Prophesiae Profana

Having played with this card a few times personally, and with my party, I think all the talk of taboo and brokenness is pretty overblown (at least outside of solo). It does absolutely smash certain scenarios, like Doom of the Eztli mentioned below, but I generally think this card is in line or slightly above the power level for a 5 exp card in a heavily contested slot. It's expensive in both regards as well as resources, so it has to be worth running, and in that regard it is a very cool card. In terms of the stat boosts, they're of course great, but nothing you couldn't get in other places with other cards (and only Monterey and Ursula really care about the agility boost). The movement is cool, but it costs actions, and Seeker actions arguably the most valuable in the game (notice a lot of the taboo'd seeker cards have fast effects). In my personal experiences, other than in the aforementioned DotE, I hardly ever used the movement option (though maybe Daisy would more often since she gets it for free). The most powerful aspect of this card is probably the part that ignores attacks of opportunity. This is a godsend for solo seekers who have no ally to take out foes for them, but in multiplayer I don't think this actually changes that much for a seeker, other than being able to potentially drag enemies to their fighters (and even then they'd have to end their turns there). In my personal experience in 4 player games, the seeker has dodged one, maybe two attacks of opportunity per game on average, which isn't trivial but isn't enough of an impact to where I'd call it broken. You could say it's the sum of all these effects that makes it deserve a taboo, but personally I think 5 exp, 4 resources and a hand slot really demands a lot from a card (see cards such as Lightning Gun) and that Prophesiae deserves to be cool and high impact. It does really well in a few scenarios, but I think that's ok, with the sheer variety of scenarios in this game some cards are bound to break some. I've never seen it break a campaign anywhere near as hard as any of the taboo'd seeker cards, or even some of its contemporary seeker cards like Eon Chart. This was revealed the same day as Jeremiah Kirby and I think he's ended up the better card with a really cool deckbuilding puzzle. At the end of the day, 4 resources, a hand slot and 5 exp are a lot for one card (10 for two copies) so it should be powerful. But I don't think it's anywhere near the power level of what we've seen before for seekers. In defense of Prophesiae Profana, I rest my case.

It's really campaign dependent; aside from Etzli, the movement ability isn't that useful for Forgotten Age. It was great with Monterey Jack in Edge of the Earth however. MJ has access to so many extra action cards that spending actions to move Lily to a critical location was never a problem for him. But many EotE scenarios cater to PP's strengths and I agree it shouldn't be taboo'ed. And for those saying it breaks Etzli, House, etc—so does Open Gate and that's a Level 0 card. — MindControlMouse · 40
Forced Learning

A more beginner-friendly way to describe this card is that it allows you to flex "live" depending on the current situation, instead of at the time of deck building. Making highly situational cards shines a little bit more.

In terms of emergent story, your character may looks like he always has something very specific to deal with a very specific situation, making him looks cool as if scripted in a movie scene. Because if it were characters that don't have this card, the situational cards wouldn't be in the deck in the first place and instead is full of staple must-include cards.

For example, the healing. When deck building, you don't want to include many healing cards as they are anti-tempo and somewhat situational. You also don't know if anyone would need any healing cards due to random basic weakness in EotE until you finished building the deck. You don't know if you will be hit by trauma early along the campaign and really need some preemptive healing to continue or not. Or even, you don't know if your cousin will join in the campaign half way with a character that needs some healing or not. Now you can include Medical Texts "just in case" and bias to discard it if it isn't needed while playing. This may also extends to movement cards where they may be needed in big map scenario, and not needed in a brawl scenario.

One other notoriously situational card that comes to mind is Barricade. Imagine if Barricade has a that let you discard it and draw a new card to replace immediately, it would move up from "no, thanks" tier to "sounds like fun!" tier. By modifying yourself with Forced Learning, you add this kind of flex ability on all the hard-to-use cards.

When beginners wanted to try out all the shiny cards or is going to blind run a campaign, this card speed up this learning process by letting you include them all and pick the right combination as you go. When you realize what situation you are in in the scenario, then you can "turn off" part of your deck that isn't matching with the situation as you draws.

5argon · 9144
Your review is the one that closest resonates with my experience, although the reason I almost always include it in a deck when I can is a weird one: I am having a hard time deciding which cards to omit from my build. In my opinion, with an ever-growing card pool there are rarely obvious choices. If I went around showing people my decks in question I bet there would be strong believes concerning the value of one card or the other. Of course, my inability to "let go" does not concern every deck I build, but sometimes it just feels like they should all be in there. To conclude: My awe of Forced Learning comes solely from its capability to let me include all the cards I want to, in spite of the normally too limiting deck size. The draw effect I actually find more backfiring because of weaknesses. Ever heard of "Tekeli-li"...? — AlderSign · 236
Brilliant reviews, and comments. I completely agree with you @AlderSign that is great for testing out what works in a deck, especially blind playthroughs. I too really can struggle to "trim the fat" and get a deck down to 30 cards as it feels like you can only run a few cards and ideas max. Forced learning I've found after many investigators playing it, can enable some very wide and sometimes complex deck builds too. — Quantallar · 7
Monterey Jack

Wow, what a character. An absolute mad lad. I just ran him through innmouth conspiracy(solo) and he is absolutely bonkers. Many people have said it already, But I got to spend a minute to talk about him.

One of the most horrendous actions in this game, is moving. It's a necessary evil. You HAVE to move to another location. That's  why movement cards like short-cut, scout ahead, pathfinder, estocic atlas are of great value. Especially in campaigns with Huge maps, like innsmouth and edge of the earth. Spending 1 of your few action just to move always feels bad.

Now, what if I told you, that there was a gator, that, when he moves, he pays you for it?!? It's your boy, Monterey Jack. Now, rogues have always had the capital when it comes to resources, but this seeking rogue can NOT take those powerful resource cards. But he can still get by, with cards like lonewolf, or Faustian bargain, but it's nice nevertheless that he can innately get more resources for his move actions. Now what rogues aren't good at, is card draw. Barring lucky cigarette case,pickpocket,easy mark, 3 aces, and all in. Mosty they have powerful draw effects. But never any consistent card draws. But this rogueish seeker not only has access to the best seeker cards, but can innately draw cards with his move actions as well.

Not Many investigators have an ability that is so versatile. If you don't need resources, you can draw a card. If you don't need a card, you can gather a resource. You are completely flexible that way. If you start to add in those powerful movement cards as mentioned,(especially pathfinder and eon charts) his ability becomes crazy, with so much overflowing tempo.

All of those nice things said. He is heavily effected in multi-player, and clue heavy location. In single player. This is a nice balance, there is not many clues on many location, so his ability can run wild and free. But more players invites more clues, and with it. A deck building challenge to really clean up clues. You can totally manage it, with cards like pifer, fingerprint kit, deduction, archaic glyphs and what not. Hell, he CAN take the best of what the seekers can offer, so why not? I would advise a secondary seeker, or a good generalist in 3-4 players, but he can be a main cluever in duos, definitely.

Also, a special case, in horror in high gears, you are glued to the vehicle, and the vehicle is forced to move at the end of the investigation phase, but not the turn. Which means if I didn't force it. (The ability on the vehicle card) I would never use my ability. Which sucked! But anyways, let's look at his stats.

1 will

This Stat is never good. Although, rogues are used to low willpower anyways, so if your teamed, the usual suspect can help,(you handle this one, I'll handle this,  ward of protection.) You will need to soak horror, and you will have to iron out some ways to deal with important will test.... or just don't do them, I guess. I can suggest a few option, especially if your playing solo.

  • forewarned(1)- you are pretty good at getting clues, so it's not so bad, especially if the effect you are canceling  would make you worst off.

  • Higher education(3)- you bet your bottom dollar I'll spend 2-3 resources to save my behind in a important will test, you can have an abundance of resources, you can fill your hand easy, and can use both Stats. I would say it's not a priority upgrade. But if you have the spare exp. Why not?

  • Skill cards- you can totally save an unexpected courage, and a inquiring mind to pass a hard will test. Hell, with some spare exp, I bout eye of truth(5) which is already a stellar card. You won't be able to do this offen, so choose wisely.

Sadly, he has 6 sanity, which Will test usually revolve around horror, so I recommend Logical reasoning or logical reasoning(4) which in general is a good card, but on him it's pretty great, not many(if any) rogues can say they have played it.(The lvl 4 version of course).

4 Intellect

A pretty solid Stat, and with 1-5 seeker access, comes many ways in utilizing it. Stand out cards are mag glass(1) of course, Dr Milan, and death(1).you also have access to many seeker researched cards , and also the new archive of conduits. He can provide excellent seeker support, while utilizing his rogueish card pool. Fun cards including

  • Eon chart(1)(4) - an excellent enabler that allows him to do 3 different things that he is good at. You can keep it charged with ariadne's twine(3)! My favorite!

  • Gené Beauregard(3)- an decent multi-player card. Boost two stats he likes, and provides him additional ability when he moves, this asset pairs greatly with hiking boots(1)!

2 Fight.

It's just as bad as his will Stat. But it's not nearly as important. This Stat comes up mostly when you fight.... which with his ability to move and his high Agility, he usually just wants to Evade. His signature asset, his trusty bullwhip, is an excellent panic weapon, and allows him to take out small annoyances. He can fight bosses with this weapon in solo for sure. But he really isn't a main fighter. Your job is to Evade, Investigate and get out of dodge. Enemy management will be an issue sometimes, so try to be prepared. The rogue 0 cards like backstab, sneak attack, hell even hatchet man will do some work.

side note- you can use the ornate bow, he doesn't have the best pool, but since he likes evading, you can make great use of this.however,you will lose your handslots tho

5 Agility

Speaking of which, this is the rogues stock and trade! But sadly, he is the worst rogue for this. He can't use some of the best rogue cards, also he doesn't have many ways of boosting his Agility. That said. Seeker still has great support for this Stat, I actually stated some cards (gené,hiking boots) that co-exist to help him boost this Stat.

His Signature Card- Trusty Bullwhip- I've talk about it alittle, but what's not to like? It's cheap, fast, and tests with his best Stat. It has that same versatile nature that his ability has, extra damage? Or auto Evade? Or nether, than attack again? Your call.

His Signature Weakness- Buried Secrets-

One of the more tamer weakness I've seen. I mean, he is good at investigating, so if anything it's a waste of a action. Or maybe not, because it has the bold Investigate. You can use a card like eon chart to investigate with it (current taboo actually prevents this now). And if you fail, but you really have to move, you can alway shuffle it back into your deck for 2 horror, you'll see it again, but probably in better circumstances.

All in all, he is an excellent investigator. That allows for quick, fast pace games were he lives on the run, and profits the most from it. Truly, a fun time!

Working a Hunch

It's a testless clue, fast, for a reasonable price.

This card is flat amazing. Anybody who can afford the cost and doesn't emergently need to draw something more important will directly contribute to winning the game with this card. Doesn't care about shroud, doesn't care about enemies. This is an absolute staple.

If you are able to get a discount it gets even better so it's set for my hunch deck if I play Joe and also Norman will be happy if he find this card on top of his deck (except you are at a location without clues) — Tharzax · 1
it really comes down to the cost at the end of the day, some decks can't afford to spend two turns worth of money to get a single clue, but if you are running Milan and the deck isn't too expensive it is pretty nice. (a lot nicer in Trish) — Zerogrim · 290
Also scales poorly above 2p. — MrGoldbee · 1441
There's no drop-off at higher player counts because there's more players getting clues. Seeker economy makes affording this easy, and even if you can't afford playing it it's 2 book icons. — suika · 9383
Still takes a deck slot. — MrGoldbee · 1441
it's universally useful to use this card to clear up that last clue on an xp location — liwl0115 · 41
Fast, saves you an action AND a test. Probably one of the strongest cards in the game - even if you are a seeker and are pretty good at otherwise gathering clues. — Blackhaven · 3
Sea Change Harpoon

I’ll take an alternate view. This weapon and the accompanying net are just too complicated, expensive and action-intensive for the simple way I play Silas. Much prefer him with the costly but no fuss Timeworn Brand and cards that recur skills like Resourceful and True Survivor. Sure it’s more xp but Silas can run well with little Xp. Just Meat Cleaver and Sylvestre with Track Shoes, and maybe a couple copies of Brute Force, until you can afford the time-tested Brand.

Krysmopompas · 363
Something to consider - if you don't bother using the bounce ability, just leave this in play and focus on ensuring you always have skills to commit with those cards you mentioned - it's a cheaper Brand that you paid no exp for. — SSW · 209
Yes, this comparison does not make sense, imho. I would rather put the XP in some Chainsaws. If you get the Harpoon out before them, you can return it to your hand instead of discarding, once you want to play the chainsaw, together with all skills committed. Then, you can either replay the harpoon, once the chainsaw runs out of gas, or commit it for it's good icons! — Susumu · 361
To put it in more general words: If you plan to bounce back your harpoon all the times to get back the skills, then play it again, that's of course bad (played). But if you just plan on using it at most once per game, when you want to free up the hand slot for something else, then why not use the bounce back, to regain some cards (INCLUDING the harpoon)? It's just gravy. On top of that, the ability, that makes TB more flashy than a Machete is also a "once per game" thing. So, compared to the Harpoon it is severly overcosted, imho. The condition for the extra damage, to commit at least one skill, is something, Silas will always want to do anyway. +2 instead of +1 might be nice in cases, when he does not need to commit for the extra damage, but I don't think, that's enough. With just 4 base combat stat, Silas likely wants to commit most of the time at least a card even then. — Susumu · 361
If you commit quick thinking and then bounce the harpoon in your hand with the commited skills, you haven't lost an action. And for the resource cost you have Drawing thin + Take heart. — AlexP · 248
These still enable at most twice a game to recoup the expenses. And incents you to build your deck in a weird oversucceed AND fail style. Possible on paper, but I'm not sold on it. — Susumu · 361