Unearth the Ancients

Unearth the Ancients (0) was one of those cards that everyone wanted to try out when it was released in Forgotten Age. Some players here thought it was decent, others thought the card sucked and heated argumentes followed. Three years later, Unearth the Ancient (0) is practically never played, apart from the odd Ursula deck as her free, once-per-round investigation action makes it... less bad.

But now we have an upgraded level 2 version! The difference between the level 0 version and this is ...drumroll... you can now put TWO items into play rather than just one! The skill test is the combined cost of both. Plus, it's free to play now at 0 resources and yeah, they added a single icon and you'll get a clue now if you suceed at the test.

But is it worth it? I don't think so. Yes, the payoff can be great, but there's quite a few pieces you need to line up here. First you need to have the card in hand, along with TWO assets, hopefully relics, that you want to get into play. That's three cards. It should ideally be early-to-mid part of the scenario too, because that's when you usually need to play assets. And the assets really can't be too expensive because you need to be able to pass that skill test. The card gets less reliable on harder difficulties and in scenarios with evil special tokens.

And remember that the intial payoff is resources saved. You spend one card and one action, the reward is two assets put into play for free. Seekers have plenty of good economy cards, such as Crack the Case, so these are the cards we need to compare Unearth the Ancients (2) to. The exception is if the assets are relics, since card draw is always good.

TL;DR: This card is often bad, unless you can count on passing the test and you have a clue you want to find and and at least one of the cards put into play are a relic. Then it's good. It's just that you need a rather specific type of deck and quite a bit of luck to get there. Me, I would rather spend those 4 experience points on something less risky and more generally helpful.

olahren · 3546
Notably you get a clue if you succeed with the leveled version. I don't think you need both the cards to be relics either, spending one action to get a clue and place two assets for free is incredibly efficient. — Vultureneck · 74
"up to 2" assets, you can pick 1, and its unclear if you can pick 0 assets to set the shroud to 0. — Zerogrim · 295
As I know, you can pick 1, but not 0 as in third bullet of target rule. However, you may set 0 test by Choosing 1 level Magnifying Glass if necessary. — elkeinkrad · 500
Target rule does not apply here. Playing the event still changes the game state by triggering an investigate, even if it would be a normal investigate at DC 0. — suika · 9497
Quite sure that you can pick 0 assets by this card, the word "up to 2" clear that. — doldol161 · 53
For one card you 1) get a clue; 2&3) put 2 assets in play; 4&5) draw 2 cards; 6,7,8,9,10...) save (so gain) that many resources. You play one card that gives you 6 to 8 actions at once, I don't think that can be bad. Sure it requires some buildaround but if you're playing relics it's a no brainer. Even putting a single relic in play is going to be worth 4-6 actions. — Oriflam · 207
Comparing the card to 'crack the case' is bs. Crack the case is a really good card i'd gladly pay an xp for, and there aren't many other resource cards out there if you're not the discover or hand size seeker, so this makes perfect sense in an asset focussed deck as a very much needed 3rd and 4rth crack the case — steventjes · 1
Join the Caravan

I think this card is strong, and going to be pretty popular (as long as you're playing anything more than a monoseeker deck).

While Seekers do get a number of cards that let them be nippy - Shortcut, Pathfinder, this card has three things that make it worth the cost.

  • Firstly, it's a fast. This is great for both action efficiency and as a panic button (cause it doesn't provoke AoO).

  • Second, it's move to any revealed location. This is obviously why it has a chunky cost, but by hokey I think it's worth it.

  • Third, the cost itself. The XP cost is real low at 1, so it's not a hard card to slice in, and any investigator that can splash low-level seeker can take it (Poor Norman Withers, he's just not that nimble). And the resource cost is almost...a trick? It's real unlikely to cost you 5 because you're damn sure to have at least 1 Seeker card out - the only exception might be very near the start of the game, in which case you're also not likely to have explored many locations so the card isn't real useful. So, a realistic cost of 4. And with the Edge Of The Earth's cardbase encouraging multiclass card splashing with the synergy keyword and a new host of multiclass cards - on top the existing fact that of a lot of decks already have two class cards in. So outside of EotE a likely cost of 3, and in EotE (especially if Bob Jenkins is around) possibly even 2 or 1.

I'll mention that it has a single intellect and agility icon, which is something I guess if you really need them. But you'd never want to throw this into a skill test.

In conclusion, 1xp and 3ish resources for an instant "get me anywhere" card feels like a solid and powerful card. It's not cheap, and you might only pack a single copy. But. It lets you to flash to support any other player, to flash to any player to get support, or the safety to stay in a location to get that final clue. The list goes on. In short, it gives you a lot of options to capitalise on, and big ol' safety net to boot.

knockthrice · 57
It gets even better for Joe. With the insight trait you can play it fast often for only 1 ressource — Tharzax · 1
"the only exception might be very near the start of the game" You mean, if you are Lola, and did not take "Shrewd Analysis"? All other investigator control at least one class card: their Investigator card. — Susumu · 381
According to https://arkhamdb.com/rules#Ownership_and_Control you control all the cards in your hand, deck and discard pile. — david6680 · 66
Yes, David. But also, see RR on Ability: "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." That's why control of cards in out-of-play Areas does not "synergize" with this card. — Susumu · 381
I like all the synergy cards to play with the Dunwich investigators and the new level 0 permanents. In Rex Murphy I had three different permanents out, so never paid more than 2. With things like Eon Chart, Ice Pick, Professor William Webb or Crafty I even got down to pay it for free. — Miroque · 25
Luke can use it to exit his weakness. — MrGoldbee · 1484
Ikiaq

Step 1: Play Lola Hayes, focusing on and for enemy management.

Step 2: Play Ikiaq and let your team never worry about weaknesses ever again. Don’t have to worry about Crisis of Identity either!

This is the biggest Lola buff in the game prior to the new synergy cards in the Edge of the Earth expansion!

joshcurtis · 51
Ikiaq doesn't cancel Crisis of Identity, since it's not a basic weakness. — Thatwasademo · 58
to trigger Ikiaq ability, you have to by a mystic role — Pawiu14 · 196
Poor Lola. Every time a new card comes out that seems to synergize greatly with her, it always backfires :/ — LaRoix · 1646
Nephthys

Something unexpected happened when playing this card with Sister Mary in a 2 investigator team. We had all 10 bless tokens in the chaos token bag/sealed within a few turns of starting the game, thanks in part to a Keep Faith and a few activations of Blessed Blade. Then, with Nephthys down, there were no bless tokens in the token pool for the rest of the game, so I could not activate my Holy Rosary (2) and Sister Mary's end of the round power didn't do anything. I should probably just feel thankful that Nephthys was working full power, but this made me realize that Nephthys is probably even more helpful if you want to "go blessed" with an investigator that doesn't have Mary's built in power, since she (Nephthys) traps the bless tokens forever as long as she is in play, which greatly enables bless-related effects. At the least, I would probably forego most of the cards that add/save bless tokens to the bag if you choose Nephthys, because it can become redundant pretty fast.

jmmeye3 · 630
Just to make sure, you do realize that if you are dealing damage with Nephthys, that the tokens don't go back in the bag, right? — DjMiniboss · 44
Yeah, she can either trap bless tokens (returning them to the bag) or cash them in for damage (returning them to the pool). It is not the most easy to parse sentence of rules text... — Death by Chocolate · 1488
Bob Jenkins

Can you win an adventure without taking any move actions? Yes, with safeguard, shortcut or an automobile! Can you do it without getting any clues or evading? Yes, if you’re a guardian.

But can you do it without playing any items? Even in mystic, that’s difficult.

At maximum, Bob revolutionizes cross-class item usage. Sister Mary with a lucky cigarette case for draw power. Lily doing gunkata with a Thompson. Monterey Jack with durable lockpicks that start at +9. And those are just things Bob can slot naturally! With Shrewd Dealings, any non-signature item can go to any investigator in a three-player game.

At minimum, your party gets a free chance every turn to do the action everyone likes to do: fill their tableau with assets. Live a little, make some money, even in Antarctica. Maybe somebody needs a refrigerator.

MrGoldbee · 1484
But his ability says the item is played under its owner's control, I thin he would not be able to give a cross-class item to someone. — Gsayer · 1
Ignore it, my bad, I forgot about his signature. — Gsayer · 1