
Does this card contain a typo? It isn't clear if you are supposed to attach this card to the abomination or not. We went ahead and attached it, assuming it was a typo.
Does this card contain a typo? It isn't clear if you are supposed to attach this card to the abomination or not. We went ahead and attached it, assuming it was a typo.
So I've seen a lot of people talking about this with Jim or this with a effect where you want a symbol like sixth sense and those are fair "wants" for curse of aeons but I'd like to bring a different approach I've not seen discussed about it.
Capping the bag.
When there are curses in the chaos bag the number you can draw is anywhere from +1 to -far too much, if you have three curses in the bad and a -4 then in that instance you can draw anything from +1 to -10, with some math's and programs you can figure out the odds, but the possibility is always there for super insane pulls where you draw 3+ curses.
Not so with curse of Aeons in play, how many curses are in the bag? irrelevant!, the worst draw you can pull from the bag is now always -2 AND the worst token in the bag, in the above example even with 10 curses in the bag you can only draw a -6, which as a mystic is not that hard to overcome with commits, rogues also will find a -6 beatable if they HAVE to pass.
What Curse of Aeons does is allows more reliability with the "uhoh all curses" table, sure blessing of Isis is cool in its own way but just knowing that even with a whole ton of curses floating about there is now a non insane number you can match to succeed at any test is very liberating.
And like with such classics as lucky, curse of aeons need never actually trigger once to still be useful, did you go an entire game and never trigger its effect with a curse heavy bag, well 3 xp and 2 resources to not suffer for high cursed bags seems A-Okay to me.
O scratch that, I just drew a crit fail....
I am about to start playing “Horror in High Gear” and this question popped in my mind: Can I use this while I am the driver in a vehicle? Do the rest of the investigators in the same vehicle move with me?
The card starts with "In between two scenarios of a campaign," That makes me wonder if, mid-campaign, I'm playing though a side-story, am I not allowed to repurchase exiled cards before starting the side story, after finishing it, or both? Or is it considered a 'scenario of the campaign' for this purpose?
The level 0 Enchanted Blade is a staple that sees play as a two-of in the vast majority of Guardian decks at my table. You can tell the designers worked hard to make sure this upgrade would have special appeal to Guardian players. Everyone knows that Guardians are a bit soft to horror and (Soldiers excepted) a bit short on card draw. This card addresses both issues. And everyone knows how bad it feels to spend ammo only to draw the autofail and miss. That will never happen with this upgrade. Plus, this card is just cool.
All that said, this card basically never sees play in my group. Why is that? Well, the main problem with Enchanted Blade is that it's a mid-tier weapon, and that's a really awkward spot to be in this game. Think of it this way. If you're a Guardian playing the classic Guardian role of protecting your teammates and hunting down monsters, your weapon is very likely the most important card in your deck. It's going to have the biggest impact of any card in your deck on the effectiveness of your Fight actions--and those actions are what makes or breaks your success as a character.
So, when you're shopping for weapons, why would you settle for anything but the best? It makes so much more sense to save up a bit and get the truly amazing weapons, like the Flamethrower or the Lightning Gun. The extra damage and to-hit granted by those weapons just does so much to make your character stronger. Enchanted Blade dealing a measly 2 damage per action (and that at most 3 times) just can't hold a candle to the power of the 5 XP weapons. And, once you have your superweapons, it just doesn't make much sense to spend 3-6 XP on what would basically be a sidearm or a backup weapon. If you have Enchanted Blade and Flamethrower in your deck, and draw them both, Enchanted Blade will probably do literally nothing for you that scenario. That's not a good return on an XP card. It would be much better to spend XP on cards that would complement your superweapon, like Stick to the Plan or Stand Together or Custom Ammunition or what have you.
And yes, I'm aware that Bandolier exists. But if you already have one super-great weapon in play, do you really need to spend a lot of resources and XP to get a worse weapon in play to go alongside that? Probably not.
Enchanted Blade is not the only card to fall victim to this complex. The upgraded Blackjack and the Taboo'd Machete face similar issues. It's not that these are weak cards--Machete was famously dominant back when it cost 0 XP. But they're not as strong as other options for your primary weapon, and people usually aren't willing to spend XP on backups.
That leaves Enchanted Blade with only a very small niche. It is one-handed, so if for some reason you really, really need that extra hand slot (perhaps you're a solo Guardian who wants a Flashlight but is allergic to the Timeworn Brand), you can justify it. But in multiplayer, for the focused Guardian, this card just isn't really up to the task.