
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...
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...
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.
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.
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.
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.