
For those of you interested in the lore, Stella's backstory and some of her cards seem to be related to The Strange High House in the Mist. This includes Called by the Mists and Granny Orne. I'm not sure how the Chainsaw fits in, though...
For those of you interested in the lore, Stella's backstory and some of her cards seem to be related to The Strange High House in the Mist. This includes Called by the Mists and Granny Orne. I'm not sure how the Chainsaw fits in, though...
I agree with this previous reviews that this weakness is not a problem most of the time, but I can think of two occasions when this can cause a real problem. The first instance is where the act deck instructs players to be at a certain location at the end of the round before it can advance. Drawing Detached from Reality during the Upkeep Phase is a major blow to your tempo, forcing the investigators to waste an entire round until Luke can get back from his trip to the Gate Box.
The second occasion is the fact that for the whole of the next turn Luke is trapped and is not able to help the other investigators without major effort. Especially in solo having a cultist spawn and being unable to defeat it before it tips the agenda over can be very frustrating.
Despite being a Practiced skill card that can potentially give upwards of +4 to +6 to an investigator's Will or Lore, Occult Theory is largely made irrelevant by its restriction on only having icons when it is still in your hand or committed to a skill test. Since Occult Theory has no icons outside of those select circumstances, Occult Theory becomes a dead card when attached to cards like Astronomical Atlas and is never a valid target for events like Practice Makes Perfect or even Written in the Stars (since those cards have no icons while they're still in your deck). The card is still potentially playable as a Hail Mary for Investigators that need flexible skill dedications, but there are no actual combos or tech involving Occult Theory when Mystics already have access to numerous great Level 0 skill cards.
At the same time, Occult Theory compares poorly against Level 0 Mystic cards and doesn't provide good enough stats to meaningfully compare with other upgrades that cost experience. Investigators with access to Mystic Level 0-1 who need a large dedication to pass a Will-based skill check can just cancel treacheries like Ward of Protection and Deny Existence, while Mystics who need to gather clues can just use their will to investigate using cards like Rite of Seeking or Read the Signs rather than try to boost their Lore to compete with Seekers. And even in the event that an investigator still desperately needed a flexible skill dedication, Mystics already have amazing skill cards like Promise of Power that give +4 to every stat that they can filter out of their deck with Practice Makes Perfect or Astronomical Atlas. Occult Theory is the answer to a non-existent problem for Mystics, and even in the event that an Investigator wanted to try the card out, they should already have access to strictly better option within the Mystic card pool.
Here are some rule notes for Neither Rain nor Snow. Notice that this is NOT offical ruling, but my interpretation of rule book. Please comment if you think something is wrong or another rule for note.
Interpretation:
True Magick doesn't work with Seal of the Seventh Sign.
The Seal keyword is stated as "As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it."
True Magick's ability is "Treat True Magick as if it were the revealed asset".
Hence, if you try using True Magick on Seal of the Seventh Sign, the card does not "enter play" because True Magick is already in play and thus no token is sealed.