Dark Ritual

You know what I was really really expecting to see come out of Innsmouth, a higher level dark ritual with one change.

"...Spend 1 resource or release 1 curse sealed here. If there are no tokens sealed on dark ritual discard it."

The main issue with curses is having a lot of them around all at once, if you only have 2 curses about they are nowhere near as deadly and a single false covenant can easily just siphon them out of the bag, having a card that turns a large dumping of them into a slow drip feed would have been really useful, but I guess favor of the moon does that a lot better.

Given how much curse erasing exists just in survivor I don't see why you would run Dark Ritual for that, the biggest and best rogue curse card is Faustian bargain, it seems a little silly to use that and then follow it up with a resource sink.

Using dark ritual for short bursts seems to be the only use case it has, when you have a turn or two where failure can't be tolerated you can throw it down and spend the 2/3 resource cost to keep curses at bay, but even then at level 0 this card still looks poor compared to what tides of fate can do.

I'm trying my hardest to think if there's a reason you'd want curses sealed for the sake of it, like with guardian cards that can grab sealed blesses but I can't think of anything, I like to think every card has some amazing power if used well but for now I concede to Dark ritual.

Its coffin was carved by False covenant and buried with Favor of the moon. I hope like with all cards one day I will see where its power lies, every card is amazing in the right place, this one is probably going to need to see return to Innsmouth before that place arrives.

Zerogrim · 171
This card is honestly fine at level 0, when the Rogue doesn’t yet have cards like Skeptic or Covenant or Favor of the Moon to get around bad curse effects. You will probably want to upgrade out of it, but even just sealing some curses for a turn or two where the tests might be critical for your fellow gators isn’t a bad move at all. Faustian nets 5 resources for your group, so spending 1 or 2 to seal some back seems just fine to me. — StyxTBeuford · 12422
If you're going to play Faustian then seal the curses, group benefits aside you may as well have played an Emergency Cache. Or if you really want to share resources, a Stand Together (0). — suika · 7574
About the only reason I can think of to play this is to help the seeker translate Cryptic Grimoire. — suika · 7574
Yea helping translate the grimore is real handy, and its the obvious deckslot filler for when you want another curse card later down the line, I think the card really only exists so the rogue player who turns out to a table with curses doesn't get boo'd away at level 0. — Zerogrim · 171

Fey

Fey

Fey is a natural addition to any deck that runs Blasphemous Covenant and Favor of the Moon. Every time you use Favor of the Moon on a skill test, you gain bonus of +3/+4 (or a +5/+7, if you're committing two copies of Fey) and a resource. And Fey returns to hand even if you fail somehow.

Since you're a probably seeker playing Deep Knowledge, it's almost trivial to always keep a Favor of the Moon in play; by the time you've depleted a Favor, you'd probably have the other one in hand from all your draw. It's the most reliable way to handle The King in Yellow yet and an easy inclusion in any Luke/Gloria/Daisy deploying the cursed spell suite. If you're Amanda Sharpe, you can return Fey to your hand to put it under for a second time. This effect is also amazing in the City of Archives.

Outside of such a combo, Fey is rarely worth the 1xp it takes to purchase the card.

suika · 7574
It is neat for Minh! — MrGoldbee · 1036
2xp for two extra copies of unexpected courage that have no restriction on commits sounds pretty amazing to me, I see the curse return effect as a bonus feature not the main event. — Zerogrim · 171
Considering that I usually don't even add Unexpected Courages to decks anymore, I wouldn't pay 2xp more for just 2 more copies, no. — suika · 7574
Really depends on the deck. Silas could recur this with True Survivor, and both Silas and Amanda might appreciate the +3 will to protect themselves. But for the most part I do think this card is very underwhelming. It’s a slightly better UC for 1XP. It’s unlikely to help you substantially more than UC, a 0 XP card that, like suika, I dont take all that often anymore. — StyxTBeuford · 12422
I am curious though if it is a very worthwhile card with Favor of the Moon, but that also feels kind of self defeating since curses -2 to your skill anyway, so you’re more trying to stack against a heavily curses bag with these, and Favor of the Moon and many other cards already do a much more proactive job of that. — StyxTBeuford · 12422
Spirit Athame

Generally lackluster...but I'm gonna run this card with Favor of the Moon and the curse suite of spells Armageddon, Eye of Chaos, and/or Shroud of Shadows. The hand slot is uncontested for a battlemage, and the +2 skill value cancels out the modifier for the curse token you just released, while guaranteeing your bonus effect from the spell. Then you just pull a token like normal...should make 3-damage strikes (or 2-damage and a recharge) from Armageddon pretty reliable. It's just too bad that either use of the Athame causes it to exhaust, which interferes with repeated hits against a boss, or finishing off a mortally wounded foe. Still, it's a low-XP and only slightly janky way to "cancel" a curse token and gain a resource every turn...

Pinchers · 6
Equip 2! — Time4Tiddy · 155
Generally lackluster?? It’s definitely more ‘boring but (very) practical’. The biggest downside to this card is that they printed arcane research (IMO a way overpowered card). — Difrakt · 998
Exhausting is also a problem. Having 2 in play helps but I’d rather have a swordcane another hand slot — Django · 3436
It has its downsides but it’s still an extra 2 icons on the test you’re most likely to take every turn for 1xp. It doesn’t compete with sword cane, it competes with the innate bonus of level 5 spells, at a minuscule fraction of the cost. — Difrakt · 998
I'd run this OR Sword Cane, but not both. SC lets you hit for 1 damage or evade; an item for mages who DON'T want to fight. This lets you hit for 1 damage, or treat your (level 0 or 3) attack spell as being 2 levels higher, as Difrakt quite rightly pointed out. I wouldn't consider that to be worth 3 resources, a card, an action, and a hand slot if I wasn't running curse tokens. — Pinchers · 6
The level 5 skills provide more action compression and don't require taking another play action, a card, and 3 resources. It's hardly comparable. — suika · 7574
*spells — suika · 7574
Sword Cane

The previous reviews of this card have held up pretty well, but I wanted to add a few thoughts after months of playing with Sword Cane. It deserves the attention. I think we can now say that this unassuming little card has proven itself as a Mystic staple.

You can tell the designers had Dexter Drake in mind thematically and mechanically with this design. Sword Cane is indeed particularly good for him, but I think this card is excellent in vast majority of Mystic decks.

The most time-honored and traditionally effective way to play a Mystic is to stack a ton of Willpower boosts and try to use Willpower to do basically everything. As it turns out, Sword Cane just fits perfectly into that strategy. It lets you replace not one but two stats with Willpower, on a permanent basis, for a very low cost. That's so good!

Sword Cane's most powerful feature is that it lets you evade with Willpower. Its effect here is very comparable to Mists of R'lyeh. There are some differences--Sword Cane exhausts (but not on its enters-play trigger!), doesn't use charges, doesn't have the minor added bonus and penalty, etc. Basically, though, the cards accomplish the same task. Yet the biggest difference by far is that Sword Cane doesn't take up a hotly contested Arcane slot. Previously, running an evade spell on a Mystic meant either sacrificing an investigation or fight spell (an enormous price to pay) or running some clunky do-nothing asset like Sign Magick. Sword Cane totally gets around this. Hand slots are not at a premium for low-level Mystics. (Sure, you might want your Taboo'd Scroll of Secrets, but it's no problem to run that alongside Sword Cane.)

Sword Cane's Fight ability is much less powerful since a basic Fight action is much worse than a basic Evade action. The exhaustion clause is also much more relevant here--most enemies need to be evaded just once, but will take more than one hit to be killed. So, this won't adequately replace a combat spell. But that's fine, because you have your Arcane slots for that. And Sword Cane's ability is still really useful. It will save you charges on your main combat spell by taking out weak enemies like Swarm of Rats and Acolytes, or dealing that last point of damage to odd-health enemies. This is why some people like to run Wither as a supplement to Shrivelling. I always hated doing that, myself, because of the Arcane Slot issues and because Wither is so weak on its own. Sword Cane gives you all the benefits of this without any of the problems. It's a really nice effect to get stapled onto what was already a playable card.

Remember that it's usually better not to play Sword Cane prophylactically. This is because you get a free activation that doesn't exhaust Sword Cane when you first play it, so better to wait until you actually want to use it. Plus, if you end up never needing it, you won't have wasted the resources. There are exceptions, of course: maybe you want to protect your other assets from the encounter deck, or maybe you're Patrice and don't really have a choice.

To sum up, I'd say that if evasion is central to your strategy (maybe you're playing TFA or something), then you may still want to look at higher-level evade spells like Mists of R'lyeh IV for that big bonus to the evade check. But if you're a more typical Mystic that likes having the flexibility to evade, but only every once in a while, I think Sword Cane is substantially better than the various evasion spells and events. You're paying less and getting more.

I'll be honest, from a thematic perspective it feels a little silly that all my Mystics nowadays are venturing out to fight cosmic horror with Sword Canes in tow. But what can I say? This card just gets the job done.

CaiusDrewart · 2353
Righteous Hunt

Alright for real this time.

I haven't seen this mentioned yet, so I just wanted to add it for posterity. This card is Tactic traited. You can stick this on a Stick to the Plan and have an on-demand dash at any time during a scenario. I can't wait to try it out!

DanPyre · 38
"Get over here!" is a tactic too... — MrGoldbee · 1036
Chuck Fergus can make it fast — Zinjanthropus · 160
And Tony Morgan can use his extra action to use it on an enemy with a bounty (as it is an Engage action). :-) — SocialPsientist · 110