Burned Ruins

It's worth noting that although the additional doom isn't great, it does result in clues being permanently 'destroyed', and so Act 1b will result in fewer clues being put on The Hidden Chamber than normal. If health/sanity pressure are more threatening than doom pressure (or you can stack up a bunch of doom during the 'witching hour' before an agenda advances), this can be quite a boon in saving actions for R2/R3. (The fact that you 'fail' the investigation doesn't matter, since the goal is simply to remove clues, not collect them.)

In fact, there's even some benefit in Blood on the Altar to faster agenda advancement -- firstly, more sacrifices means an easier time with Undimensioned and Unseen (and thus Where Doom Awaits), which may be worth more than a story asset; secondly, if none of your unique allies have been Kidnapped! yet, then prematurely advancing the agenda can ensure that you have enough turns to beat the scenario in between one getting Kidnapped and them being sacrificed.

anaphysik · 98
Searching for Izzie

This weakness might seem worst. However, if you don't apply taboo list, this weakness may be thinkful. Why? Jenny could earn lots of resources and cards with the combo of Double or Nothing + "Watch this!" +All In. In that case, your deck tempo is very very fast, and you should meet your weakness oftenly. But, this weakness is attached in somewhere so that you don't need to consider while attached. This weakness need to be resolved just before the game ends. Well Connected or Streetwise is good for this.

elkeinkrad · 496
This is easily one of the worst weaknesses in solo- it often just becomes mental trauma. — StyxTBeuford · 13050
The problem isn't necessarily that Jenny can't beat the Investigate (though sometimes she indeed can't, especially in Scenario 1 or 2), but that it requires a ridiculous amount of actions to deal with. Most of the time this is going to be a 5+ action cost weakness, with a mental trauma attached if you ignore it. That's pretty painful. Personally I don't think the double action cost for the Investigate was needed. Nonetheless the silver lining is that this doesn't cause immediate damage to your board state (besides missing a draw from drawing the weakness), so it usually won't lead into any kind of death snowball where you get locked down by treacheries/enemies/weaknesses for several turns. And in that respect the high action cost is fair, since it is one of the few weaknesses that doesn't immediately sting. — Soul_Turtle · 500
Yehah I fully agree. It's often just not worth it, especially if it gets pulled late scenario. In solo, I pretty much always eat this card unless the map is small. — StyxTBeuford · 13050
Tennessee Sour Mash

The survivor version of this upgrade is clearly worse than the rogue version. Fast is better than -1 cost. +3 willpower twice is definitely better than +2 willpower three times. And evasion that is limited to non-elites is a quite large limitation, and causing a point of damage when you evade is only useful some of the time, and you have to wait until you have made three, rather than two, separate willpower skill checks before it is efficient to use this power; whereas the +1 damage of the rogue version is actually quite helpful and useful. I’d much rather take the rogue upgrade than this one, and since the basic version of this card is terrible, I wouldn't take the rogue upgrade either because it still isn't good enough.

The designers may have made the survivor version of the card weaker because they knew survivors had access to cards like Scavenging which only work on Items, and are always looking for good new Items. But they needn't have worried, this card is plenty unimpressive even if you do have Scavenging.

ChristopherA · 113
I have looking for any sort of way to justify this card as I also love it thematically. I can only think of one current benefit to this card if you are determined to play it. As it takes no specific slot, it can be sacrificed to Crypt Chill if I doesn’t manage to save you on the Will check. I’m the future there may also be a benefit if number of items in play count toward some effect. I’m constantly hearing how Survivors don’t really get a lot of use out of having a bunch of experience but I think this card would have a better chance at 1 XP and then maybe 3 Cost. It’s even almost laughable that the icons to commit on a skill check give it no reason to carry even once, let alone having two in a deck. That’s all I have to add. — Staticalchemist · 1
Tennessee Sour Mash

I think this card is a good upgrade to the base card, the improvements it gives are well worth the extra experience points. Especially how the attack gives +1 damage, making it a proper and effective attack. However, the base card is spectacularly overpriced, so it is still a struggle to like this card.

The big virtue of this card is that, unlike the base card, if I found it in my hand I would consider it worth the cost of playing it. I think that if you are committed to making an alcohol-based deck, this card would be perfectly suitable, as long as you aren't worried about spending your XP efficiently. But in terms of the real value of the card, considering the high resource cost and the awkward ordering problem (in order to use the powers efficiently you have to use the two willpower boosts first and only then use the attack), I think it would be overpriced with an XP cost of 2, much less 3. You need a really good combo in mind before this becomes a solid way to spend your XP.

ChristopherA · 113
The key in this upgrade for me is that it's fast. The action cost on the og Sour Mash is just not worth the weird payoffs. Here it's a flexible utility card that comes without hurting your tempo. — StyxTBeuford · 13050
A Finn Deck with scavenger, fence and other illicit stuff should work with this card — Tharzax · 1
I've found both the basic and Xp versions somewhat useful in 2-3 willpower Rogues in scenarios with a lot of willpower treacheries (hello, TCU). I've had some luck with it in a Tony runthrough of waking TDE, for example. It's not a first upgrade by any means, but it's not worthless. — LivefromBenefitSt · 1084
Intel Report

A really important feature of this card, as opposed to its cycle mates, is that it is often practical to play it at the very end of the game when its high cost is not as important. Early on, this card is somewhat specialized, there are situations where it can be very useful but it is very expensive. But a lot of characters tend to build up some extra money near the end of the game when they don't have time to play assets anymore, and this is extra true of rogues who are rich anyway. There are a lot of situations where you can wait till the very end of the game, then suddenly use this card to pick up the clues you need to win, or to earn some extra XP, and ignore the fact that the clues are on difficult to investigate late game locations that you simply don't have time to deal with. This makes this card far more useful than its mates Decoy and Small Favor, because they tend to only be useful in reaction to bad events happening, and are far less likely to be useful in the end game, and this makes it far more difficult to get away from their extremely high cost.

ChristopherA · 113