Asset. Arcane


Cost: 3. XP: 4.
Test Icons:

: Investigate. Investigate using instead of . You get +2 for this investigation. If a , , , or symbol is revealed during this test, you may choose a revealed location up to 2 connections away from your current location; you are now investigating as if you were at the chosen location in addition to your location (you may use either shroud value).

Brian Valenzuela
Before the Black Throne #322.
Sixth Sense
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • "As If": Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.
    • This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.
    • Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020
Last updated

Other people than I should likely weigh in here, but ok, Ill go first!

I thought this was a pretty crap card compared to an upgraded Rite of Seeking, and in many decks that will remain to be true. However, if you are going on a token manipulation deck; a deck that utilizes cards like Olive McBride, or Eldritch Inspiration which give you multiple "If X is revealed during this test" triggers, things start to change dramatically. Already, this card gives the same +2 testing buff as an upgraded rite, but the sneaky ability to trigger the "investigating as if you are the chosen position IN ADDITION to your location" trigger makes this card at least as good as the first upgrade of Rite of Seeking, and the occasional time to trigger it twice, netting you at least 3 clues from 3 locations utilizing the most favorable shroud value. That last point isn't to be understated. When resolving multiple nasty tokens makes for some complicated math if you can't get something like 2 shroud as your base.

Also, the negative ability on rite is just brutal sometimes. Turning it into a plus has the ability to supercharge some builds. For a deck that is going full-on token manipulation, consider this card at even or maybe even better than an upgraded rite. Rite has limited ammo and costs a 2 more to boot. This card really shines in multiplayer, too, as you have other people unlocking locations for you. The drawback, like all combo decks, requires a very picky set of conditions. With Olive only able to trigger once per round, without other token manipulation, you might find Sense rather wanting.

In the end, more stable cards like Rite will likely continue to be the mainstay for most clue/mystics. But don't overlook this very interesting build path.

Father Mateo +++

Being that Father gets superpowers on resolving Eldar symbols, going token manipulation already is a very clutch strategy that gets turbocharged by adding this upgrade path.

Jim Culver++

While Father benefits FAR more than Jim, being able to "0" out the skulls really allows this card to shine more if Jim is manipulating the bag!

Diana Stanley+

A lot of the problem with setting up a deck manipulation strategy is getting the right cards at the right time. Few base characters in the game can churn through their deck faster than Diana. While you have to dedicate a huge number of slots to exercise this churn and burn, there are likely enough slots to throw-in a few token tricks *stairs longing at Eldritch Inspiration. Of course, if you resolve it twice rather than cancel it, you don't get the same churn and burn ability, and other cards give up more looks at tokens are generally items or assets we would rather not see leave play, which def makes Diana the least suitable to lean heavy into this path, but it is still at least slightly more powerful than other mystics abilities line up for.

All other mages might actually be actively bad to try this path. Though others might have more to say about synergies that I haven't considered as a relatively new player. So don't overlook Sixth Sense, it might just help you see the way forward!

BeCurieUs · 17
This is a great card even if you're not doing token manipulation. By the time you're in position to purchase this card then you're probably deep into a campaign and the bag will be filling up with extra tokens that would trigger the ability. But really that's just an added bonus. The real reason you take this is that it allows a mystic to reliably investigate at whatever shroud level without needing to spend any charges. Mystics are not usually the primary clue-gatherer anyway so don't necessarily need to be grabbing multiple clues in a single action. — Sassenach · 121
That's fair, and I made a mention of that. For me, ammo charge in Rite haven't been to much of an issue, and we have had mad dashes to get clues! I end up always playing a bit of a flex mage with an equal part clue and fight. Perhaps if I REALLY leaned into the fight, though, and just took a card like this to kinda sorta get a clue when needed that might work out well, too!? — BeCurieUs · 17
Durn, beat me to it, I was working on a writeup :P you make lots of fine points. — Tsuruki23 · 1154
When you investigate in both locations, apart from getting to use the shroud from either, do you get a clue from both if you succeed? — AllRoundGoodEgg · 1
it says in addition to which suggests it gets a clue from both locations. I have seen people playing it this way. — Roakana · 1
This card is especially miraculous for the Dream Eaters campaign, since so many locations start in play revealed. — alexs34 · 1