Return to The Devourer Below

I have expend all the morning fighting Umordoth in the Vault of Earthly Demise. We wanted to play the Return to the Night of the Zealot without sacrificing Lita Chandler in hard mode. 2 players. We arrived to the conclusion that the Vault is a card too powerful that makes this impossible. We need more characters or an easiest difficulty. But even with more dakka increasing the combat stat of Umordoth seems a bit unbalanced. Maybe we can fight once or two times against a 6-8 combat stat, but to defeat it we need many combat rounds. Is impossible to sustain many fights againts these numbers. So basically my review of this card is that we need to read the text as: "Kill Lita Chandler, don't even try to challange me, you weak humans." Has been fun though.

Matamagos · 4
Or maybe the point is that you actually have to go for R1? R2 is famously easy in the original scenario! Have a plan; R1 is possible! — Death by Chocolate · 1490
R2 is also possible in the "Return to", but you need to build your deck specifically for this one task. One cheesy strategy is to play Renfield and amass ridiculous amounts of resources (since you don't really care about doom in this scenario after Umordoth already appears, you can gain lots and lots of resources with Renfield). Then use these resources to boost your skill values in order to successfully attack. Supplement this with some testless damage options and some soak/damage and horror cancellation to stay alive long enough and it is possible to beat this 8/20 (given two players) stat monstrosity. — PowLee · 15
I did it with Tony in Hard last week. There is a deck for it. I took Dynamite, Marksmanship, Dodge and his Colts with a lot of ammo cards. It would have been a lot easier if Ursula hadn't perished since she had the Bow and Blood-Rite. Tony had to do all 18 damage. The deck name is - Tony Morgan - The Devourer Meets Its Match. — The Lynx · 999
You could advance the act to reduce the vault's bonus. Or spend a few XP as guardian to get cheap fight boosts, like ace of sword, 2x reliable. Also take 1-2 beat cop and/or grete (2x charisma). With base fight 4, you should have around 10 combat as most XP weapons grant +2 or more. — Django · 5165
Jim Culver

Jim’s weakness, Final Rhapsody, used to be a rough setback. Now, with the Innsmouth Conspiracy, you can mitigate it. Fill the bag with blessings and curses, draw five tokens, and take much less damage than before.

There’s not much else to say, except that Jim’s Trumpet scales well with more players. More players means more tokens, with four people out it’s likely that you’ll trigger every turn, especially if you bring Olive McBride on the road.

MrGoldbee · 1496
The Council's Coffer

Don't play with Mandy on your team, because her weakness cancels the search. (For some reason a review must be 200 characters or more. So you didn't need to read this, but I had to write it. You can stop reading now. I'm serious, it's not necessary.)

Well, only if she hasn't already triggered her weakness, which is ridiculously easy to do turn before turn 3. — StyxTBeuford · 13052
With Mandy's reaction ability, one investigator may play 2 cards without cost. Also, Mandy can avoid canceling by searching her 'discard pile'. — elkeinkrad · 504
If you play Mandy you have much more efficient ways to search decks for cards anyways, this is just a waste of XP and actions. — PowLee · 15
Has anyone played this and been happy with the result? I can see it being a kind of fun puzzle quest, but you'd want to save it for later scenarios to get out high-cost cards fast and free, but then yiou risk not finding it or having the actions to activate it.... — LivefromBenefitSt · 1091
I’ve never run it, but honestly I just find it extraordinarily boring from a flavor perspective. — Death by Chocolate · 1490
Yeah I'm not at all saying this is anywhere close to a decent card- the amount it asks of you and the amount it returns are very disproportionate. Tutoring is really powerful in some card games where card draw is more limited and decks are larger, but it's not uncommon to see your entire deck in a given scenario of Arkham. So... I don't get what the point of this card is either. But, if you did want to run it, Mandy is probably the best case scenario since you can have someone grab 2 things instead of 1. — StyxTBeuford · 13052
OK, Styx, that is Grade A jankery right there — LivefromBenefitSt · 1091
Radiant Smite

Read this too fast and you’ll miss an amazing Nathan card. It’s that third word, “may“. So you can use your boxing glove bonuses and whatever else you have in order to lay the smack down on some weird fish creatures. Of course, there’s not much in your kit that generates those kind of tokens, but if you have a survivor or sister Mary going that route, there’s a lot of fun to be had. Holy boxing.

MrGoldbee · 1496
Looking like a great card for Mateo. He can have in scenario 1 with his starting 5xp. Yorick is also potential since he runs guardian / survivor & already loves rite of sanctification — Calprinicus · 6402
Mateo can attach to Dayana and has access to Keep Faith as well. Noice. — BlankedyBlank · 23
Potentially good for Calvin, as you can choose between using willpower or combat depending on whether you have more damage or horror. — Zinjanthropus · 231
Ineffable Truth

I may need a few more games with Jacqueline Fine under my belt, but I think this is the worst Mystic evade asset in the game. Let's start by comparing it to what it originally competed with: Mists of R'lyeh. Firstly, the action compression of the evade here is "do 1 damage", while on Mists it's "move". I think nine times out of ten, if you're evading instead of fighting, 1 damage is less valuable than moving away. Evade actions are almost always followed by move actions, so having both in one card is nice, versus 1 damage which is only nice if you're pairing this with a fight spell to close in some extra damage (on an odd health creature say), or if you have a fighter with who can close it out, or, ideally, it's that plus retaliate, so the evade cancels that retaliate. But those situations are all niche compared to the near universal truth that moving after evading is very helpful.

Now, it also costs 1 more and gives you 1 less charge, for some reason. Possibly because the devs overvalued the bits of 1 damage. Or maybe because they think the downside here is just that much less severe than Mists'. Now, in fairness, with Jackie you are more directly motivated to pull spooky tokens and avoid good tokens- cards like Dark Prophecy and Prescient show this pretty readily, but also her ability is to draw a card if you ignore her elder sign. So for her, there's at least a valid argument here that you would be falling into Mists' downside a lot more than Truth's. Except, I don't buy that that matters much. You don't have to use your ability on your evades, and, more importantly, you don't have to use your ability to dodge the good tokens. And if you do pull that sweet sweet and can still pass by ignoring it, and that forces you to take a spooky token, at least you can use that still as an opportunity to cycle a card out. I would also say, and this is just personal experience, that Jackie struggles way more with resource generation than card draw. Unless you draw Robes of Endless Night early, or get lucky with Voice of Ra, you're in for some hard times.

All of this is just brushing it up against the old Mystic evade spell, and, to be honest, I am a huge fan of Mists of R'lyeh. That card is dynamite in solo play especially. But there's a new option with The Innsmouth Conspiracy deluxe box: Sword Cane. First, you get compression here already just by virtue of playing it (you only play it the moment you need it). It costs 2, which is very fair for an evade. It also doesn't actually run out of charges. The only real two downsides I can think of is it doesn't offer extended compression (matters more as Akachi or if you're trying to add charges to spells) and it exhausts, but I think both of those things are fine in return for unlimited evades at your stat. It does also give you a similar option to Ineffable truth for pinging a single damage, which pairs well with your 2 damage spells, effectively conserving you a spell charge each time you do. And, one last big upside, it takes a hand slot, not an arcane slot. That's huge in my opinion, as Mystics rarely use their hands for anything.

So let's go through the thought process now. First, you are a Mystic, and you want some means of evasion in your deck. Okay, first justify why you don't want to use Sword Cane. Most obvious answers are: You can more easily draw a spell like Mists of R'lyeh using Arcane Initiate, or you're playing solo and want the move compression. Now, taking Mists, why would you take Ineffable Truth? You don't want the pinging damage probably, as, if you did, you should just take Sword Cane. So it must be because you're playing Jim Culver or Jacqueline Fine or some other Mystic who is worried about revealing too many spookies and losing cards. In which case, I think you just take Sword Cane- even without the Initiate synergy, and especially when you factor that many of the gators that reveal spookies more often run Olive McBride or some other ally before Arcane Initiate (you could take both to be fair), Ineffable Truth is too expensive and does too little to justify itself. It is an incredibly awkward card that I don't see myself taking ever again.

StyxTBeuford · 13052
You make excellent points here, but in my experience there are plenty of times that evades aren't followed by movement - especially in multiplayer. Sometimes you just don't have the actions to kill the enemy this turn because your fighting a boss with a giant hp pool or several enemies were drawn in one round. In those instances you are usually looking to evade just to stall the enemy for a bit and the extra damage is more useful than an extra move (especially when there are still some clues to pick up). In those sorts of team comps and such, you aren't evading regularly enough that Mists' extra charge is that helpful. I will agree that Sword Cane makes a pretty compelling alternative to both evade spells for all the reasons you list, but it doesn't provide the same action compression while setting up enemies to be defeated next round. — Death by Chocolate · 1490
I also agree that i often didn't use mists move action as there were clues left on a (victory) location and i didn't want to come back later. One evade is sufficient most of the time, so the cane is a great alternative. While it can't be searche by arcane initiate, thinning your deck with her makes drawing other cards more likely, including the cane. Backpack is also an alternative. — Django · 5165
Completely fair points all around. I will just counter that Mists' move is at least optional. Sure, it would be better most of the time to do 1 damage than to do nothing, but that flexibility is still nice- Mists would be a much worse card if you were forced to move from a location you wanted to remain at. It is alternatively possible for Ineffable Truth, whose damage is non-optional, to kill something you maybe didn't want killed, say for Trish Scarborough's ability. Again, it's niche, but worth considering still. — StyxTBeuford · 13052
Serpents, Innocents at the hotel, people like Josef Meiger you want to protect, even though they might attack you in the beginning, there are several cases, where I would rather prefere, the damage being optional. I would agree, the Mysts are most of the time the better card. I played TDE with vanilla Jacqueline, though and would say, with swarming enemies, the damage is kind of apreciated. — Susumu · 383
* Mists, not Mysts. What a typo. — Susumu · 383