Cost: 1.
Test Icons:

Search the top 9 cards of your deck for a Weapon asset and add it to your hand. Shuffle your deck.

Robert Laskey
Blood on the Altar #184.
Prepared for the Worst

I wanted to like this card. For a long time I used to run 2 copies of it in Guardian builds. Then, after a while, I started running only one copy of it (which is not something I normally do with cards) - and now I generally omit it altogether.

The reasons why I used to include this 2 copies of card at first:

  • In other card games, "tutor" effects (cards that search your deck for other cards) are normally powerful because they let you search your deck for things that you really need, adding consistency.
  • After you draw a 5-card opening hand of a 33-card deck (standard for most investigators after adding signature cards and weaknesses), you are left with 28 cards. Prepared for the Worst lets you search the top 9 cards of your deck, so that's just under a third of the deck, which is not bad.
  • Weapons are important. If you're without a weapon and your role in your group is to kill things, you can get overwhelmed really, really fast.

Why I ultimately stopped including this card altogether:

  • The cost for using this ability is one card, one resource, and one action. That's really expensive for what it does, especially considering you then have to spend another action and more resources to play the card that you found using its effect.
  • It's not even guaranteed to succeed! When it misses, it really hurts. It's also least effective at the beginning of the game (as you have the most cards in your deck) and that's arguably when you need it most, since the beginning of the game is when you're setting things up.
  • Efficiency-wise, it's often better to just have slightly cheaper weapon that you can use until one of your primary weapons come up.
  • In my experience, if you have 4 good weapons in a 33 card deck, you have a reasonable chance of getting one in your opening hand if you mulligan specifically to look for one.

Why I used one copy of this card for a little bit:

  • It has good synergy with Stick to the Plan since it has the Tactic keyword and it's a card that can help you early on in a scenario. It increases a deck's ability to start reliably well.
  • Two copies just seemed excessive since the second one will normally be not very useful.

This card preys on weapon anxiety - the fear that you'll end up with no weapons when you really need them. I don't think this card is the answer to weapon anxiety, though - it's too expensive, too slow, and too unreliable to guarantee that you'll get the weapon you need. The only use I can think of for this card would be if you really want to use it to try and fish out a big gun - think Lightning Gun or Flamethrower - at a midway point through a campaign when you've already bought one copy of the big gun and don't have enough experience yet for a second copy. Even then, though, my advice would still be to simply use other weapons to keep yourself going until your big gun shows up.

Unless some other cards come out to make this more viable or desirable, I would say this card is probably worth passing on for the time being.

Until you have 2 or more superweapons (4-5xp each), this card is just worse than having another level 0 Weapon. To the point that I’m willing to spend 1 xp to buy a copy of this after I have them and Stick to the Plan. Ideally you are Leo Anderson and can just Adaptable them in. I ran the numbers and having one copy of this under SttP with two big weapons roughly improves your mulligan odds from 60% to 80% of getting the big weapon out on turn 1. With two level 0 back up weapons I almost never end the first turn without a weapon in hand or play. — Death by Chocolate · 10
Be aware that Stick to the Plan exhausts when used. So if you find a weapon with this card, you have to wait another turn to play Ever Vigilant and get it out. — Django · 1806

Cool card. Tell me if this sounds familiar:

You have a .45 Automatic on hand and draw into a Knife or another .45 Automatic or a Machete, you got plenty of munition (perhaps thanks to Extra Ammunition and this card is just a single token trash card that sits in your hand until you can finally dump it on that one test.

Enter: This card. Now you can cut out on 2 of those weapon cards and stand a greater chance of fielding the exact weapon you want AND, this card has 2 useful tokens! The starkly different and tokens are very rarely SIMULTANEOUSLY useless. That is why this card is strong, it lets the discerning combat character lean into their role without gimping their ability to contribute Clues to the agenda.

The only reason this isn't auto-take is it's play cost, a 1 resource cost can be the difference in setting you back a full turn of getting out your main weapon.

Tsuruki23 · 372
I agree! And it's gets even better when you start upgrading to Xp-cost weapons. Need that single lightning gun in your deck This card will help you find it! <3 — olahren · 340
When you wanted to ensure you drew into a weapon early in game back in the core set days, one would stuff his/her deck with 6 weapons. Half of them made you cry when you actually drew them, since you dont want to draw that crappy knife, you want the Machete. With Prepared for the worst you get the stuff you want, be that with an extra action use and an extra resource cost. — Heyenzzz · 1544
Must-include with lightning gun or flamethrower build -- no way around it (unless you want to gimp your deck). — crymoricus · 169