Eye of the Djinn

This card is great for a certain millionaire. His hand slots are typically free, only really used for flashlights, key rings, or fire axes. He can’t take any of the fun illicit weapons that rogues have. But with this, you can nail one more skill test a turn. And with survivor access, he has multiple ways to fill the bag with positive tokens, and Faustian bargain already works with him to supply his teammates with cash. It even upgrades easily in your deck, you can replace trial by fire guilt-free.

MrGoldbee · 1487
Its also great for Father Mateo, who can have it in his starting deck, and can also run Priest of Two Faiths and Tempt Fate to buff both this and his Paradoxical Covenant. — The_Wall · 288
I think mateo dont want to run this card from begining but yea I can see it being very strong card for him(there are better cards to have for him at begining). I can imagine it being first card he put into his deck ofcourse — Makaramus · 9
The Experiment

The experiment is a super interesting card. Unlike the hunting horror, which moves rapidly and can spawn any time, it moves very slowly. Inexorably. But it will always ready, punishing people in its space who don’t have a Dodge. Four years on, and there aren’t a ton of ways to fight it easily, especially if you come here before the Clover club and have OXP. Hand of fate can put blessings in the bag. Dynamite Blast is good. With an easy evade and no retaliate, the .25 can help more agile investigators lay in the hits. But unless you prepare precisely for him and get lucky, he’s going to continue inexorably. And the encounter deck rolls on. Hopefully you have some tricks up your sleeve.

Edit: Predator or Prey ruins this guy's year.

MrGoldbee · 1487
There is the Alchemical Concoction. Rather annoyingly, though, you can only really use it if you have decent intellect. — Zinjanthropus · 230
This is also why you have to take House Always Wins as first scenario, lest you want to be without the alchemical concoction. — LarryDK · 7
Whitton Greene

Actually a pretty good ally even if you aren’t running many relics/books. Most people would agree St. Huberts Key is a pretty good Card. This one gives the same stats, is able to tank more horror and can soak damage as well, which is pretty nice for seekers. The search ability is actually just bonus at that point.

Most seekers won’t have much trouble finding her early due to strong card draw/search effects. Yeah she takes up an ally slot, but in the right deck that can be mitigated by picking up Miskatonic Archeology funding.

All in all this seems pretty nice if you are running a seeker that runs at least 1 tome/relic that you are going to get out early and consistently (which she obviously helps you doing) and that can make use of the extra willpower. You don’t need to build your entire deck around this card.

Scarx · 53
Brother Xavier

One of my most memorable plays with Brother Xavier was at the end of Dunwich Legacy, where I was facing a big 5 health enemy, and had Brother Xavier in play.

I played upgraded Dynamite Blast, which put 3 damage on me (well, on Brother Xavier) and then 3 plus 2 on the enemy. Not that memorable in terms of fluking a lucky draw from the chaos bag, but testless 5 damage in a single action was incredible.

No, what made it memorable was thematically I think we can all work out what Brother Xavier did. What a noble sacrifice.

Phoenixbadger · 199
Costly tho — MrGoldbee · 1487
I feel like Brother X. has a lot of combo potential. Dynamite is one. Blood Eclipse is another. — Zinjanthropus · 230
The Truth Beckons

This might be useful for Luke Robinson on some maps. If you have it at the beginning of the game: play 'The Truth Beckons' and pick an unrevealed location as far away as possible, move there hopefully revealing 3-4 locations on the way. All of those revealed locations are now connected to your 'Dream-Gate' (you can play events from your Dream-Gate to those locations -once per turn- or teleport there when you leave the 'Dream-Gate')!

should have read the card more carefully :(

11zxcvb11 · 3
How are you revealing multiple locations with this card? The effect explicitly ends when you reveal any location. — PowLee · 15
Also tricky for Luke because it specifically says you can only play it while you're not engaged with an enemy, so you can't play it from a location with an enemy based on how Luke's ability works. This is still a really nice card. It's another good insight for Joe, probably better compression than Shortcut in low player counts (though still less versatile and not fast). It's not a reveal tool though, it specifically can only reveal one location. There's also quite a few scenarios where you want to dart across the map quickly, where tech like I'm Outta Here or Track Shoes become really valuable, and this card doesn't help you in the same way in those situations since often you will have an enemy between you and the exit. But again, if you're Joe, that might work fine as you could just blast them to smitheroons. — StyxTBeuford · 13049
Makes a nice combo with Ethereal Form as you can ghost-zip past enemies — EnglishLord · 1