Enchant Weapon

How about compiling it with Enchanted Blade?

Does it then take 2 Arcane Slots?

Because that would also be an amazing combo for any guardian that would like to choose exactly how many damages to give...

Valentin1331 · 78442
I believe it does, as it says "in addition to" the other slots. — StyxTBeuford · 13049
Yes it does because of what Styx mentioned. Although it may not always be a bad thing since the new cycle has hinted at combinations and rewards for cards while you have certain types of card types in play, arcane included. — LaRoix · 1646
Another question: When it says exhaust _this_ card, does it refers to the Asset it is attached to or does it refer to Enchant Weapon? The first situation would mean that Galvanize can be used to take even more benefits of this amazing card. — Valentin1331 · 78442
It should just exhaust the enchantment and not the weapon by its wording — Tharzax · 1
However, you can't Galvanize the Enchant Weapon because it's an Event not an Asset :( — slyguavas · 49
Another Day, Another Dollar

This is a great way to gain money with experience, more efficient than spending experience to reduce the cost of cards. Usually when a card upgrade reduces resource cost, it will cost 1 XP to reduce the cost of a card by 1, but that only helps you if you draw the card, and only if you want to play the card at that time, and even if you do draw the card it may take you a long time to do so. With Another Day, while it costs 1.5 XP per resource, it gives you those resources always rather than sometimes, and it gives you them right at the start when you tend to need them most, rather than at some random later time that may be too late.

In general it is better to purchase this card than to upgrade your Emergency Caches into Hot Streaks. However, if you are really a glutton for money even at the cost of actions, and you need it throughout the mission rather than up front, you may be better off getting Hot Streak in addition to Emergency Cache, to bypass the limit of only two Emergency Cache in your deck. Hot Streak could also be better for certain specialty decks, like those which make special use of events, or fast drawing decks which are certain to run through the entire deck before the end of the mission.

ChristopherA · 113
Or scenarios that attack your wallet. — MrGoldbee · 1487
Vault of Knowledge

Probably one of the worst signatures in the game, it gives you an increased hand size which is the only thing saving it from the trash bin. There are major flaws with this card that need to be addressed.

A: you can only use this if you pigeon hole yourself into the role of clue gathering, which means to even get to use this effect you have to be willing to discard every other viable action you could do with Harvey, seriously! being forced to investigate every single round can really force you to be stuck where the clues are and away from the action.

B: its benefit is actual a downside when you think about it, so besides it amazing ability to hoard cards it also makes you draw cards from your deck, every card taken from your deck just gets you closer to a weakness and an eventual horror damage, its not worth speeding up that kind of doom clock, you use this too much and you may end up losing half your sanity just because you drew cards. (and if you use Harvey's ability you end up doubling the speed of your own demise)

C: it can grief your teammates... Unacceptable. You can force a teammate to draw weaknesses, discard cards from their overstuffed hands and take horror damage as you repeatedly get them to draw through their entire decks, I can't imagine any player ever wanting to play alongside a Harvey and seriously disrupting the natural rhythm of their deck to a faster more dangerous beat.

Side note: while its icons aren't good (triple fight would allow you to use strange solutions on bosses more regularly) the real killer is even if you try and get rid of this card Harvey's natural ability will likely make you just draw it again, especially if you are sensible and try and commit it when your deck is near empty and need to rid yourself of its vile temptation/S.

Zerogrim · 295
I.... cannot tell if this is sarcastic. Card draw always gets you closer to weaknesses on average, but that's not inherently a bad thing if you expect to draw through your deck anyway. I've said it multiple times, but card draw in Arkham is still heavily beneficial outside of Doomed decks and almost always worthwhile. The issues of Harvey taking too much damage from his weakness is fairly solvable with a single Bulletproof Vest, while the sanity issue is fairly moot as long as you have any allies at all. In any case, both Harvey's sig and his ability allow other investigators to draw cards as well, so if you are concerned with burning yourself too quickly, you can throw the draw onto someone who needs it more instead. Now, I don't think this is as good of a card draw signature as Minh's Analytical Mind, but it's still a perfectly solid signature, with the ability to transfer the draw to other investigators making it an incredibly useful tool in groups. Does your Guardian need more draw to find the weapon they need? Is your Rogue looking for that last Ace for Three Aces? You get the picture- this thing has pretty great group utility. Finally, the problem of needing to investigate every turn. I don't get this at all- you're Harvey Walters, an investigator with 5 intellect and only Seeker cards in your pool. Yes, you should be investigating virtually every turn. As long as you do it once a turn, you can trigger this every turn, but there's no reason you need to investigate just to trigger this, it's something that leans into what you should already want to be doing instead of constraining you. It's sort of like complaining that Grete Wagner gets you clues only if you're fighting- technically true, but you should really only be using the card if that was your plan to begin with. — StyxTBeuford · 13049
I find it really funny actually that in a game where you can play cards like You Handle This One, You Owe Me One, and Delve too Deep, that this card is somehow the step too far in terms of potential griefing, and for what it's worth, all of those cards are very good. — StyxTBeuford · 13049
Literally a sarcasm tag at the end, man. Even without it, if you find yourself wondering if something's sarcastic, maybe wonder a little more before writing out an essay in response. — SSW · 217
sat·ire /ˈsaˌtī(ə)r/ Noun: The use of humor, irony, exaggeration, or ridicule to expose and criticize people's stupidity or vices, particularly in the context of contemporary politics and other topical issues. — SGPrometheus · 841
The /S at the end I thought only applied for the whole last paragraph. I literally could not tell if it referred to the whole thing. I apologize. — StyxTBeuford · 13049
I thought it was more interesting than writing "A free card draw every turn that you can give to allies is universally great, the one thing I don't like is the big hand nudge but that can be ignored" in case anyone still had doubts on what my point really was. — Zerogrim · 295
Great bit! /s — MrGoldbee · 1487
Candidly my thinking was, if this were a sarcastic post, that it should have clarification on why those points are not necessarily correct, since this is a review. I meant no offense, I just wanted to make sure I hit the points I wanted to hit. — StyxTBeuford · 13049
Drawing the Sign

I pulled "Drawing the Sign" as my random basic weakness for Sefina in my circle undone campaign, and it really hurts! Drawing this during the upkeep phase when you have a hand full of cards is really frustrating (which is, I suppose, good for a weakness). This weakness has the potential to force a player to discard 5 cards at the end of the round (it's caused me to discard 9 over the past two scenarios)! Naturally, it'll hurt big-handed investigators like Safina and some Seekers. But, in contrast, it would be a pretty mild weakness for investigators that operate with few cards in-hand.

It's also hilarious thematically. Sefina is focusing on all of the spells and tricks that she can pull off for the objectives but then she gets completely distracted by drawing the sign and forgets most of what she had been thinking about.

I love your thematic explanation! — Nenananas · 267
I like to hand-pick thematic weaknesses for my investigators rather than draw random, so this was actually my immediate choice for her. It really stings to pull in your opening hand! — Chiligoat · 1
@Chiligoat Since you seem to implying otherwise: replacing weaknesses is not part of mulliganing; it's just part of creating an opening hand. Even though Sefina cannot mulligan, she still replaces weaknesses in her opening hand (except for The Tower/Devil, obviously, whose "before or after taking a mulligan" reminder text serves as, well, a reminder of that distinction). — anaphysik · 97
so, if Patrice draws this, does she just discard her whole hand and then draws no cards in upkeep until it is discarded? Also, would it force her to discard "The Watcher"? — crispy66 · 4
@crispy66: I assume yes, she has to discard her hand totally, but not the Watcher. Watcher is a hidden card, and this type of cards is specifically mentioned in the rules: it can be discarded by no other means except the one written on it. She can discard weaknesses without "hidden" keyword though, like the Tower or Reckless. — chrome · 62
.45 Thompson

This card is disappointing. You are spending an additional 3 XP, and you are getting nothing but -1 cost and a difficult to use limited special ability.

First, fighting more than one enemy at once is something that happens, but it is a lot less common than fighting one opponent. Two, even if you are fighting two opponents, you probably have to hit by quite a lot to activate the power, it isn't that easy to do, you’d better be pretty great at fighting. Three, even when you get into the magic situation and it works, it still costs ammo, so all you are saving is an action. And other cards which give “two actions for the price of one” have the advantage that you only have to spend your boost cards on one action instead of two. but in this case, you have to hit by so much to trigger the special power, that it probably would require fewer boost cards to hit twice normally then to make the one really good hit that activates the power, so really, you aren't gaining much other than saving an action.

Now, it is true that saving an action in combat is a particularly good time to save an action, but this card just places too many limitations on that saved action. As an upgrade, compare it to .41 Derringer (2), which has a much easier to activate general purpose way to give you an extra action, and gives you an increased hit bonus. This upgrade costs more XP and does a lot less.

ChristopherA · 113
Even in two player, tony draws an enemy, the seeker draws an enemy, tony then kill's both with a single action with no risk of hurting the seeker. When I play the monster slayer in a team I am shooting over allies constantly to save them, if you are luck enough that enemies only ever show up one at a time this is still 5 bullets for 5 resources, you only get its "downside" when things are going great to begin with. (so in reality to do what this does you're trading boosting to a high number to save two actions) — Zerogrim · 295
Tony hates this weapon for several reasons. Firstly, his ability works for fighting and engaging, so the need to hit another enemy on the same location is reduced. Tony's 5 fight also makes him an eays place to run oversuccess cards which keep his actions strong and allow him to take even more of them. Tony also tends to like one handed weapons a lot more- whether it's Switchblade 2, Knuckleduster, Timeworn Brand, or his own signature, Tony tends to prefer having multiple options instead of being constrained by a 2 handed weapon. Wors to fall though is that this weapon is ridiculously inefficient compared to most upgrade weapons since it requires an additional ammo to even use its ability, so you're not really getting much in terms of compression. Compare this to the Guardian version, which refunds itself allowing you to easily set up another weapon, whereas this just burns through itself slightly faster, which is heavily undesirable for a two handed weapon that forces you to forgo any backup. Compare this to Switchblade 2, Lupara, Mauser 2, or .41 2, all of which are way more appealing to me than this. — StyxTBeuford · 13049
Worst of all*, excuse me — StyxTBeuford · 13049
I agree that it's very rare case to use spend 2 ammo. However, it has high potential because all additional damage from other card are also applied at second shot. With Vicious(2), your damage is 4+4. With Enchanted Thompson, your damage is 3+3. — elkeinkrad · 500
I think the only scenarios where I would consider taking this upgrade are the one with numerous easy to hit swarming enemies — Tharzax · 1
The damage doubling is definitely neat. Maybe in a Skids deck with Well Prepared and weapon upgrades like Reliable? — StyxTBeuford · 13049