Voice of Ra

Pros

  • similar/better (average) resources comparing with Emergency Cache: If at least 33% tokens are , , , , , this card is likely to give more resources
  • obviously good if you uses Jacqueline Fine , Olive McBride: this card may increase the average resources appro. 40% (average 3 -> 4.3)
  • this is spell card: Arcane Initiate can search this card. Heirloom of Hyperborea gives draw. Marie Lambeau can play by her free action. 3 play with Dayana Esperence...
  • this has icon, so this card can be committed in skill test. (Thanks to comment @Death by Chocolate)

Cons

Additional notes

  • Dark Prophecy: this card does not help to gain more resources (except Diana); the average resource increase about 1, which is same as cost of this card. However, this card helps to avoid gaining 1 resources.
  • Grotesque Statue: same as Dark Prophecy. about 0.5 more resources.
elkeinkrad · 499
Appreciate the stats! — StyxTBeuford · 13028
Also pro: it has a Will pip, so you can still get value from it when you don’t need resources (unlike Ecache). — Death by Chocolate · 1485
would have been interesting if they had decided to give this the gambit trait. Parallel Skids could take it. — Zinjanthropus · 229
Henry Wan

Bless & Curse tokens give Henry an actual niche now: big money Rogue in a heavy Curse/Bless party focused on taking no or few tests. Add 10+ extra tokens to the bag (and seal a couple specials), and Henry's acting career suddenly looks a lot more promising.

Specifically, running 2x Tempt Fate on everybody (along with whatever relevant class cards) ramps this up very quickly at no cost (other than increased bag variance). — NatesPromNight · 878
It combos pretty well with Lucky Dice assuming that you seal the auto fail and have a low percentage of spooky tokens — Zinjanthropus · 229
Charon's Obol

I'm starting to hate this card. First, it's Exceptional so it costs 4xp, you won't take any advantage of it until advancing to 5th scenario. Second, it is a selfish card: if you are defeated you are killed, that probably means that you broke the whole campaign. In my case, I've used it twice playing with two friends (I own the game so I'm the host)

  • In the first campaign I was defeated in the first scenario after purchasing it (prior, I couldn't upgrade my deck bc I spent all XP in this card). So, what do you do after that? what do you tell your friends?
  • In the second campaign, after the feeling of the first time, I decided to resign too early so my partner was defeated.

This is not risky, it's selfish unless you plan to ignore the "killed" side of the effect.

joster · 40
4 XP? It's 2 XP, isn't it? — Kendro · 1
1xp is doubled to 2xp, not 4, so you should be able to take it after the first scenario. Also, it's a rogue card: it's supposed to be selfish. If your character got murdered mid-campaign, just roll a new one; I reject the assertion that that would break the campaign. The obol is both risky and selfish; in short, it's a rogue card. — SGPrometheus · 821
Rolling a mew character mid campaign isn’t inherently going to end the campaign. Plenty of gators do well at level 0. You take Obol when your build that you have planned out requires more XP than can be reasonably provided by the campaign. The big catch with Rogues is low sanity and low willpower, so it works best with some defense put into your deck, which inherently makes you less likely to to die in a scenario, which is ironically more helpful for the rest of the team. — StyxTBeuford · 13028
New* — StyxTBeuford · 13028
And yea, it’s 2XP. Which is a low price for the 14 it gives back, net 12. — StyxTBeuford · 13028
The net value is actually 10. It doesn't provide XP after the first scenario, and the XP from the last scenario come too late to be of any value. Thus, you receive 12 XP from the six scenarios in between. But you also have to pay 2 XP for the card itself. Thus, you gain 10 XP net (without including any side quests of course). — Kendro · 1
Fair, most investigators stick within one campaign. Still net 10 is nice. — StyxTBeuford · 13028
Also, apart from TFA, how are you supposed to get all those sweet high xp Rogue cards without this? — Zinjanthropus · 229
If you feel duty bound to generate as much XP as possible, yould could pack in some of the side adventures. Which, I admit, rarely makes narrative sense to me -- "Hey, we just finished the Depths of Yoth, but let's do a side quest to Venice and then a hotel!" It takes me back to those JRPGs were you would often take time off during the apocalypse to level up ypur master weapon or do a couple of sidequests...." — LivefromBenefitSt · 1067
And is it actually selfish? Rogue has arguably the strongest upgrade pool out of any faction. Filling your deck with cards and combos that win games is anything but selfish. — MiskatonicFrosh · 344
Most campaigns have one or two points where side adventures can be fit thematically. True, after Depths of Yoth it doesn't make sense to visit Venice. But you could visit Venice, the Hotel, that weird asteroid impact, and then hit up New Orleans on your way to Mexico all after Threads of Fate. — Yenreb · 15
Sorry, I misread the card's level so it's 2xp expensive. Yes you can play another investigator, but it'll be very weak in the begining. And what happens with the story assets you'd have in your deck? — joster · 40
My understanding is that upon being killed, those story assets are lost. There is no general rule saying that they would be given to your new investigator, and story assets can only ever be added to your deck when a campaign guide instructs you to do so. However there are some campaigns that tell you specifically that if an investigator with a story asset leaves the campaign for any reason (including death or insanity), that card must be added to someone else's deck. — MiskatonicFrosh · 344
Sword Cane

My first impression was the same as SGPrometheus'. Isn't this card kinda broken? I mean, mystics have all kinds of ways to use their will stat in place of others, but this single, level 0 asset let's them (for most intents and purposes) replace TWO stats with will. And it does it on the cheap. And it does it with great action efficiency. But then I thought to myself, how many mystics are going to be running neither a combat nor an evade spell? Because if you have, say, Mists of R'lyeh in your deck, or Shrivelling, or any number of such cards, then only half of the Sword Cane's effect matters to you -- unless you're taking it as a backup card until you find your main tool. Now it seems less attractive... I think it still has a place, but a narrower one. If you are a mystic using your two arcane slots for spells that neither fight nor evade, then this is a lovely little trick to have up your sleeve. It lets you do a bit of fighting and evading, enough to get you out of a pickle, while you focus on investigating or scrying or whatever it is you do. If you are a mystic who likes to mix it up with the baddies, chances are you're packing heat that, when you put it on the board, will make the sword cane largely a dead draw.

Having a reasonably reliable way to deal 1 damage is a good way to save charges on your 2 dmg spells mid game when three health enemies are common, but it also means you have a decent escape mechanic to evade non hunter enemies and bugger off. It could save you a fair few charges and actions in the long run. Is it broken? Not so sure. Is it worth playing with high will characters? Most likely. — Vathar · 2
I would consider this as a backup option for Mystics that are packing a big combat spell as well as an option to deal the odd point of damage save charges or to do a simple evade and not need to include an evasion spell. The multifunctional and versatile aspect of this card is outstanding. — The Lynx · 980
I agree with the comments here about getting that last point of damage in. When I played combat Diana, her knife was great for that. — PanicMoon · 2
Ever Vigilant

In case it wasn't obvious, this card has great synergy with Backpack (especially Backpack (2). You can play the Backpack as the first or second asset installed by Ever Vigilant, resolve the Backpack's install reaction (searching the top of your deck for up to 3 more items), and install one or two of the items from the Backpack at a discount with the remaining Ever Vigilant install(s).

Generally, it's most optimal to install items from the Backpack rather than your hand (especially duplicates), to preserve cards that you can commit and free up your body-slot as quickly as possible.

Wastekase · 9
I'm having trouble digesting this. So Backpack lets you play cards as if they were in your hand and Ever Vigilant plays cards from your hand. These are different things, are they not? — Lateralis · 7
The most recent FAQ did a lot to clarify the vagaries of the rules phrase “as if.” At present this card, and farsight from Harvey Walters starter deck plus joe diamond’s hunch deck are still two significant open questions. There isn’t firm consensus on either interaction but my 2 cents is that this is an intended combo. These cards are considered in your hand for — Sycopath · 1
Purposes of “playing cards” which ever vigilant does. It’s not altogether clear how narrowly the as if ruling is — Sycopath · 1
To be interpreted (characters characters, why is go so easy to hit on mobile, characters) — Sycopath · 1
I don't find a clear info, does this card triggert 3 attack of opportunity if you set 3 assets with it? — el_kloklo · 1
@el_kloklo No, the attack of opportunity would only trigger once, before any of the effects of the action (in this case, playing Ever Vigilant to play 3 assets) resolve. — Steights · 1
separate issue. can a triggered effect (backpack enters play) interrupt the resolving effect like that? can anyone point me to a ruling to that? I think the timing is that you have to finish playing 3 assets before you search for your backpack. It combos fine if you play backback before hand but not as the first asset you play from this card and two subsequent cards from the backpack pile. — theatog · 1
@theatog it specifies one at a time, meaning you do place them in an order. I believe as soon as you place backpack (which happens while this cards resolving), you search for items and place them in the backpack. A ruling that wouldn't let you search would be if the card placed all three assets at the same time. — Vultureneck · 74
How is this even possible ? Ever Vigilant requires to spend an action to play (it's an event with no "Fast"). So you can't play 3 assets that turn, but only 2. Am i missing something? — Therion · 1
Never mind, i read the card text better. Silly me. — Therion · 1