You can only 'discover' a clue if there is a clue on your location.
Resolve any keywords and Revelation abilities on the encounter card before discovering clues.
- If you play Drawn to the Flame, draw a treachery card that has a move effect, resolve the move before discovering clues. You discover clues from the location you end at, if any, rather than the original location at which you played Drawn to the Flame.
Draw the top card of the encounter deck. Then, discover 2 clues at your location.
My favourite card of the core set, and what I consider reasonably powerful.
Essentially it gives you 2 clues and most likely some sort of test to pass, but unlike normal investigation effects where you need to pass the test to gain the clues, here you get the clues regardless of the outcome of the test.
Of course you might get an enemy, but it might not that matter if you grab the last two clues from your location and simply move away for a few damage.
I can't see ever using this for the icons, unless there are simply no more clues left to obtain, so the only thing that would make this better would be if it had combat icons perhaps, though it has the icons to match most mystic/seeker cards.
I just wish I could use this card in a Roland deck, but I plan to use it with the upcoming Zoey Samaras
(Reviews are enabled now, so this is a test review)