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 · 114
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 · 114
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 · 13062
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 · 1093
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 · 114
.45 Thompson

This is the classic standard 0 XP 2-handed weapon. If you don't need the other hand for anything, and want to fight lots of times, this is the weapon to get. It is more powerful and more efficient than pistols like the .45 automatic. Compared to the enchanted blade, it isn't as efficient, but a hard core fighter might well prefer a single expensive card they can rely on for a long time, rather than playing an enchanted blade, quickly using up the charges, then hoping to draw something else and play that. Rogues are even more enthusiastic about the weapon since they have an even more limited pool of good 0 XP weapons. Sometimes I give this weapon to characters who really do have a use for the other hand, just because I need more weapons in the deck and sometimes it's nice to have access to a really good weapon even if there is some sacrifice involved; then I replace it with a good one handed weapon when I get the XP. The only real disadvantage with this weapon is the high up front cost, so it can be a pain to get the resources together to play this card in the first place, and it isn't so great if you only plan to fight occasionally.

ChristopherA · 114
Meat Cleaver

If you’re willing to use up an arcane slot, this can be a tremendously fun weapon for a guardian to Enchant for Agnes. Between two and four damage for an alpha attack, depending on your starting horror and whether you want to take one and/or heal. Using a holy meat cleaver has a huge impact on your sanity!

MrGoldbee · 1505
Yeah, the cleaver was already a pretty spicy pick for Agnes, and the possibility of enchanting it might edge it out over Sword Cane. — SGPrometheus · 856
It's a real shame Agnes's deckbuilding can either include enchant weapon or meat cleaver but not both — NarkasisBroon · 13
But Dr. Fern can Enchant... — MrGoldbee · 1505