that she can recycle them with Spirit-Speaker and it doesn't really comply with decks that use Recharge. But I think it can find a good place in many Mystic decks.

matt88 · 3242
Problem with this Card, it doesn’t help on turn 1 when Important assets or resdources are missing. But it’s flexibility is nice. — Django · 5171
@Django Yeah it's true it won't help in the early game. You actually have to set up first and do things before this card becomes a good play, so it's more of a mid-late game card. The flexibility is nice indeed, that's my favourite part about this card. — matt88 · 3242
@Django if you have Arcane research you can discard that turn one... unless I've misunderstood permanents... — Rparson · 1
Oops nevermind just reread the rules on permanents — Rparson · 1
I agree that this conflicts a bit with Akachi's spells as a target, but I run a charisma based Akachi with allies in addition to spells and think Sacrifice is a decent 1xp upgrade over Moonlight Ritual. It's also decent if you haven't found your Spirit-Speaker yet and just need to dig. — dubs · 1
Sacrifice looks like a 3rd or 4th copy of Emergency Cache, which would be a good option if you need that much money. Unless you are Akachi or possibly Dexter your used up spells will sit around in your arcane slots, ready to be sacrificed. Not a card you keep in the mulligan, but a welcome sight around turn 3 or later. — Mataza · 19