Mists of R'lyeh

What a lovely Goldilocks version of this evasion classic! I take the Level 0 version of this card in most of my mystic decks, but I'm rarely willing to shell out 4xp to upgrade it, even though the Level 4 of this card is bonkers good with its +3 to .

But I think I'd pony up for the grande Mists more often than not. That +1 puts most investigators at a comfortable 5 or 6 on the check, and five charges is just as good as the venti version. For me, this card falls right in the sweet spot between the other two. And, as an additional advantage, it can be taken by off-class mystics like Daisy Walker and Sister Mary. Those investigators sometimes have 's too low for the base Mists to be a good idea, but this mini-upgrade could change that calculation. For example, I could see this in a Daisy deck, especially one with a static boost somewhere in the form of Whitton Greene or Holy Rosary.

It also works well with Arcane Research since they are L0 L2 and L4 — Zinjanthropus · 230
Esoteric Atlas

I want to build on the conclusions of @Tsuruki23 below: "You can teck this like a silver-bullet against scenarios that you know involve heavy backtracking or back and forths." It's very true -- in a generic scenario, in which you're simply using the Atlas for mobility, it's a mediocre card. Basically, you're paying 5 actions, three resources, and a 2xp card for 12 moves -- and that's if you manage to use all four secrets. But in certain scenarios, it's a godsend. I'll give four examples. Don't read this review if you want to avoid spoilers!

"The House Always Wins": That title has been quite true in my experience, until the Atlas came along. When you play this scenario second, you're faced, late in the game, with an almost impossible task. In very short order, you have to get to a locations three spaces away, parley with some fool, and then get to the exit, which is three more spaces away. In between are likely to be a gauntlet of enemies, guarding a pair of locations that form a bottleneck. The final agenda is likely to be running out, and even if it isn't, you only have a few turns to rescue your target before the Bubblebath from Hell squelches him to death. The Atlas lets you helicopter over ALL that. It doesn't just save you two moves; it saves you any number of fight and evade checks, and quite likely a bunch of damage and horror, too. Once you pick up your man, you can medivac him out of there with similar ease.

"Doom of Eztli": After you yield to your inner Indiana Jones and snag the shiny artifact at the center of the temple, you'll be faced with a tall order -- navigating back through the temple, which now forms a continuous, snake-filled tunnel. You can try to hack your way through it all, or... you can pogo-stick along with the Atlas. You can probably be home free in a single turn, with two bounces and a resign. And since you don't have to teleport EXACTLY three spaces away, you can just land on the empty locations and bound over the crowded ones.

"At Death's Doorstep": The Meiger party is a relatively tame affair until the Watcher and his spectral crew crash it. Timing your getaway can be difficult -- since you want to wait until you've rescued at least as many Lodge minions as the Watcher has dementor-kissed. If you have the Atlas in hand, you can resign in two actions from literally anywhere on the board -- one to hop to the exit, the other to resign. And if you still need to bounce around the map a bit for clues or anything else, the Atlas will help you do so while avoiding the Watcher.

"The Wages of Sin": This is one of the few scenarios in which all locations are always revealed. That means that from turn 1, The Atlas gives you exceptional mobility. You'll want it. It's a grueling, miserable, scenario that has you trekking back and forth across map, often while lugging a bagged witch who's casting curses on you every step of the way (if you've played it, you know what I mean).

I could go on and on! The general point is that every campaign has some scenarios that involve back-tracking and racing to the exit, and others that are more or less a forward march (think Essex County Express). I would recommend snagging the Atlas only for campaigns you know, and then only if you think the scenarios in which it's useful would be dicey otherwise. For instance, the Atlas is very helpful in "Doom of Eztli" and "At Death's Doorstep," but most players can handle those scenarios without special tricks. "The House Always Wins" (as scenario 2) and "The Wages of Sin," on the other hand, are downright brutal scenarios, and there the Atlas can have a huge impact on your odds of a good outcome.

Neat take on The House Always Wins. — MrGoldbee · 1486
There are actually quite a few scenarios where "burst movement" might be useful -- in TDE alone, the last 3 Waking scenarios could benefit from a couple of 3 location moves, TCU has potential in The Wages of Sin, For the Greater Good, In the Clutches of Chaos, and (maybe) Before the Black Throne. It allows Seeker-access investigators to stray from the fighter(s) to get clues and VP and run back when necessary. It is certainly more attractive now that The Segments are so pricey, although the Seekers really need more hands. — LivefromBenefitSt · 1083
"Big map" Carcosa as well, especially in scenarios 3 and 8, where remote locations will start out revealed. — Yenreb · 15
You missed the one I thought would be first on the list: The Unspeakable Oath — Xelto · 7
Suggestion

I think this is great card for Wendy Adams. her stat is 4 & 4, so Suggestion test starts 8. Additionally, Moonstone gives 1 & 1. 1 Moonstone = 10, 2 Moonstone=12. This stat help to overcome difficult evasion attempt including first action Quick Learner, and trigger "success by 2 or more" effect.

Of course, this is also good for Sefina/Akachi who want to use Suggestion 4lv.

elkeinkrad · 500
My only concern with using this with Wendy is the 3R and that she can get to 6 or 7 Agi at which point she could evade almost anything without it. For example she could have any combo of Moonstone, Tarot, an ally (Cat or BMOC) or the Trench Coat. She could take an asset like the Trench Coat that gave her some extra soak instead of Suggestion. Jenny loves this card though. — The Lynx · 993
Sefina can use it to dig cards out of the depths of her deck without having to draw her weakness with LCC (3) — Zinjanthropus · 230
A great choice for "retiring" non-Elite enemies with Kymani — Amante · 10
Brood of Yog-Sothoth

As time has gone on, many cards are released which can bypass the ability of this card. I'll introduce thoes cards in this review.

elkeinkrad · 500
All of these are great! I actually used Hatchet Man when I was trying to play Dunwich with Wini, to good effect, but I'm especially impressed by the Scavenging one. Mind blown. — Zinjanthropus · 230
Matt has confirmed that additional damage and “move” damage don't work. Check https://boardgamegeek.com/thread/1952154/article/28459812#28459812 and FAQ of Poltergeist on ArkhamDB. Other tricks are still helpful though! — ydycga · 1
oh, thanks for giving information. I edit review :) — elkeinkrad · 500
Mind Wipe works with Bury Them Deep though :) — Athe · 11
KATE WINTHROP JOINS THE FRAY! Her signature Aetheric Current: Yoth can voop the walking barn here into the deck for a faster victory. Alternatively, her favorite lil' carnivorous mushroom takes one look at this big boy and says "LUNCH!". (That one's not Kate-specific, but Kate was uniquely built to deliver on-demand oversucceeds, making it a natural fit for her.) — HanoverFist · 746
Mariner's Compass

Heloooooooo, Preston. Since resources on your Family Inheritance aren't in your resource pool, you can spend the full amount on the compass every turn, getting 2 clues with an of 4. Dark Horse Preston is a real thing (I hear), and this will give him one strong investigate every turn.

For everyone else who can take it, I like it a lot; getting two clues in one action is a big deal, even if it's only once/turn. Although Minh might have trouble emptying her resource pool if she has Milan out, it's cheaper than Fingerprint Kit and doesn't have charges, which is big. Another big winner is "Ashcan" Pete, especially running Dark Horse. In a perfect world, you can Duke over to a location with 5 or more clues, use the compass, ready the compass with his ability, then use it again. If clues aren't that deep, just use your ability to ready Duke instead. The ceiling here is pretty phenomenal, but you're only at 4, 3, and 3/4 on each test, before other bonuses (and assuming you only have 1 buck from your upkeep). Also getting any benefit from the second compass use gets a bit tricky without Madame Labranche to refill your resources. At any rate, I'm interested in using this somewhere.

SGPrometheus · 841
Incredibly dubious to say this is somehow cheaper than Fingerprint Kit, since you’ll be pumping resources into it constantly to get the 2 clue benefit. — StyxTBeuford · 13049