Quick Study

Most of the reviews are talking about how this works in someone like Roland but not most typical Seekers - well, there's a new semi-seeker who likes scattering clues around the board.

For Trish Scarborough, this card is very good. Using it in the Mythos phase will boost her to a respectable 5, then prepares your location for a use of Lola Santiago, Working a Hunch, etc, to automatically evade an enemy.

Since Trish is more likely to be a primary clue-gatherer than Roland, this becomes a lot better nearer the end of certain scenarios, when there's no longer a need to spend clues, and you'd rather be evading a big boss monster. But so long as clues don't really matter, and you can make a test that doesn't take an attack of opportunity each turn, you can easily keep a boss monster completely locked down while a monster-slayer partner whales on it. And if it's engaging to them, it becomes even easier - dropping a clue to investigate just to pick it back up and get the evade.

In scenarios where clues never really become useless, or you don't want to drop them on victory point locations, the card has less use - it's still decent encounter protection, but Dr. William T. Maleson can do that job to an extent. But even so, you can generally pick the clues back up, and if you don't need to evade enemies but they're around, you can just use them to pick up clues faster than you drop them.

Overall, it's a good card in Trish, and it's nice to see a niche card find another good niche. Perhaps when/if the Survivor/Seeker is printed, it will be amazing in them too.

SSW · 217
This comment aged really well, since this thing is insane on Darrel with clue-dropping build. — Svyatoslav28 · 37
The Red-Gloved Man

The Red-Gloved Man with Tommy Muldoon is an incredible pairing. Basically if you can forsee any circumstance where Tommy takes 4 health and/or horror damage in a single go, then the red gloved man will be recycled and shuffled back into Tommy's deck before the Forced event triggers, but will have allowed Tommy to have a whole go of either not getting distracted by enemies; or taking damage and horror to reload Becky. also importantly, given you are using him for a single super-go, you aren't at all worried about the impact of Rookie Mistake), because if you play it well, it will all be sorted before you draw any cards in the upkeep phase.

Examples below are just from Night of the Zealot enemies, so there are a couple of spoilers if you read the text here and haven't yet played Night of the zealot scenario 1 - the gathering. (and if you haven't done that, why are you reading about 5xp cards anyway? ;-)

e.g. 1) Tommy just has a single simple enemy but has things to do; not many resources; or has Becky deployed but on zero ammo. (say you are facing a Swarm of Rats or if you are lucky one that does 1 damage and 1 horror, such as Ghoul Minion). If Tommy needs to progress the scenario quickly and get ammo back on Becky: Play The Red-Gloved Man to enable Tommy to just investigate three times (at skill level 6) or move through a few locations. He takes a total of 3 attacks of opportunity and another attack during the enemy phase, so the The Red-Gloved Man is defeated and shuffled back into Tommy's deck; (to quickly fight another day) and Tommy gets either 4 or 8 resources / ammo as well as a good chance of getting three clues or moving or otherwise maintaining tempo.

e.g. 2) Tommy has Becky in his hand, but not in his actual hands yet. He's got a lot of resources. He's surrounded by three enemies (Swarm of Rats; Ghoul Priest; Ghoul Minion, which would be doing him 4 damage and 3 horror every turn. )

Action 0(fast) Play The Red-Gloved Man, give the base 6 stat boost to Evade and to Fight;

Action 1 Fight (with fists, helped by Red) the Swarm of Rats (total strength 6 against difficulty 1). hopefully kill it

Action 2 Play Becky (which attack of opportunity from the two ghouls puts 3 damage and horror to Red)

Action 3 Evade the ghoul priest (skill 6 against difficulty 4)

Enemy phase sees the Ghoul Minion attacking Red, defeating him, and shuffling him back into your deck. you then get 8 resources back, some of which you are likely to want to put on Becky, to help the next round's combat against the ghouls.

Next round, instead of facing three enemies with no weapons and no chance, you now have Becky with anything up to 10 ammo on, just ready to start unloading merry hell on Ghoul Minion and Ghoul Priest.

If you are really lucky, you'll have a seeker with No Stone Unturned at your location to get The Red-Gloved Man straight back into your hand before your next turn!!

e.g. 3) Much more simple but similar to example 2: you have a single big enemy (one that does at least 2 damage and/or horror) again from the Gathering example, lets just go with Ghoul Priest and don't yet have Becky out! Action 0 fast: play Red Action 1 Play Becky. (Red takes 2 damage and 2 horror) Action 2 Fight Ghoul Priest using Becky (1 ammo now left). strength 8 vs 4. Action 3 Fight Ghoul Priest using Becky (all ammo used up). Strength 8 vs 4. Enemy phase defeats The Red-Gloved Man, putting 8 ammo back onto becky.

For round 2, you have masses of ammo on becky, you have 0 damage against you, and you are ready to fight three times against Ghoul Priest before you even begin to worry about taking attacks. In both turns you have a pretty good chance of dealing 10 damage to the ghoul priest in 2 goes, without worrying about receiving any damage.

Basically The Red-Gloved Man gives you something that all good higher level cards give: Tempo. But with Tommy Muldoon you get the Triple-whammy of Tempo, recursion and resources/ammo.

Phoenixbadger · 199
Red Gloved Man in Tommy also becomes basically broken when playing Carcosa and not saying a certain name. ^^ — Soemann · 1
Another easy combo is Solemn Vow. Since RGM doesn’t leave until the end of the Mythos phase, you will have an opportunity to use each Solemn Vow again during the Mythos phase for a potential 2x damage/horror per Solemn Vow in play. — Death by Chocolate · 1489
Although, keeping him around for the Mythos phase does expose him to a potential Mistake. — Death by Chocolate · 1489
Dendromorphosis

First time I get it and it has a nasty effect in my Mandy deck: it forces me to discard my hand assets, especially Occult Lexicon ... which in turns remove the 3 copies of Blood-Rite and makes the Lexicon useless !

AlexP · 282
Mandy is not so dependent on her hand slots as Guardians for example, so it's not that harsh for her. I think I would upgrade the lexicon into a different card when I have this weakness in my deck. — PowLee · 15
Blood rite can also draw cards and my plan was to keep 8 cards in hand almost all the game to use Farsight. In the same game I also had a copy of Otherworld codex to discard the nasty treacheries The Circle undone is filled with. — AlexP · 282
Arcane enlightment easily solves your problems — vidinufi · 69
Fearless

This is a fantastic card for many mystics, especially later in the campaign when they might have picked up some trauma and when there are treacheries/enemies that dish out tons of horror. The two symbols is just what you need, since you use it for almost everything through spells. Agnes in particular loves this, since any horror healed off her allows her to deal more damage, and she is more likely to succeed by 2 with her innate 5 willpower + potential boosts. Even better if you chose to include Arcane Research, since the two mental trauma means this card will be live from the very start.

Cpt_nice · 80
Token of Faith

This is a really bizarre card for a lot of reasons, and I think the best use case for Token of Faith is going to be extremely narrow and even there it might not be particularly powerful. The tl;dr is going to be as follows: If you want Bless tokens in Survivor , Keep Faith is a much simpler source of them, and you can save your accessory slot for something more broadly applicable unless you're for some reason desperate for more Bless tokens.

Contrary to user Calprinicus' review, I believe this is a far cry from being a staple card in any archetype, and it is going to be much weaker in solo than in larger parties. The latter is obvious really: larger parties take more skill tests, meaning more chances to reveal Curses and auto-fails, meaning fewer rounds where you miss out on triggering Token of Faith's reaction ability. Taking more skill tests is better for Bless tokens if you just wanted to use them for the +2 modifier because you are more likely to use them before the scenario ends, but a bit worse if you wanted them to stick around long enough for use with something like Rite of Sanctification or Radiant Smite. This is much more marginal than reliably getting your trigger every round though, so let's focus on that for a moment.

Firstly, you have to be putting Curse tokens into the chaos bag to reliably use the reaction often enough. Even in a four player game, there are not enough skill tests to reveal the auto-fail every round - and you do want to be triggering an effect like this every round for it to be pulling its weight. Just like you wouldn't play Dr. Milan Christopher if you weren't going to be investigating on most of your turns, don't play Token of Faith if you and your team aren't going to be drawing Curse and auto-fail tokens regularly. The good news is this will trigger on anyone's skill test at any location, and will occasionally grant multiple Bless tokens if some poor sod pulls multiple Curses or Curse into auto-fail. The bad news is that the Survivor card pool has no way of adding Curse tokens to the chaos bag, so we're going to need to go out of faction if we want to actually trigger this often enough.

Thankfully, that is the least of the troubles for Token of Faith. We're not that far through Innsmouth yet and Seeker and Mystic card pools have some great ways to enable drawing plenty of Curses, loading the bag with cards like Deep Knowledge, Stirring Up Trouble, or Promise of Power, making those Curses stick in the bag with Blasphemous Covenant, digging for the tokens you want with Olive McBride or Grotesque Statue, and you can even be rewarded for Blessing and Cursing in equal measure just like Token of Faith seems to want you to with Paradoxical Covenant.

The list of syngergies is long enough that I think we can assume that if you want to draw a Curse token or two every round, a four player party can make that likely enough by deckbuilding collaboratively, but I don't really care to do the math either way because even assuming you can reliably trigger Token of Faith every round for one or more Bless tokens, it is still much slower at putting out Bless tokens than the very next card in its deluxe box: Keep Faith. Keep Faith may be one-shot, but it is fast, and you can play it at the precise moment you want to load the chaos bag. Getting Blesses in a burst now is also better for both a guarantee that you'll have more opportunities to draw them before the scenario ends and to immediately set up any Sealing synergy. And these advantages only compound in Keep Faith's favor if we don't grant that the Curse token synergy is already there - and I think it probably is good enough, but still - Keep Faith gives you those four Bless tokens without asking you to mess around with Curses or give up your accessory slot for multiple rounds. It is just a much more reliable activation cost than Token of Faith, and that is huge when this game is trying to mess you up at every turn.

You can probably consider yourself to have overtaken Keep Faith in a value-cost ratio once you add your fifth or sixth Bless to the bag with Token of Faith, but this takes multiple rounds and you have to jump through so many hoops to make all those Curses show up often enough that it is just much simpler to take Keep Faith and use your accessory slot for something less conditional that won't just be committed to a skill test when you draw it past the third round. If you are absolutely desperate for even more Bless tokens and you've already included two copies of Keep Faith AND you or your team are loading the chaos bag with enough Curses - MAYBE you'll pick this, and as far as I am concerned this is the single niche that Token of Faith has. And even here Token of Faith faces stiff competition for your accessory slot. I have to imagine that any low sanity investigator will prefer Cherished Keepsake, anyone with "discard" written on their investigator could be better off with Moonstone, and anyone exploiting "fail-to-win" will definitely do better with Rabbit's Foot. On higher difficulties, scenarios demand you put work into completing them too quickly to mess around with such uncertain and slow payoff from your assets.

I will end on a positive note to praise the flavor of this card. Rex Murphy has such bad luck drawing so many Curses that he prays to his "lucky" Token of Faith all the harder. I guess that's why they went for the subtly not so Blessed artwork for this card and no Blessed trait despite the effect, given the man is literally cursed. Also Rex is an investigator who doesn't have access to Keep Faith due to it being Fortune-traited, so there is at least one deck where you are forced to pick this before Keep Faith!

Trinity_ · 203
I think it’s hard to say whether a blessing or curse triggered card is useful without knowing every card that’s coming out for it. Four player, assuming you get this early, you can pair it with things like false covenant to launder curses into blessings. And if you know curses won’t be a huge problem for your team, you can accelerate everyone’s decks with copies of tempt fate. There’s probably no reason to run a survivor who focuses blessing without keep faith. But this token it’s a lot of fun for Wendy, if you take relic Hunter and this you can regularly play Faustian bargain over and over again. — MrGoldbee · 1487
To be clear, I am not rallying against Token of Faith on the ground of Curse or Bless token synergy being too weak, and you are absolutely right that more cards may make it more powerful. Even if Bless tokens are great, and there are enough Curses to make Token of Faith work, Keep Faith is just a much faster payoff. That is the crux of the problem, not the Bless or Curse token synergy itself or there not being enough cards for them yet. — Trinity_ · 203