The Necronomicon

This card is worse than The Necronomicon to be sure, but Daisy's Tote Bag is worth it. But no need to spend 5XP on a cat for protection, when Heavy Furs does a better job at 0XP. I doubt that card was designed with cancelling tokens in mind, but it works perfectly well.

xemxi · 12
That's a nice catch. Oddly enough, it would not work on the core set version of this card. I do think, they had the option to cancel the elder sign in mind, though. In addition to John Dee edition, Jackie's spell suite punish an elder sign pull as well, and this might or might not be worth canceling, depending on circumstances. — Susumu · 366
Dawning of the Truth

Brutal treachery.

In this scenario, you may easily find yourself carrying 3-4 keys around (especially in low player count), and there might still be one on your location, which means that you could be testing against 6-7. This should give pause to even high mystics, and the odds of failing by 3 even worse for low investigators.

Pray that the same investigator does not draw all three of these...

DrOGM · 25
Benign Elder Thing

If Charlie Kane succeed at 3 Parleys on these cards and removes them all from the game, does he become Mayor of the City of the Elders Things ?

Joke aside, I both love and hate these little guys.

Love them, because the concept is thematically awesome. They are strange monsters, but they are as much victims of the madness as you are, and killing them is not the solution. Very much in line with the original story.

Hate them, because since they spawn in "any empty location" in a scenario with 17 (!) locations, they often place me in an "analysis paralysis" situation : where do I spawn them, to avoid wasting actions on useless movement, while progressing the scenario without dooming out ? Trying to find the "best" location might be the road to insanity...

DrOGM · 25
Beyond the Veil

This card is a perfect example of how a treachery can shape the entire campaign. Dunwich has many cards that force you to discard undrawn cards, and although this can normally be bad enough (especially if it pushes cards you need into the discard pile) this card makes it a punishing, deadly mechanic if not built for.

Anyone playing Dunwich needs to build their deck with this card specifically in mind. There are several counter options for it, though some investigators really have no counter and should not be picked for Dunwich because of that.

For All -Consider resigning if running low and this is up. It is better to fail the scenario than take trauma, most times. This card gives you plenty of warning that it is going to kill you.

Survivor (can deal with this card) -Devil's luck: Straight out cancels the card if you can't counter it by other means. -Alter Fate: Get rid of the card from yours/an investigator's play area.

Rogue (will probably die from it) -No easy counter. Either tank it, run versatile with Deny Existence (keep in mind the extra cards you pick for versatile should have draw on them or you're going to run into deck dilution easily), or dump points into Cheat Death.

Guardian (will probably eat this but be fine) -No easy counter, but can stack a ton of mitigation to take the hit (I've had worse, just straight out tanking it, etc). Also guardians tend to have slower draw and even with the forced discards the event probably won't trigger.

Seeker (no direct counter but can probably cancel this) -usually very squishy and can't survive the hit once it goes off and also cycle their deck fairly rapidly. They are definitely at a higher risk from this card. However with abilities like Forewarning they can cancel it. Many of them also have access to the mystic card pool, in which case Deny existence or Quantum Flux can help tremendously.

Mystic (makes this card their bitch) -Having a high amount of cancels, deny existence (especially level 5), slow draw and quantum flux, this class is not in the least bit concerned by this card.

TLDR If your character can pull from the level 1 survivor pool or any cards from the mystic pool, they will likely be just fine. If they cannot, consider versatile for deny existence.

drjones87 · 193
Guardians actually have Delay the Inevitable, which is also very useful to help others who tend to draw more — Nenananas · 257
Patrice, while "can pull from the level 1 survivor pool or any cards from the mystic pool" will likely be one of the gators having a harder time to mitigate BtV. Yet, I think with Dr. Francis Morgan and Charisma pretty much everybody can handle that treachery quite at ease. It looks more scary, than it actually is. — Susumu · 366
Prepared for the Worst

Seems like a pretty decent upgrade in certain contexts. Reduces cost to zero and if you attach this to SttP it prevents the card from sitting dead if you already drew the weapons you needed in your opening hand by helping your other fighting investigator friends find what they need.

For 2 XP I do wish instead of the cost being reduced it was either fast or searched 12, then I think it'd feel like more of an across the board upgrade and would see play outside of larger multiplayer campaigns or traditional 1 cluever 1 fighter investigator groups.

It's kinda Fast, since you can immediately play the weapon if you've got the resources, so you're still saving an action... but you don't get the other benefits like ignoring AoOs. — Hylianpuffball · 29
With the math of how STTP+prep works out, searching 12 cards instead of 9 would only help you 1 in 100 games on a 4 weapon pull. Reducing the cost and playing the weapon fast however, is something that saves you a resource and an action every game, which is far more valuable. It also helps to contextualize this as a '1 XP card' if ran with Stick to the plan, as I think the value of the upgrade only really makes sense on STTP. The main cost to this is that you can't combo your new weapon with ever vigilant, which is a big deal for decks that spam a lot of assets (most guardians), but if you aren't sure you will have 3 cards to play I do think that starting with 1 more action actions is kinda nice. The main issue is that your paying 2 XP for an effect that will only matter 1 in 10 games roughly, but if you want to combo your weapons (survival knife maybe), you are likely to play this regardless. — dezzmont · 214
The big bonus is that you can target another investigator, who might avoid an AoO. But since you are a guardian and designed to handle enemies there are few situation where this upgrade might worth 2 xp. Probably if you play yorick and have a good chance to recycle this card or your friend play an investigator with a weapon as his signature card like Joe, Monterey or Diana — Tharzax · 1
This big bonus is kind of meh, I think. Yes, there are weapons in Survivor and Rogue, too. And evena few in Mystic or Neutral. But this doesn't mean, that getting a weapon or not is equally key for the deck to work in these classes. To make it good in these, it would need additional traits. Maybe in a way, that still makes it restricted to search for only one trait. Like: "Choose an investigator at your location. That investigator chooses a trait (Weapon, Tome, Tool or Spell), search the top 9 cards of their deck for a asset with this trait, adds it to their hand or plays it (paying its resource cost), and shuffles their deck." One additional bonus of this card, I can see is: PftW (0) is imho not that great in a level 0 deck. You can't put it on SttP, and it's value further improves, once it improves the odds of getting a high level weapon with it. So instead of either getting a sub-optimal card in your level 0 deck, or paying 1 XP for a level 0 card later in the campaign, you can choose this card for just 1 XP more. — Susumu · 366