Momentum

When I first saw this card, I probably had the same thought as you.

"Oh, that's cute, I guess."

This card is actually an incredible payoff for success rogue for two reasons.

  1. Reducing difficulty is incredibly useful. Do a big skill test, this reduces the difficulty of the next one by 3, that's pretty much a guaranteed evasion or investigate on most scenarios. It means you can carry over the benefits of a big combo skill test to another one, which is real helpful if there's multiple things you need to accomplish.

  2. Double or nothing. You use flashlight/stealth to get a free skill test, commit momentum and overachieve, then if you punch something with double and switchblade, you're attacking for 4 damage against a max difficulty of 4. (Originally 4 combat, -3 from momentum, x2 for double gets you to a difficulty of 2, overachieving requires getting at least 4) which is pretty incredibly reasonable, especially if you've drawn other stuff.

The card could be used as though it read "if you succeed by 3, your next skill test is automatically successful unless you reveal an auto fail" or "if you succeed by 3, your next skill test overachieves," so it's great as a flexible tool for setup AND payoff, which is the kind of thing rogue needed.

xeynid · 16
Agreed, this is the most important Rogue card in the set so far, save for maybe Three Aces. — StyxTBeuford · 632
.35 Winchester

So, this card has an error on it. As written, the fight action does not cost ammo. However, Matt has already confirmed in the Mythos Busters discord server that this ability should function like every other firearm, so , spend 1 ammo: Fight.

wern212 · 35
Occult Lexicon

I do not like Occult Lexicon; it's not a bad card in any way, just the first four words in the text complicate matters significantly: "limit one per deck":

Given how long scenarios typically last, and the punitive aspect of weaknesses that punish over-drawing, Arkham Horror LCG tends to leave a sizeable stack of cards left in your deck by the time a scenario ends, where even cards you've included two copies of have a chance of not showing up for any one scenario. This makes single copies in your deck very unreliable, and depending on them showing up early is ill-advised.

And Occult Lexicon value depreciates significantly the further into the game you draw it. After playing only one copy of Blood-Rite, you've broken even in terms of tempo: one action to play Occult Lexicon and one action to play one copy of Blood-Rite nets you two cards, two resources, two damage, or any combination thereof in two actions, what you would've gotten with basic actions. To get a return on investment, you need to draw one specific card, play it, play the other card that just entered your hand, wait till you draw one of the two remaining copies of that card, and then play a third card; a feat made unlikely to occur often with the deck limit.

You could always tutor Occult Lexicon out, there's Backpack and Research Librarian for that, but I advise against it, as it compounds the slow nature of Occult Lexicon. Now instead of spending two actions to get something back, you're spending three. Tutors are much better spent on impactful cards that you would be willing to spend two actions to have now rather than one later (or one and zero respectively it the card is fast). Occult Lexicon enriches your deck with better than average cards with high flexibilty; it's immediate impact is lacking.

Now despite all that, there's one sterling example of when Occult Lexicon might very well be an auto-include; in a Marie Lambeau deck. Marie wants spell assets or non-fast spell events to make use of her special ability, and Occult Lexicon enriches her deck with not just above-average cards, but above average spell events, eliminating their slow nature somewhat as they might as well be fast cards when played with her additional action. In addition, Hallowed Mirror works exactly the same as Occult Lexicon in this regard (and Marie can take both, as the're both lvl0 occult cards), with their respective spells being all-purpose enough that you're happy with drawing either. With that in mind, you can treat Occult Lexicon and Hallowed Mirror as a pair of a single card, just like any other card that you can include two copies of, which eliminates the other downside of those cards.

Lucaxiom · 187
I think you’re being harsh on the Lexicon’s action intensiveness. A potential 6 testless damage in a class that is terrible at dealing damage at all should not be ignored, especially for higher difficulties. Seekers also have significantly less opp cost for including one ofs in their decks because, well, they Seek incredibly well. Mandy Thompson in particular finds this card super fast. Also, it has a fun interaction with Pendant of the Queen: assemble Pendant, then break it, then assemble it again, using Lexicon to add cards to your deck should it run the risk of recycling before you can use all the Pendant charges. — StyxTBeuford · 632
I agree with StyxTBeuford. Mandy gets great value from this easily. I suspect Daisy would as well as she also has crazy draw and tutor, but I haven't tried it with other seekers — NarkasisBroon · 1
Luke can use the rites at adjacent locations — Django · 2150
I haven't tried it yet, but I wonder if a versatile Patrice Hathaway would like this book. — jdk5143 · 1
Barricade

Some time has passed since this has been released. Altough there is an upgraded version, this still isn't the best card.

Altough there is an exception. It is Luke Robinson. As he can put it down on other locations, you can easily block a way of monsters, without stopping you at your place. If you use Open Gate as well you can build a wall, that only investigators can skip, but monsters are stuck behind.

vidinufi · 21
Ethereal Form

EDIT: Grammar

I foresee Ethereal Form (and it's counterpart Read the Signs) becoming a staple among mystics, mostly due to innate attributes. All classes have an best stat, but there are also rather well-defined second-best stats and worst stats, as tabled below, calculated through averages of investigators' attributes within each class:

: Best Stat: , Second-Best Stat: , Worst Stat:

: Best Stat: , Second-Best Stat: , Worst Stat:

: Best Stat: , Second-Best Stat: , Worst Stat:

: Best Stat: , Second-Best Stat: and tied, Worst Stat:

: Best Stat: , Second-Best Stat: , Worst Stat:

Mystic's in particular is quite special due to every mystic except one having exactly 3 in that stat. Combined with no below 4 (expect Diana, but only technically), means that Ethereal Form will be testing at 7 minimum in all but Jim's hand (same for Read the Signs in all but Agnes's and Akachi's hand). It is also a spell, meaning the staple (and only, until Scroll of Prophecies came out) lvl0 mystic card draw Arcane Initiate will readily draw it.

Ethereal Form is of interest to Agnes Baker thanks to Heirloom of Hyperborea, of particularly interest to Marie Lambeau, thank to her innate ability, and of ESPECIALLY particular interest to Sefina Rousseau, thanks to her entire event-heavy play-style and whopping 8 test base for the card. Other non-mystics who can take mystic card and test Ethereal Form at 6 or above by default include Patrice Hathaway, Mandy Thompson, Lola Hayes, and, strangely enough, every Dunwich Legacy character.

That's all before we even get to what it does. It's closest comparison would be lvl0 Survival Instinct: same evade one, disengage all effect, and similar prevent re-engagement effect. It even has the same downside of possible screwing over fellow investigators at your location. The main difference is a 2 cost difference, a boost of 3 (on average) instead of 1 to the skill test, and the persistent, double-edged sword effect until round end. Your mileage may vary on the usefulness of a Survival Instinctesque card, but it's consistency is unquestionable; testing at 7 makes its effect a likely prospect, even on hard difficulty.

Lucaxiom · 187
I think my take is a bit more negative, overall. I kinda it suffers ( as does Survival Instinct and On the Lam , which is another good comparison) from the fact that evasion is generally less good than fighting so you really need to build around evasion to make evasion cards worthwhile or the cards need to be spectacular. I'd say for most of the investigators you mention, they'd rather fight. And even so I'd say this card has two really big disadvantages relative to On the Lam and Survival Instinct. One is that it's an asset so you have to pay its costs before you know you're going to need it, and the other is that clause about not being to deal damage until the end of the round. I think you're underestimating that. Once you're ethereal, it locks you into being ethereal to deal with enemies pretty much indefinitely and in some scenarios (e.g Undimensioned and Unseen) you flatly need the ability to deal damage to get anywhere. So it's a very action-intensive evasion-based way of dealing with enemies in a class that usually has decent combat options, with a hefty downside that needs to be carefully managed and that sounds like a fairly iffy card to me. — bee123 · 16
I disagree so heavily with bee. Ethereal Form is an amazing tempo play when you simply need to get from A to B. It’s not as good as Elusive most of the time, but it does double as an evade on one enemy. Think of any scenario where you meed to get to the exit through a pile of enemies- Ethereal Form can save you whole turns of actions in one card. Read the Signs is still probably better because 2 clues is more generally useful, but I dont see myself ignoring Ethereal Form in most Mystics from now on. — StyxTBeuford · 632
Interesting! I'm glad to be disagreed with :) . I agree that escaping does seem like the best circumstances for it, but I'd guess I'd ask how many scenarios are like that? SPOILERS, The Doom of Etzli and the Unspeakable Oath seem like the big ones , (and 1000 shapes of horror, to an extent) but that's not many. And I'd say there are a lot of circumstances where not being able to remove an enemy from the table hurts. Not just stuff like U and U and The Wages of Sin, but enemies with doom , enemies that attack without engaging, the Echoes of the Past guys... It seems to me like a lot of agency you're giving up in exchange for a slower riskier Elusive, especially when, say Sefina or Mandy could just take elusive with those situations in mind anyway. So, it's not the utility I doubt, it's whether the utility's worth the downsides - especially when other cards can do similar things without those downsides. Maybe I should try it out, and see if it feels that scary in practice :) — bee123 · 16
Sure, but a lot of that feels more like a criticism of evading over fighting to begin with. Why do we ever evade in the first place? Because in some cases it is a better option than fighting. TCU and TFA in particular reward evasion a lot. Ethereal Form is crazy because it's not just an evade on one enemy, it's you being able to completely ignore enemies for a round. Certainly this has more consistently good utility in solo where saving your charges for a Big Bad or being able to get yourself out of a situation where you're engaged with too many enemies to reliably beat them all matters, but if you have Ethereal Form in multiplayer you can just straight up play more risky. You can let enemies come to you, live on the brink of death, then escape at the last minute, which is exactly what our Jim did in Wages of Sin and it netted us another Heretic. I think this card is crazy good. — StyxTBeuford · 632
Also the fact that it's a spell isn't irrelevant. It's another target for Arcane Initiate, so it's fine even as a one of. — StyxTBeuford · 632
Its better than blinding light in TFA cause it doesn’t kill those 1 hp vengeance vipers — Django · 2150
It's an event, not an asset. You don't pay the cost until you use it. And you're only ethereal for the round. I don't understand how that locks you into being ethereal indefinitely? You have only two copies of this, unless you're copying it with Sefina's signature or using Dayana Esperence to play it repeatedly. — Yenreb · 1