Keep Faith

Play this immediately before Rite of Sanctification in William Yorick or Tommy Muldoon, then enjoy the great economy. At some point you will stop needing the resources, but you can pay for your friends' cards, so this combo remains useful forever.

Erdjo · 328
Also works in Father Mateo. — The_Wall · 289
With 'On Your Own' this costs 0 and is fast. Seems like an auto-include for that archetype. Having a lot of fun with it in my Ashcan Pete deck going through forgotten Age.. — Calprinicus · 6370
Wendy loves to play it twice! — MrGoldbee · 1493
I'm eager to try this instead of Live and Learn in my solo Ashcan Pete deck. Con: Keep Faith is better early, and I would never mulligan for it when I really want Magnifying Glass, Peter Sylvestre, probably a Leather Coat or Bulletproof Vest, and maybe a Fire Axe. So at that point, I'd be counting on Keep Faith to come up early enough that it's impacting a large number of chaos bag pulls, but not so early that it's getting mulligan'd away. But compare to Live and Learn, which (for me) doesn't work all that well in practice - since you have lost whatever skill cards are committed to the test (unlike in Lucky), it has limited use on tough tests, and since you still suffer the consequences of the loss (again, unlike Lucky), it's useless against most treacheries. I'd maybe rather take a chance on having a bunch of +2s that might come up randomly compared to a single guaranteed +2 that's useless on harder and more consequential tests. This also aligns with the fact that some scenarios get tougher as they proceed, either by design (like a boss fight) or by nature (when time is running out, there's less margin for failed tests)... so even if you don't get the Keep Faith very early in the scenario, you're increasingly likely to get it as you approach the point in the scenario where you're more likely to need it. — mpinzur · 1
Day of Reckoning

This looks like it will be the one of the least impactful weakness in the entire game. Let's assume a NotZ chaos bag on Standard for The Gathering (no Blurse tokens). Assuming there is one Ghoul at your location, the probabilities of passing a test at 0 / 1 / 2 / 3 / 4 above difficulty are 25 % / 63 % / 81 % / 88 % / 94 % respectively without the Elder Sign, this changes to 20 % / 60 % / 80 % / 87 % / 93 % (probabilities calculated with www.arkhambagcalculator.net.) The change is -5 % / -5 % / -1 % / -1 % / -1 %. This is almost negligible.

Let's take a harsher bag into account (Devourer Below on Hard), the probabilities are 22 % / 33 % / 44 % / 67 % / 78 % and change to 18 % / 29 % / 41 % / 65 % / 76 %, a change of -4 % / -4 % / -3 % / -2 % / -2 % so even here, the impact isn't enormous.

So if you take 20 skill tests in the time it is active, you should at worst expect to lose one of your skill tests due to this card on which you would have succeeded otherwise. I guess it might be annoying when you draw it early on an Agenda with a high doom threshold (for example in Where Doom Awaits).

PowLee · 15
I wholeheartedly agree. For reference, this was spoiled after Dread Curse and Accursed Follower, so I was in no way expecting a third weakness. This is for sure even less impactful than either of those. — StyxTBeuford · 13050
what would happen if the token is already sealed? would this weakness then do even less (nothing)? — Qurx · 1
You aren't taking into account the extra effects of the elder sign, that are dependant in each investigator. Some are certainly hurt more than others with this because it takes away the ability to high-roll things like extra action economy. Although if the token is already sealed it just attaches to the agenda and does nothing. — The_Wall · 289
But like, how long is that Elder Sign gone for? Assume the average agenda is 8 rounds, and you could draw these just as likely towards the end as the beginning. So you're going 4 maybe 5 rounds on average without your Elder Sign. Okay, in a 4 player game, that is 16-20 tests on the high end. You expect to draw 1 Elder SIgn in about that many tests, and it could just as well been on an investigator who doesn't have a good one. The only person this really hurts is someone who is deliberately seeking the Elder Sign, like Father Mateo. — StyxTBeuford · 13050
Notably, Mateo could hide the Elder Sign away on his Codex until he draws this, though that certainly won't always be possible. — Zinjanthropus · 231
Keep in mind that this also affects the rest of your team, so I think that hitting 20 tests on average is going to be a thing for sure. In addition, I will say that the elder sign effect on some investigators is far more than simple pass/fail. So I think it is more impactful than the review above states, though in no way as bad as some other weaknesses. — Veronica212 · 301
Funny thing to notice- Daisy will often find this improves her odds because of Necronomicon. — StyxTBeuford · 13050
Cryptographic Cipher

On the surface, this looks like a 50% more expensive Flashlight. Let me draw your attention to the three major differences between them:

Cryptographic Cypher lets you choose to, instead, spend a use on a investigation instead of a one, at the cost of making the shroud 1 higher.

Cryptographic Cypher uses secrets, not supplies.

Cryptographic Cypher exhausts after use, while Flashlight does not.

The first point is important for people with high intellect that would normally not take Flashlight, which is most Seekers. Getting 3 additional investigates that also potentially dodge attack of opportunity definitely has value, especially in solo where clues are distributed less tall and more wide (where Ursula Downs excels). It should be noted that Trish Scarborough can turn that into 3 investigates AND evades. Of course, this bares similarity to Fingerprint Kit, which is likely better compression at higher counts at +1 advantage instead of -1. But if you're able to consistently cycle through skill cards (especially Deduction) and commit high enough, the skill value shouldn't be an issue, and Seekers are the best at doing that to begin with (hello Practice Makes Perfect and Mr. "Rook").

The second point means you wont be able to reload this the same way as Fingerprint Kit or Flashlight, say by using Emergency Cache. You have to use Eldritch Sophist, or Truth from Fiction, or Astounding Revelation.

The third point is that this exhausts after use, meaning that you can't chain in one turn (unless you're "Ashcan" Pete). You'll have to spread its uses over several turns.

The odd thing about the card is that it still lets you use it functionally as a slightly slower Flashlight, which I'm not fully sure why someone who took it for the first function would ever want to use the second, or vice versa why anyone who would take it for the second wouldn't just take Flashlight instead (which these days includes lots of Survivors who now run Old Keyring anyway). I think, overall, this is mostly a true solo card, intended to conserve actions (net 2, though keep the costs in mind) and have that little bit of flexibility that might matter on a particularly difficult location that you only have yourself to rely on to clear. Again, Trish Scarborough might like both functions of the card- the former for dodging AoOs, and the latter for helping enable a "succeed by" test that Rogues often like to perform to refresh themselves.

StyxTBeuford · 13050
I think the flexibility of this card is interesting, even if it's rarely comes up. A high INT investigators might have a bad star, not drawing INT boosts. Use the second ability to still gather clues (instead of drawing cards to get more INT boosts). Other investigators may use the 2 abilities depending on shroud (#1 on shroud 1-2, #2 on 3+). — Django · 5163
When you use the 'reduce shroud' portion of Cryptographic Cypher, you can still perform fast actions from other cards while the shroud is lowered. So, that's one reason to use the second ability on this card. — tercicatrix · 16
Sure, but typically if you're building around doing that it's better to just take Flashlight. I'm not saying there aren't incidental uses of both functions, just that, if you're taking it for one, how often would you care about the other? — StyxTBeuford · 13050
On a 2 shroud location, use the second ability, then use Double or Nothing, and since 2*0=0, enjoy 2 testless clues. — lockque · 1
Not testless, as you still are vulnerable to the autofail. It's also no different than Flashlight in this regard, except more expensive and it exhausts. — StyxTBeuford · 13050
The first ability also counters Trish's weakness since it's an Investigate. — AlderSign · 416
Occult Scraps

This is an interesting weakness. It punishes you for keeping it out of play and punishes you slightly less for keeping it IN play.

I assume the goal here is to force Dexter to waste his special ability to get it out of his hand and then use his special ability on another asset to discard it from play?

That's a great way to attack his play style. I really like this design.

I agree, the design here is very cool, and also lets him get a bit of value returned in the second turn. If you're willing to use other tricks, you can deal with it even faster - such as putting it in play with Sleight of Hand and immediately using his special ability on it to play another card. "Watch as I make these dangerously incomplete notes disappear!!!" — Death by Chocolate · 1489
Sword Cane

This is a very good card and only gets better the higher one's willpower stat. While it lacks attack bonuses, damage bonuses and further, requires exhausting to use, its best feature is that it uses a hand slot, instead of an arcane slot. While Wither has a similar function, it does compete with other spells for precious slots.

It is relatively inexpensive and ideal for fighting odd-number health enemies, when an early game Shrivelling or Azure Flame charge would either be overkill, or underkill. Saving a charge to finish off 1/3/5 health enemies will also extend the life of those spells.

It also allows evading, with one's willpower stat, ad infinitum. Great for mystics whose hands aren't already occupied by Trumpets, Statues, Stones or Flashlights. And as if all that wasn't enough, unlike the eldritch equivalents, this mundane weapon has no downsides for drawing special tokens. 5 will investigators like Dexter, Agnes and Akachi, often with further passive bonuses, will get a lot of mileage from this card as a backup weapon/evasion tool. And it doesn't use an arcane slot!

KingsGambit · 15