Idol of Xanatos

Ability : well representation of class. spending hand to do something. You will need quite some tutor power to run this card. which is generally stuffs.

Name : Idolising Thanatos, the god of death. seem quite cultism and to me. but yeah, good variety.

Interpretation : wearing a necklace should not physically tank you anything. Just your blind faith toward Xanatos give you confident to lucky dodge some hit and strong mind enough for some horror. Obsidian Bracelet should be the interpreted same way, just my opinion.

The weight of them was reassuring

best card so far BOOBA AWOOGA

Pawley · 29
Why do you need tutor power? It is not a card, you need early in a game. And even, if you would, it is an item (searchable with backpack), and it can be brought back from the graveyard, if you run "Short Supply" (Scavenging, Resourceful, Scrounge, ...) You probably mean general card draw to feed it? Which is also a seeker thing, but tutor means, that you are searching for a specific card. — Susumu · 366
oh sorry and thanks for correcting. I might not be familiar with card game vocab enough. that is exactly what I meant. just anyway to get any card on hand. — Pawley · 29
actual practical play : This card makes "fail into damage" more manageable. you can hold commit card and hope for luck more. eg. If you are on some typical test — Pawley · 29
Soul Sanctification

Healing in Arkham has historically not really had a good track record, and as a whole I try to avoid putting much of it in my deck as I can. This was a card that I thought maybe might actually finally give healing more value, if not as a universal thing then at least for investigators like Carolyn and Vincent. Unfortunately, while I do think the card can be an effective option, it's mostly due to one specific interaction and not because it's an overall valuable card.

First off, this card costs 6 XP. It is a permanent so it's something that will always be in play, but as a reminder Stick to the Plan as well as taboo'd Higher Education and Streetwise also cost 6 XP. You can also get any 2 card combination of Charisma, Relic Hunter, Another Day, Another Dollar, or Studious for that much XP. Soul Sanctification is a sizable investment of XP, so the rewards of the card are going to have to be on the same level as the cards I've listed as well as other options to be "worth it."

The big problem though is that generally speaking, you should be using your healing on investigators and allies that ACTUALLY NEED the healing, rather than investigators that are already close to full. Healing cards that are already perfectly healthy does nothing by itself, and IMO getting a handful of personal Unexpected Courages is really not a significant enough payoff to spend an action healing people over the alternative of healing damaged cards.

The card IMO really is only great if you have a useful effect that can overheal without having to really invest significantly in making it happen. One example of this is Surgical Kit. If you already have full Sanity and don't need to heal damage on the person you're healing, you can use a supply to draw a card and get a Soul Sanctification offering. It's not exactly the most insane payoff ever, but it's a nice option to have.

The other big card, and the one card that I think makes Soul Sanctification worth considering, is Fickle Fortune when you're playing with 3 or especially 4 players. If you find the card in your mulligan in 4 player, it gives you 24 offerings on Soul Sanctification minus one for each trauma (and it insures that every investigator starts with full health unless they're REALLY banged up) which with moderation will easily last you an entire scenario. Not only that, but you also get to trigger Vincent Lee and Carolyn Fern's investigator abilities on every teammate right off the bat. This can be extremely effective, especially if you pair it with Girish Kadakia and can help insure you're +4 on basically every test you care about. The big downsides are firstly that it costs 12 XP. I think it's still worth it in Vincent and Carolyn, but I think it might be too expensive for everyone else unless you're a Survivor with nothing else to spend XP on. The second one is the doom, but IMO this isn't that big a deal firstly because it lets one player have very effective actions all game, so the tempo loss early will be made up for as the game goes on. And secondly, if you draw the second Fickle Fortune you can use it to remove the doom and use your healing to keep your teammates safe which retroactively undoes the doom you added earlier.

One last effect that I didn't mention is that Soul Sanctification makes it so overhealing still counts as healing, which is important for Vincent and Carolyn as it means you can still get your triggers on fully healthy cards. While this by itself might not be worth 6XP, it's a nice QOL boost that can help a bit. However, it doesn't trigger on allies which can be annoying if you got a Girish in play as you can't use him at full health/sanity to get charges.

Overall, I think this card is good in Carolyn and Vincent at higher player counts in combination with Fickle Fortune, and really not anywhere else. As mentioned before this card costs too much XP and is too inefficient to normally trigger for it to be useful outside of its combo with Fickle Fortune. But that combo is powerful enough and has good enough synergies with the healing investigators that I think it's worth considering at higher player counts.

Sylvee · 101
But also notice that the combo with fickle fortune after mulligan means that you loose one round which is significant. In a four player game this means 12 actions and you can't use the offering on other players tests. — Tharzax · 1
On the other hand, you can probably recur fickle fortune and pick the other option (or just end up drawing your other copy) if you're short on time, so it only means Fickle Fortune is giving you at most one extra round rather than two. — Thatwasademo · 58
Even if you recur fickle fortune you loose the round you could get by the first decision. So this combo is the choice between 3 Aktion or 6x +2 on a test per player. I see the sanctification rather in a deck with medical texts and many (Trish) or free (daisy) actions. — Tharzax · 1
Underworld Market

After the 1st , the market deck is not ever shuffled again. Therefore you will slowly gain open information about the order of cards in your market deck (and able to nudge the ordering little by little), to full information in 5 rounds of consecutive 2nd use.

A trick that helps making use of this card to the fullest is to not face down the cards you arranged and put on the bottom, so in 5 rounds you have a market deck that is fully revealed and you can inspect the ordering at anytime. (I believe it is not cheating as it is equivalent to jotting down the moving order on scrap paper.)

Round 6 onwards you can selectively trigger the 2nd with clearer overhead view of the market :

  • Cycle the market without reordering to have a good card waiting on the top 2 of market deck. (You can browse the entire market where the good stuff is, having revealed them all.)
  • Try to arrange such that one of 3rd or 4th card combo with one of top 2 cards.
  • If you lack 1 resource or hand space to purchase, just stop using 2nd to have the market wait indefinitely.

Some more observation after having used this card :

  • 1 resource to purchase feels heavy enough, that I don't want too many of my Illicit key pieces to be all in the market. This card serves "tutor" and "situational skip" function. For tutoring, too many pieces you need to purchase consecutively from the market hurt the tempo, compared to having a half of combo coming up naturally from the deck. I have to focus on designing a combo between Illicit and non-Illicit cards too.
  • There is also a problem if you purposefully left some Illicit in the normal deck, since you need more Illicit to make up 10 cards to trigger the 1st to form the market on game's start.
  • Allow more Skill cards in the deck space after you offloaded Illicit Asset and Event onto the market deck, since Skill cards are better drawn normally and be ready for commit especially on late game.
5argon · 10200
Altough it seems to be implied by the word "reveal" it is nowhere stated that the market deck's cards are face-down. — AlderSign · 291
@AlderSign, it's also nowhere stated that the cards in any deck are face-down... — sacrelicious2 · 44
Hidden Pocket

Sadly cannot be combined with Quickdraw Holster, Bandolier, or Backpack... But for some Old One forsaken reason can be used with Improvised Shield.

Also... I'm not quite sure who technically owns the Straitjacket treachery, but I'd imagine a certain magician wouldn't mind keeping a little something up his sleeve when he preforms his next show at Arkham Asylum.

NorainJS · 59
Straightjacket is in your threat area, so you don't control it. Sadly, your review is funny. — Susumu · 366
Refine

This is a fantastic card if you are using custom cards.

While it seems extremely taxing at 3r, a card, and being a double for a mere 1 XP, its important to remember that the main way you get XP in this game is clearing victory locations or enemies, and mostly locations. In that context, is that a bad price?

No, not at all, its fantastic. Because this gives 1 XP for the player using it, and costs only the player using it actions and resources, you can compare it to how much it would cost you to get an extra victory point in a true solo game: You need to move into and out of a location that is otherwise superfluous, and need to pass 2-3 investigation tests or discover 2-3 clues, often times facing some sort of negative location effect. That is, in almost all cases, going to cost you MUCH more than 2 actions, a card, and 3 resources. Specific seekers might be able to get a VP for less with double pathfinder, assuming on their turn they didn't want to move anyway and were just 'popping in' to a location, investigating twice, and popping out, but in practice you probably are still spending time and energy in 99% of decks.

So when you look at it that way, its a fantastic investment of actions to VP, in multiplayer or solo, regardless of how many people run it, because it scales more aggressively for you than VP locations. You just play it during a turn your partially moving to a new location or any other 'administrative' turn where the team needs to just shuffle about and now your deck is stronger, which makes future scenarios easier, which gives you more time to get XP, which makes playing this card easier.

The other obvious benefit is that the XP comes from the aether, which matters if you are doing well and playing strong decks that tend to clear VP most or all of the VP of a scenario with some time to spare. At some point you can't get anymore XP from a scenario no matter how well you do, and Refine increases that max XP by 1, at least for you.

Also of important note is that you definitely should focus on VP locations over this card if your the cluever, because those pay out to the team. But it is very rare for you to literally not have 2 spare actions in the game as a cluever to cram in at some point. If you have custom cards and spare deck slots, definitely run this card for at least the first few scenarios.

dezzmont · 213
You can also look at this way: — tokeeto · 33
Trying again... You can look at it this way: In 4P, it often takes 8 clues to gain 1 victory. 1victory is worth 4xp thanks to player count. That means that you need, on average 2 clues to gain 1 xp. This card takes 2 actions and 3 resources, which could've been spent on investigate, investigate, and play Working a Hunch. This has the benefit of also progressing the game. — tokeeto · 33
I would like to point out that this card doesn't actually grant xp to the player, but instead it marks one checkbox on an upgrade sheet. It's a very edge case, but if you are only running one copy of an upgrade card and would like to get a second copy for free as part of purchasing an upgrade, the checkmark from this card will not fulfill that requirement. The problem is exacerbated if you also run Down the Rabbit because it reduces the cost to upgrade a card, it does not grant free xp either. It's not hard to get around these issues, but it's something to keep in mind when you plan your character progression. I'm not sure why you'd only run one copy of a customizable card, but I bet someone has. — cheddargoblin · 87
Rereading my comment I forgot to make clear that I'm talking about the need to spend xp when purchasing an upgrade to avoid the xp tax when adding a level 0 card to your deck between scenarios. — cheddargoblin · 87
Btw, is that Winifred Habamock in the art? If not is she a known investigator? — Quantallar · 7