Hallowed Chalice

So this card is actually not bad in true solo. It is expensive, yes, but the unlimited heals on it can really be helpful at times. You can always make use of the doom heal during witching hour turns. Agnes can get some good use out of this, but so can any low health mystic.

There are some neat synergies with the new cards in TSK as well. Amina can use Word of Woe to get herself some extra healing without using an action (and also possibly clear the doom by healing the last point with her next action); Sin-Eater can also get extra healing juice as well, if you really need it (and in true solo, sometimes you do).

Amina can also pay for it easily too, either with her ability, or even with Sleuth, which may see new life in Amina decks. The chalice is also not a bad pick to slot in with the new Astral Mirror.

Obviously, one must be wary of the agenda clock when using the chalice, but that's the cost for dealing with doom!

Qn why is this illegal on Vincent Lee? Isn't he's supposed to be able to equip all items that can heal? — aronjrjr · 1
I think ArkhamDB hasn't updated the deck restriction cards regarding healing for some of the new cards. This card doesn't count as a heal horror card for Carolyn Fern atm, so ArkhamDB registers it as taking up slots from her 15 other seeker/mystic cards. Hope this gets fixed soon, but I also realise ArkhamDB is a fan project with limited resources. — Arkabon · 1
Predator or Prey

EDIT: Ignore all of the following, apart from maybe the bit about Dunwich Legacy... after not playing for several months, I completely forgot how SttP worked. It can't work w/ Predator Or Prey, so everything I wrote is irrelevant.

+++

A lovely Guardian card! Guardians have relied on their teammates to push them around for months; finally they can give a nudge back.

The obvious combo is with that staple of all sensible Guardian decks: Stick To The Plan. Since drawing this card at random from your deck literally turns it into a signature weakness, you just need to put it where you can see it 100% of the time.

So, Zoey/Tommy/Marky likey! Other Guardians too, tho they sort of need 1 more combo piece.

Once it's Stuck, your Guardian now has a 0-cost party-wide Elusive-lite, a map-wide Get Over Here-lite, or in some rare circumstances, (DUNWICH LEGACY SPOILERS) a straight-up scenario breaker. (Serves him right. He knows what he did.).

Lastly- and this is just sort of an esoteric novelty for the sake of being thorough- Survivors can take it too.

HanoverFist · 711
We cannot play dilemma card since no cost is defined. Thus, we cannot resolve the dilemma attached into the Stick to the Plan. — elkeinkrad · 484
Wow, I've been out of it. My memory was telling me that SttP's ability was to draw an attached card; I forgot that it was play-as-if-in-hand. So yes! Scratch that idea. — HanoverFist · 711
Power Word

I'm pretty sure Carolyn should be able to take this card and not have it count towards her 15 off-class options as long as she takes it with the Mercy command added, no? Since it can heal horror, that should satisfy her deckbuilding, and thus allow her to spend up to 10 exp on various customizations for it just as long as Mercy is among them.

That is correct. — Death by Chocolate · 1428
But without this upgrade this card count for her seeker/mystic card limit? — Tharzax · 1
@Tharzax without Mercy this is counted as limit and we cannot check more than 3, but we can add this after check Mercy. Thus, I think we do not consider deck limit. — elkeinkrad · 484
Because Carolyn was mentioned: With this, Arcane Research finally becomes very attratice for her, because Power Word is a Spell which could be upgraded over the course of many scenarios (before, there weren't much mor than Deny Existence and Clarity of Mind). Also, it becomes an interesting option for several investigators to only take 1 Arcane Research because several upgrades on Power Word only cost you 1 XP. — Miroque · 25
Calculated Risk

Without even taking any extra actions into account, this is a Wini card. It's a Rogue skill, it can give Wild skill icons, and that's all you need.

"After this test ends, end your turn." is a real shame, because I'd definitely play this on my first action just to draw more cards, but this clause pretty much forces you to play it on your last one for 3 (or possibly more) icons. Still good though.

Aesyn · 551
I don't have too much to say about how well the card plays--but the state of play on that Go board is janky as hell... — Cal · 1
Improvised Shield

The natural comparison for this card within Survivor class is good old Leather Coat as a damage soak. Let's analyse the differences:

  • +1 cost compared to Coat
  • +1 damage soak
  • takes more occupied hand slot compared to body slot where Protective Gear is the only alternative within Survivor class
  • you need to discard it first, where you can play Coat directly for 2 damage and then replay it quite easily with discard recurring cards
  • No symbols to commit vs. on Coat

Overall it doesn't look as a worthy rival for Coat, because it takes up a hand slot and the setup is more complicated. The problem is that for reliable recursion of it, you want to stick to one-handed assets so you don't replace big 2-hand assets with Shield and play another asset in place of Shield before Forced effect kicks in. If you're a Survivor fighter you don't want to give up 2-handed weapons when you can get soak somewhere else. For now I think this card can find a place in Survivor decks not focused on fighting as a cheap damage protection and only when you have better alternative for body slot.

Two imrpvoised shield can also be permenantly replaced, one overwritting the other. its like leather coat but you pay a resource instead of drawing the coat. — Zerogrim · 290