Emergency Cache

I wrote an essay for a card with text this short... After playing 10+ decks, this card surprisingly gets more intriguing the same way as deciding to choose Guts, Perception, Overpower, Manual Dexterity in the starting deck.

Resources flow in this game can get pretty dynamic, such as having Dr. Milan Christopher and your cash flow now depends on your performance, you use pump cards like Hyperawareness, receiving resources from Teamwork, or aiming to play Event costing 2+ that is situational. They depends on scenarios. In these case, I need some play-testing to reveal cash problem I haven't thought about as thinking in vacuum is difficult.

But recently I played Daisy deck with no Dr. Milan Christopher and very little situational Event. Most spending will be on assets that I play regardless of situation and won't go away other than random scenario effects. That really changed both the decision to include this card to a clearer one, and even the timing to play it became clearer : Play the first copy I see.

The deck has Alyssa Graham Cost 4, Blur Cost 2, Encyclopedia Cost 2, Old Book of Lore Cost 3, and average of 1x Research Librarian Cost 2 to get one of the book. The first version I have no Emergency Cache at all, and in most scenarios it turns out I failed to setup fast enough.

Now I add 2x Emergency Cache and play again, I managed to setup most of the time. I also found that I have to play 1x Emergency Cache regardless of situation each scenario, and I will be fine. (The 2nd copy is situational and can wait.) As soon as I see the first copy, I play it regardless of not having the thing to spend resources yet. This is a huge benefit for a card that cannot be committed.

This is the most dramatic difference I had experience between including and not including it. It appears that when resource is quite static in your deck (scenario effect can't be helped), I can sprint "ahead" of my resource requirements ahead of time and stay that way. Gone the days when I was a beginner and having to play Emergency Cache to Backstab in the same turn which was really clunky, and I am now short on action to do other things.

Not many decks will be "resource static" like this one, but this deck will serve as a way to debug "how Emergency Cache works" for long time to come, if I know why it made huge difference.

Also it is important for the deck to be able to setup partially and work from there. (Not that everything falls apart when lacking even 1 piece.) I found that the smaller the cost difference of each "partial", the better Emergency Cache can give you more choices.

For example, I have Research Librarian and Old Book of Lore on hand right now. Essentially I have 2 choices to choose from : Research Librarian 2 + Encyclopedia 2 = 4, or Old Book of Lore for 3. (Just Research Librarian doesn't make things better other than poor soak, so 2 doesn't count.) The difference is 1.

If I used Emergency Cache earlier, and now I have exactly 4 resources, I got an extra choice from it (that won't be possible if Encyclopedia cost 3 instead). I can now use Encyclopedia buff to work on more resources to setup the other things.

In summary what I learned :

  • Contrary to the name, you should not play Emergency Cache in real emergency. You should be able to reliably play Emergency Cache ahead of time as soon as you get it and magically get benefits in later turns, since the card has no commit icon so hogging on hand put you at disadvantage. More likely to be usable that way when your deck is "resource static".
  • Having clear total cost required for the assets you must put down. My deck was about 12 ~ 14 (+7 ~ +9 more than starting 5 resources) and I need to play 1 copy most of the time.
  • If you have ways to get resource based on performance such as Dr. Milan Christopher or Monterey Jack, that cash flow gets uncertain, maybe better to bet on the side of not including this card and make deck spaces, and focus on doing that resource-earning performance.
  • Less usable for decks that need resources to fund powerful one-off Event that maybe too situational it ended up not getting used. Therefore playing Emergency Cache ahead of time is a risky investment.
  • Varying cost between each combo set in your deck, with small cost difference between them, so +3 resources can better unlock the choices which one to setup first.
5argon · 1256
It depends a lot on the campaign, if you want to play an EC in advance. In my experience, people choose "loose resources" on "Low on Supplies" from TFA or "Syzygy" from TIC more than anything else. Would not want to play EC then, if I can't spent it immediately. — Susumu · 211
With seekers Cryptic Writings can save you actions, which I'm more incline to take. With Daisy she can use Old Book of Lore to fish out $2 if needed. — liwl0115 · 29
The Pale Mask Beckons

This card procs Occult Evidence, Astounding Revelation, Surprising Find, Shocking Discovery (which itself will cancel The Pale Mask Beckons' effect). Mandy's great in getting chosen as the bearer of the Man in Pallid Mask.

kongieieie · 9
Smite the Wicked

So playing yesterday as Zoey on Where the Gods Dwell, and some of you will already now know where this is going, and I draw Smite the Wicked and the first enemy I discard is a copy of Nyarlathotep.

So what's the interaction here?

I knew that StW overrode Spawn instructions but what about Peril/Hidden and Revelation effects?

In this particular instance it didn't make much difference as we were soon to fail, so I just added it to my hand and took a point of Horror damage.

But should of I spawned Nyarlathotep and he then behaves as any other Hunter Enemy?

When instructed to "spawn" an enemy, you aren't drawing it. That means no revelation abilities initiate, including any associated with the hidden keyword. In this case, that does indeed mean you'd get to fight that copy of Nyarlathotep as a normal enemy instead of having to find a Whispering Chaos treachery. For a non-weakness way of accomplishing the same thing, consider On the Hunt. — Thatwasademo · 42
(though, of course, since some of the copies of Nyarlathotep have quite a lot of health, you may or may not actually find fighting his pieces normally easier than drawing them as hidden cards and using the scenario gimmick) — Thatwasademo · 42
hmmmm, well that's good to know for future attempts of Dream Eaters, cheers. — screamingabdab · 10
Fang of Tyr'thrha

"Choose an enemy [Elite as well]... as the target of this attack."

"You may [i.e. you may choose not to] move to that enemy's location."


Remote damage against boss monsters and humans. Every. Single. Campaign has Elite enemies that don't spawn on you directly, either because they start a pursuit from a distance, or because they're guarding a location of interest. Springfield M1903 (with current taboo) and Telescopic Sight can only remotely target non-Elite enemies. Marksmanship and Dynamite Blast are the only cards I know off that deal remote damage to Elite enemies. As a result Fang of Tyr'thrha is occupying a relative unexplored area of fighter tech, and its pushing boundaries in the process. Here's hoping it doesn't trivialize certain scenarios.

EDIT: Oh wait, in single player games where "4 health per player" means "4 health", it DOES trivialize certain scenarios.

Lucaxiom · 3222
One challenge of this card, it doesn’t engage the target if it’s on another player. So massive damage if you miss and if you didn’t move there, they’re still alone — Django · 4141
Indeed, but in the use case I've focused on, that is not an issue. — Lucaxiom · 3222
Quickdraw Holster

Quickdraw holster does a nice thing:

It saves you a fight action.

It means that your first gunshot per turn is a free action, use it with a Lupara or Sawed-Off Shotgun, maybe Vicious Blow, to nuke moderate enemies or chunk a boss right as you step into their location. Use it with smaller guns like .45 Automatic to do 4 fights in a turn or clean up chaff efficiently.

But.

  • It costs 4 resources.

  • It does nothing by itself. Nothing! You still need to find the gun and pay for it.

  • It's 4 XP.

  • It has trouble with timing. (if you have, say, some tools or a 2-hand gun in play, playing a 1-hand gun will kick out something existing.

  • Again, it does nothing! Often support cards that supplement a playstyle come with some niceties like a health or sanity tank, bonuses on tests involved.

  • It costs 4 resources, again.

All that put together, Quickdraw Holster is very much the cumbersome capstone to the whole "1-hand firearm" archetype. At which point you might ask, "what, there's a 1-hand firarm archetype!?", which is a good question, because there is not!

Maybe if there were better 1-hand guns around with useful and intuitive support this card would be useful unto itself, a capstone to a build, but in the current cardpool this is a lone wolf with no pack to hunt in, But until then, you'dd be better served spending these 4 XP on Charisma + Leo De Luca, they wont get you that extra hand slot, but it'lll get you that extra roundly fight action, and then some!

Tsuruki23 · 2233
I think the main useful target for it is a Finn. In a UC deck (which is great for Finn), it's only 4xp and much easier to get out when you need it. Finn's signature is a 1h gun, as are a few rogue weapons Finn can use quite well. — Maseiken · 1
attacking at fast speed means you can attack hunters as they move into you or attack during someone elses turn, don't know why people have this blindspot for quickdraw holster. — Zerogrim · 241
People tend to miss all three of the player windows in the Enemy and Upkeep phases -- Delilah O'Rourke working on enemies that had just attacked also had to be pointed out for most of the community to realize it. — Thatwasademo · 42
I'm flirting with asking my Tony Morgan to upgrade to Quickdraw, since he already has two signature guns under his belt. But I have not done it yet, I am playing expert and 4xp for $4 is a steep price to pay for having an additional but unessential ability even for Tony — liwl0115 · 29