
does this asset mean that I can commit more than 1 card to other investigator's test? Like I normally commit one card and then use this asset's ability to commit 1 more, or I used the asset ability to commit one and then I can't commit one more...?
does this asset mean that I can commit more than 1 card to other investigator's test? Like I normally commit one card and then use this asset's ability to commit 1 more, or I used the asset ability to commit one and then I can't commit one more...?
This card seems really good for Leo Anderson. If you get this on turn one you can make ever vigilant fast which seems like a really great combo. Not to mention all the other tactics in guardian like One-Two Punch, Marksmanship, and Prepared for the Worst just to name a few.
This is the perfect card for Amina Zidane. With her ability that 3 resource cost turns to 0, and the downside of her ability (adding doom to the asset) is entirely negated when you remove this. 0 cost, 0 action, 0 downside, +2 to all skills for this turn. This is especially good if you're playing Spectral Razor or Read the Signs, where it gives you a +4 to the skill test since you're buffing both skills.
Somehow the child of On the Hunt and Scene of the Crime ended up in the Rogue cardpool.
On the Hunt the encounter deck, then get a clue and a few bucks if you hit something non-Elite. You would still have to deal with the enemy you drew in whatever way you see fit so this essentially gives you 1 testless clue and usually 1-3 resources for a card and around two actions. The best case scenario is of course drawing an enemy you can one-shot in one or fewer actions, making this card a worthy competitor to Scene of the Crime (2 resources + 1 card + 1 action for 1-2 testless clues) as long as you can find a suitable enemy.
Emphasis on that last part, of course. This shares a problem with 0XP On the Hunt in that it can miss. It hurts less in that this card is 0-cost but also more in that it's now a wasted action. You'd probably want to consider Crystallizer of Dreams to ensure that you at least get a or icon out of this thing. Alternatively, it is also possible to only hit an exceptionally tough enemy in your search and waste your actions dealing with it. Access to testless and/or actionless damage or extra fight actions are welcome additions, and try not to play this when, for example, you know a certain Carcosa enemy that tests your intellect is in the deck. In other words, what's stopping this card from being a better Scene of the Crime is its inherent uncertainty - perhaps that's why it has found itself in the Rogue faction.
Investigators I can see taking this:
At first this card looked quite janky to me, but on closer inspection it seems to fit in quite a lot of decks. Certainly not an auto-include by any means, but at the very least primary enemy handlers with access to Rogue cards will want to give this a look.
The evolution of that card over the course of its upgrade is the same as a wizard for a DnD campaign. It starts really, really underwhelming but reaches stratospheric level of power in its late stage. Be it enemy mitigation, sustain, getting clues, this card does everything and testless. It becomes so absurdly powerful that when you get to draw three of them in its fully upgraded form, it will trivialize a scenario on its own. Many ennemies spawn in the first few turns of a scenario when your fighter isn't set up yet? Slam them on the biggest threats, transform them into powerful allies, and distract the other monsters from hurting your friends. This card effectively reads: convert a bomb card from the encounter deck into a boon for yourself. Not only the fact that your allies can also trigger all the effects makes it so versatile, but you effectively remove the biggest threats from being a problem, and thus, instantly.
However the card really needs tonguetwister to get going, but when you get it with thrice spoken things start to escalate. You evade most monster you meet, testlessly get two clues, heal friends, and effectively, definitely remove any monster (except elite) in the game, in a class that has access to ward of protection level two. Congratulation, on your own, you disabled not only the most menacing treacheries, but also the most terrifying monsters the game has to offer. Anything else is just between your main fighter and the boss of the scenario, and your cluever who has all the time of the world to do his job. If you think that as a mystic, you ever needed a weapon, this card solves all problem you need, being slotless and fast. By the way, you don't need weapons when you convert any otherwordly abominations to your cause. This card is worth any xp point you can spend on it.