Cost: 2. XP: 4.
Test Icons:

Uses (2 resources). Replenish these resources at the start of each round.

Spend 1 resource from your resource pool or from Physical Training: You get +1 or +1 for this skill test.

Lake Hurwitz
Nathaniel Cho #31.
Physical Training

Despite doing pretty much the same thing as Arcane Studies (4), this one is a whole lot more worthwhile for two major reasons:

  1. It's not in the same class as Recall the Future, which almost completely overshadows Arcane Studies (4) to the point where if I was going to run that card I'd almost rather just run Recall and Arcane Studies (2).
  2. It is in the same class as Well Prepared, and enables it quite nicely. It's possible that the weapons you run might also cover the 2 combat, especially once you've invested some experience (though not all do), but 2 willpower is a whole lot more difficult to find on assets (currently just First Aid and Armor of Ardennes in guardian assets that you can play under your own control). That means this card may effectively offer a total of +4 in free skill boost to a Guardian's most important skills every round, divided between up to three different tests.
Thatwasademo · 43
Thoughtful! — MrGoldbee · 1242

Let's compare! All boost and +1 for 1 resource. All are Assets that need to be played, generally costing 1 action.

Physical Training 2 resources to play, icons
Physical Training (2) 2 XP, 0 resources to play, icons
This card is 4 XP, costs 2 resources to play, icons, and gets 2 recurring resources for boosting.


  • They all boost things most Guardians want boosted; while they tend to have 4-5 , there are a lot of enemies with difficulties that high, so pumping is nice. Similarly, Guardians tend to have 3-4 and there are a lot of 4-5 Treacheries.
  • For the level 2 and 4 versions,resources are turned into bonuses immediately.
  • Recurring resources are great; there will rarely be a turn where playing them won't help, and they can preserve using cards for icons, since Guardian tends to have sort of weak card draw.
  • Levels 2 and 4 combo well with Well Prepared.
  • They are slotless Assets, something that slot-starved Guardians will appreciate.
  • Lots of Assets protect Guardians from Treacheries like Crypt Chill and Corrosion. That's not a happy use, but better to lose your booster rather than your weapon while you are engaged....


  • They aren't permanent.
  • They don't help with Guardians' really weak and .
  • They are expensive to run, and Guardians have weak economies, although the Nathaniel Cho deck has offered some alternatives, and Big Money Leo is a thing.
  • They are expensive, and Guardians already have a lot of other Assets to spend XP and resources on.

In general, if you want to "pay to pass," all of these are decent cards and give a clear progression to build up to the Level-4 version, which is definitely the best of the lot, assuming you have the XP to spare.

TL;DR AH:TCG is a land of contrasts, and some deck styles and play preferences will like these and others won't.

I like talents... I know some people don't, but I find they work pretty well, at least in multiplayer. The auto refill of 2 resources will save you quite a lot in the long run. And let's not forget how much you need to have easy access to Combat Icons when you're running the al'mighty Shotgun. — LaRoix · 1580