Inspiring Presence

I want to make a point about this card, and it's three cousins "Watch this!", Eureka!, and Resourceful, skill cards with three, fixed, distinct icons.

These are, in essence, win-more cards; cards that get their value when you commit them to tests you're already likely to succeed, and will fail you should you be looking to even the odds against a skill test that's beyond you. They will only ever add +1 to whatever test you perform (save for some fringe cases where two attributes are being tested in one skill check), and they pile on the pressure to pass that test, as the gap in outcomes between success and failure widen from committing this card.

Skill cards lie on a sliding scale between improving your odds of succeeding versus increasing the rewards for doing so. Cards like Cunning and Inquiring Mind occupy the former extreme, Inspiring Presence and its ilk occupy the later, and the core set neutral skill cards (e.g. Perception) define the middle ground. When picking which skill cards to include in your deck, you need to be mindful of which extreme they lean towards.

If you're planning to make use of an investigator's base attribute of three, then forget about win-more skill cards: your success will never be guaranteed without a +2 boost to that attribute MINIMUM. If you have base attribute of 4, the odds will be on your side on the easiest of tests (i.e difficulty 2 and below), but if you have an attribute value of 4, then you're likely expected to take on the harder tests (i.e difficulty 4 and above), for which win-more cards alone won't cut it. If you rock a base attribute of 5, then you're golden; include these cards to your heart's content...

...Which leads to the catch-22 of Inspiring Presence and co.; that they have three skill icons for different attributes, but will only really find use in test with base attributes of 4 or above, of which no investigator has more than two such attributes, and only a handful have more than one. You'll do yourself a dis-service should you spread yourself too thin,.

So here is the big conclusion of this review; the flexibility of this card exists NOT at the game stage, BUT AT THE DECK-BUILDING STAGE. In essence, these win-more cards are almost identical to Vicious Blow, Deduction, Fearless, and Survival Instinct; they just have a place in more decks thanks to the icons. Using the example of Inspiring Presence, most Guardians would compare this directly to Vicious Blow, but other takers, like Jim Culver or Joe Diamond, could very well make the case of replacing (or complimenting) Fearless and Deduction respectively in a more ally focused deck (like for instance, Olive McBride and Dr. Milan Christopher post Taboo List).

These cards are easy includes into decks that can make use of them, their power deriving from benefits that require no actions OR resources to play. Just, take care to not fall into the trap of thinking your deck is now all-purpose; just because the deck-building metrics tell you you've got a lot of , , and icons in your deck, doesn't mean you're going make use of all of them.

Lucaxiom · 48
This seems like it assumes that you are always testing against the same value, which isn’t true, or that these ‘win more’ cards can’t find additional opportunities from the tests of other investigators (most can). There is plenty of value in these cards as a pseudo wild when you just need to push a break point for yourself or an ally, or can be staples on a low test (which can be expected within the natural variance of a scenario, or set up with a Flashlight). — Death by Chocolate · 12
I don't fully disagree with your analysis, but I don't quite understand how your analysis supplements the idea that these are "win more" cards. You can, as DbC pointed out, test these cards at varying values. Sometimes you get a high fight test that's a bit too risky even if you're Leo Anderson, while other times you'll get a very low Shroud test that might be worth throwing this on to. It's only win-more if passing was enough to win the scenario anyway; what these cards actually let you do is maintain momentum. It's just statistics- sometimes you will lose a test you commit these to, but if you have enough effects like this in your deck, you can count on some number of them triggering at some point, and the more icons it has, the more likely it is you'll find the time to get the effect. Some of them, like Resourceful, Eureka!, and Inspiring Presence, are essential cogs in a deck's strategy. I wouldn't consider that win more any more than I'd consider Emergency Cache win more. — StyxTBeuford · 438
Yeah i think the big use of 3 icons in my opinion that you are missing in your review is the value of "I am mark harrigan, i can only use this as a fight icon effectively, but my buddy daisy could have it to help her investigate, or my buddy agnes could use it to cast a spell, and I still get the benefit of readying and healing allies" — NarkasisBroon · 1
Glimpse the Unthinkable

I was really excited when i first saw this card because i like drawing cards. However i think the disadvantages outweigh it's usefulness:

  • Costs an action, 1 ressource, needs to be drawn and costs 5 XP
  • To get the most benefit, your hand should be empty besides this card
    • Otherweise you might redraw cards you just shuffled into your deck
  • Drawing any amount of cards through an effect happens simultainously, so weaknesses count against your hand limit while this card resolves

Alternatives

Combos

  • Playing this with Ancient Stone in play, you can choose how much damage to do, though playing this card provokes an OA
  • Increasing your hand size like Laboratory Assistant also draws you more cards
Django · 2027
Are you thinking that you have to shuffle a card in to draw one? That doesn't seem right to me. The two effects are unrelated, there's no "then" or anything connecting them, so if you have 0 cards in hand after playing Glimpse the Unthinkable then you can draw up to your maximum hand size without having to give anything up. Or am I confused? — bee123 · 16
I agree with you, bee123. "Shuffle any number of non-weakness cards from your hand into your deck." That number can be zero. — Soemann · 1
@bee123 is correct, you can play this as the last card in your hand and you will then draw eight cards. Your maximum hand size is defined by the game rules (usually it's 8), not the number of cards you had in hand when you cast this. — SGPrometheus · 167
It's unfortunate that there are some factual errors with this review due to misunderstanding how it works, as I mostly agree that there are much better options for card draw — Ildirin · 1
Actually you're right, i misunderstood the card. I'll correct it in a few days. — Django · 2027
Persuasion

I really want to like this card in a Carolyn Fern deck for the theme alone - and the fact that she can't play any weapons level 1+ and is so good at getting clues. But I feel a bit bad about putting an enemy back in the deck, and in some campaigns there aren't a lot of humanoids. I'll start with it in the deck but have a feeling it will go pretty quickly once the fighter types in the group get amped up.

Krysmopompas · 10
If you're dealing with lots of humanoid enemies (like in TCU), use handcuffs instead. It's a permanent solution that works pretty well with witches and cultists. However Carolyn doen't have the fight value for it. — Django · 2027
Put some Fine Clothes on to reduce difficulty and you can send aloof archers back into the jungle or nasty witches. Never tried it myself but seems useful for some scenarios. — Ezhaeu · 17
Yeah I love the Fine Clothes combo, but in a 4-player game (which I'm playing now) and at least 2 big fighters, this card went down the priority scale. I think it would be great solo or in 2 player, for a longer amount of time. — Krysmopompas · 10
Twilight Blade

This weapon is so well oiled, it won't stay stuck in slimy spheres (good on you Diana!)

However, it still requires you to get close to your target, so it won't protect you from a haunted sarcophagus (sarcophaguses? sarcophagi?)

Also, don't expect it to catch anything flying either.

Nenananas · 11
Resurgent Evils

No reviews of this card? Preposterous!

This is a type of card I like seeing in AH LCG, and it almost makes me sad that it's stuck in its role as "a replacement encounter set in Return to Dunwich" instead of it being a straight up upgrade/replacement of Ancient Evils, one of the most annoying and omnipresent encounter sets of the entire game.

Ancient Evils just hits you with a Doom and possibly advances the Agenda, that's it. Such as it is, it's.. fine. It messes up the timer, it keeps you on your toes, but doesn't have any direct negative impact on you. However the lack of any agency in resolving it means that with higher player counts (or simply unfortunate clumping) sometimes the Agenda will just surge forward and sabotage the scenario which can feel a bit unsatisfying. Essex County Express is one of the more notorious examples of this (and possible direct inspiration for Resurgent Evils), since the breakneck pace of the scenario coupled with a relatively thin encounter deck means 3-4 players will in disproportionately large ratio of games have AE finish the scenario early without the players having any tools to stop this from happening.

Resurgent Evils is simply Ancient Evils with agency. You can stop that Doom being added.. at the cost of drawing two more Encounter cards. This doesn't take out the bite of Ancient Evils, but it enables players to dampen its impact. I've seen games where the choice of 2 Encounter cards saved the game, and I've seen games where it turned possible unfortunate timing of Doom into an absolute catastrophy and mayhem. But in any case, players are not passive sufferers but have active involvement in their fate, which makes a world of difference.

I highly suggest considering using this card whenever a scenario calls for Ancient Evils (and sooooo many of them are). Maybe the difficulty will be slightly lowered, but the payoff is definitely worth it.

ratnip · 10
My group shuffles these with ancient evils and adds 3 of that pile to the enc deck — Django · 2027
“It adds agency” and it also removes the ability for another player to block it with Ward of Protection 2 (or similar). — Death by Chocolate · 12
So I wouldn’t call it a ‘straight upgrade — Death by Chocolate · 12
I think thu — NarkasisBroon · 1
I think this, and its counterpart delusory evils, dramatically decrease the difficulty of most scenarios. The reason being that neither optional effect punishes you as much as a doom at the wrong moment. The fact that you know you can always avoid unexpected doom if you need to makes the game way less risky and less likely to kill you at unexpected moments. — NarkasisBroon · 1