
The theme of this card feels great, especially for Hunter investigators like Zoey. I've split my thoughts into a few quick-read sections:
Pros:
- As it plays fast, can be considered action-less.
- When you deal a point of damage it can deal an extra point as a and it stays attached to an enemy. This makes it fairly invulnerable to poor chaos bag draws, unlike Vicious Blow, and you don't need to take a specific action to make it work (e.g. you need to fight to commit Vicious Blow for more damage).
- Provides a +1 boost on all actions fighting that enemy (so on high health enemies, you can get a +1 skill boost across all attacks, and then trigger the on the final hit).
- Has a icon, so you're always going to find a way to use this even if it's not for fighting.
- Is a Spell, so can be taken on the likes of Marie Lambeau or Agatha Crane (who may not benefit from the +1 , but can make use of the additional damage).
Cons:
- Costs a resource, unlike Vicious Blow.
- Only deals 1 additional damage, unlike Vicious Blow ••.
- Can only be played in your own turn, unlike Vicious Blow which could be committed to fight actions of other investigators (allowing them to take the first turn).
- As an event the additional damage is a one-off benefit, unlike cards such as Beat Cop •• which persist and can deal up to 3 points of damage (more if you heal them).
I guess you can see there are a lot of Pros and not many Cons - so why would you not always take Hunter's Mark? The answer is it's another card to fit into your deck and the competition (e.g. Vicious Blow, and off-class cards like Long Shot where applicable) costs no experience. For me a see a few possible use-cases…
It's best used on:
- Decks using +1 damage weapon assets (e.g. Blessed Blade ••••) where even more damage offers meaningful action compression. On these decks, it synergises well with Vicious Blow, Strong-Armed and Enchant Weapon.
- Decks making use of and/or testless damage, where an additional +1 damage can also offer action compression (e.g. Beat Cop ••, Toe to Toe, Quick Shot, Dynamite Blast, or in conjunction with off-class cards like Luger P08 or Blood-Rite).
- Fight event decks that lack a back-up extra damage weapon (e.g. Nathaniel or Marion).
It's not really needed on:
- Decks which deal +2 (or more) additional damage with an asset, such as Flamethrower or Lightning Gun. In cases such as these, 1 more damage is often a drop in the bucket, especially when you can use cards such as Vicious Blow for free (or purchase cards like Custom Modifications with Quicksilver Bullets, which provide persistent boosted damage for just a little more XP).
For me, it's a nice to have on flexy Guardians who want additional damage - but even in these cases it's unlikely to ever be an early XP purchase as that takes XP away from bigger and better purchases or upgrades. If you want to see it in action I've recently posted a Mark deck which makes use of it and Blessed Blade plus Crowbar, but even in that case I save the purchase of Hunter's Mark until I'm over 20 XP for the reasons stated. I like this card a lot, but it's just a little shy of an auto-include when faced with the many great options Guardians have these days.