Quick-Witted

Two completely unrelated quotes from the rules:

  • "If an investigator with an empty investigator deck needs to draw a card, that investigator shuffles his or her discard pile back into his or her deck, then draws the card, and upon completion of the entire draw takes one horror."

  • "A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area."

Two copies of Quick-Witted are not a single card.

Neither are three Segments of Onyx.

So, I'm thinking: if you draw your deck (at some point, if you're a it shouldn't be a problem), have 2 Quick-Witted in the discard and the last one in your hand, you can cycle them infinitely (provided you have enough resources)

  1. play all Segments of Onyx, immediately using one charge from the Pendant of the Queen
  2. investigate committing the last Quick-Witted, shuffling the other two into the deck
  3. draw for turn (1 card left in the deck afterwards)
  4. get rid of the Quick-Witted you just drew (commit it, discard it, whatever)
  5. use second charge from Pendant of the Queen
  6. draw for turn (no cards left in the deck afterwards)
  7. use the last charge from Pendant of the Queen, shuffling the Segments of Onyx into the deck
  8. draw them at your convenience
  9. repeat from step 1.

Infinite panic button.

Almevirian · 7
That's why we use the taboo list. — AlderSign · 423
You’re right that it works. I disagree with AlderSign that this combo is an example of something needing taboo. It strikes me as pretty weak, honestly. You either have a hard-drawing deck or this combo isn’t coming online until the very end of the game. If it’s the former, you are now permanently locked out of your draw engine and can’t get your discard back, in order to enable this ~1.3 clue per round combo. Another way to keep the Pendant topped off would be to use Daisy, Practice Makes Perfect, and the obscene Enraptured (2). You will add 12 charges to the Pendant for every 1 loop of the deck, which is functionally infinite since no Daisy deck needs 12 turns to loop. That is way stronger and perfectly taboo-friendly. — Eudaimonea · 6
Eyes of the Dreamer

I admit I take my time with cards from the new expansions (I also admit everything after the Edge of the Earth counts a "new expansion" for me), so again, a disclaimer: I have not played that card yet, so take what I say with a grain of salt. On that note:

This *clap* card *clap* is *clap* bonkers.

Let's analyse it together, maybe I'm missing something, maybe it's 6:30 or maybe, just maybe, I am simply that dumb. Comparing it to our good friend Grotesque Statue:

  • resource cost: identical
  • one is an item, one is a spell, both have synergies, neither is strictly better (although in there's more of the latter)
  • one takes a hand slot, one takes an arcane slot. One could argue arcane slots are more contested in , but nowadays we have multiple ways to handle that.

And this is where I begin my rant. So far, three of my points make those cards pretty much equal, so where exactly is the problem?

Grotesque Statue lets you "roll with advantage" on ANY test. Eyes of the Dreamer only does that for investigating. That is a substantial difference, making the statue usable with the cards that care about bless/curse/symbol tokens. The problem is that Eyes of the Dreamer is BOTH OF THEM. It both provides the "advantage" and has a payoff for using it (getting an additional clue). It has a whopping NINE charges compared to Grotesque Statue's measly three, it lets you use up to three of them in a single action and is a perfectly fine Sixth Sense once you're out of charges.

Let's not forget that if you're not interested in gambling, you can just take those 9 charges and use them as 100% guaranteed successful investigations (since you're pulling 2 tokens, only one of them can be an auto-fail, so just get your high enough to beat the greatest modifier in the bag).

AND IT IS THE STATUE THAT COSTS 2 EXP.

Almevirian · 7
The fact you can use the statue on any test is the main thing that puts it ahead. There's generally tests that are more important than getting a single clue and that's usually when you'd be using the statue anyways. — Spamamdorf · 5
This card is bonkers, but comparing it to grotesque statue misses the point. The statue is insurance for big bomb cards or crucial scenario tests. Some scenarios have agendas that directly force you to pass a test or take trauma. Some events create extremely high stakes tests, like a Decipher Reality intended to snatch 5+ clues at once, etc. That's what the statue is for. — OrionAnderson · 132
Calculated Risk

It's been a while since this card as released. After more varied play, how does this stack up?

On the whole, very well. It's not only the oversuccess portion of rogue that likes this, though it certainly doesn't hurt. The fact is, this is a single skill that can add +3 to any test - and sometimes there are some tests that rogues really need to succeed on that aren't in their strengths. In low player count rogues or when only dealing with the single character, there are things like Frozen in Fear which require you to succeed on a check that you wouldn't ever succeed on. There are also scenarios that often require you to make a specific type of check. At that point, you can usually set up the timing as you'd like and use this to finish off that check - and if you happen to be using any source of bonus actions, such as Leo De Luca or Quick Thinking along the way, all the better.

I've found this to be an excellent skill to throw in most decks which have a single low stat that can come up - and it turns out, rogues, and their generally low , can usually benefit from such an effect. This won't protect you when an effect immediately pops up, but it's a good emergency measure to have - and even if you don't need it, most games, there are times where I'm happy to arrange for a +3 on my last action.

Just don't use this in the same deck as Daredevil unless you're willing to tempt catastrophe.

Ruduen · 1025
Fun with Luger. — MrGoldbee · 1497
Daring

Amazing card. Massively boosts your fight/evade check and replaces itself! Useful for an investigator focused on fighting that suddenly has to evade an enemy, or help an ally finish off/evade an enemy, etc.

The only reasons not to play it are:

  1. You are bored to already play it in every fight deck, and
  2. Your fight checks are so strong that they don't need any boosts.
Minethlos · 5
Yep, never undestood why it has 3 icons, not 2. Too strong IMO. — AlderSign · 423
Cuz alert and retaliate are rough... — MrGoldbee · 1497
I think the advantages outweigh the potential attack. — AlderSign · 423
Sure the advantages are worth the risk, but compared to the basic skills it's exactly one more icon for a chance at taking damage. That's a fair trade. — Spamamdorf · 5
Sacred Oath

This card and its other versions are solid, but it feels like 5XP is too much, also it should probably be fast (edit:it is but the fast keyword is kinda hidden there amidst all the text). Still, it is a good effect if you have the Arcane slot to spare and the XP to spend if you are playing an investigator that doesn't already have access to treachery cancelation effects, I dunno if any who can play this fits the bill.

It is fast (: The word is just a bit hidden in the sausage of text. It sounds to me that this is mainly a card for Diana, for obvious reasons. — AlderSign · 423
It’s good for Patrice, too. She can’t really afford to sit on Ward of Protection, but can drop these as they come and have them banked for later. She’s happier to give up an arcane slot to the effect than most mystics, too. — Eudaimonea · 6
Oh it is fast, i read it like three times and did see it there. It is good on Diana for sure. — DakonBlackblade · 13