- Q: Per FAQ 2.0 entry 2.2.1 Treachery Subtitles we are told to interpret Whispering Chaos and Whispering Chaos to be copies of the same card. Does adding another copy of the same treachery trigger abilities on player cards, specifically Dream-Enhancing Serum? Does the same apply to hidden enemies such as Nyarlathotep? A: FAQ 2.0 codified the rule that “drawing” a card versus “adding it to your hand” [Drawing Cards, final bullet] are distinct triggering conditions. Dream-Enhancing Serum can only activate when you draw a copy of a card you already have in hand, but both Whispering Chaos and Nyarlathotep are cards that are added to your hand.
Only the first copy of each card in your hand counts toward your maximum hand size.
After you draw a copy of a card that is already in your hand, reveal both copies and exhaust Dream-Enhancing Serum: Draw 1 card.
This thing is extreemely annoying, I looked at the first mechanic, not liking it for the price, then looked at the draw mechanic, started loving it. Tried it and realized that very typically if i'm seeing a second copy of a thing, the first copy is in play or in the discard pile, so I came back to realizing that it's all about that first mechanic... Which I didnt like.
This is a good card, it's just extreemely unrewarding if you try playing it outside it's niche.
Printing this card was a mistake, it's very overpowered. By itself, this card theoretically allows a player to have about half of a 30 card deck in their hand, and that's without looking at Laboratory Assistant (multiples with Charisma), Arcane Enlightenment, or myriad cards.
So what's wrong with that? Well, once a huge chunk of an investigator's deck is either in their hand or played on the table in the form of assets, there are few remaining cards in the deck, allowing powerful card draw tools like Mr. "Rook", Cryptic Research, or The Necronomicon to quickly cycle through what's left and play power cards repeatedly. The 1 horror penalty for reshuffling the deck can be dealt with by soaking on an ally and replaying it (Laboratory Assistant or Mr. "Rook" are perfect for this).
The ridiculously overpowered The Necronomicon is a prime candidate for this type of abuse, but there are many other cards that become overpowered when played repeatedly, 3x Three Aces which also fuels the draw/cycle engine with resources and cards while auto-passing any test, Segment of Onyx/Pendant of the Queen, Extensive Research (0 cost with this strategy), or Ancient Stone are other possible examples of strategies that subvert the chaos bag by being testless ways of solving problems presented in Arkham Horror. Even merely good level 0 cards such as Shortcut (take repeated extra move actions), Mind over Matter (make any Fight or Agility test an Intellect test) or Deduction (pick up clues twice as fast or three times as fast with Deduction) become degenerate.
Anyone with big hands need this card. I feel its hard to change anything else after you start your deck building with this so it can be limiting to adapt but no doubt its powerful Really strong enabler for forbidden tome and also very good with characters like Daisy. At dunwich legacy this card... Ughh.... Lets say at dunwich legacy use with caution if you are new :D
I never found out what "reveal" means on this card. It doesn't say "play" or "discard" and revelation effects are exclusively on encounter cards. So I only used it as a hand size increase. What do I do with the cards in the second ability here?