Prismatic Phenomenon

I now hate this card.

Just playing Dream Eaters as Zoey with Luke and I've drawn this several times so far (and to rub it in Luke hasn't drawn it once) and it's just devestating to fighter. Fast cards, lol forget about them.

I wish that instead of discard upon a successful investigation it discarded after a clue was discovered (cancelling the discovery of the clue) or the option to take a bit hit of horror to discard it.

I recommend most decks to at least run a couple of 3 Wild commit cards for situations like this. Also, regarding to Fast cards, from the RR: "A fast card does not cost an action to be played and is not played using the "Play" action." — Nenananas · 207
One note is that it does not specify a *basic* Investigate action. So if you have Sixth Sense you can still ditch it relatively easily as a Mystic. I could even see burning a charge or event on it. — Maseiken · 1
Honestly the benefit of making it "instead of discovering a clue" would be pretty rare. Working a hunch, Roland and Finn, Stirring up Trouble. Other clue discovery effects tend to get less worthwhile as a Trade. — Maseiken · 1
@Nenananas thanks for the heads up on that one, that makes a whole lot less crippling. — screamingabdab · 10
Also note that because it is phrased 'instead of discovering clues', it refers to that outcome of an investigation and not the discrete situation of ACTUALLY discovering a clue. This means that you can still do the replacement effect when investigating a location with no clues on it, which can provide some options for picking a lower shroud location to make it easier. (Compare to the FAQ on Burglary.) — Death by Chocolate · 1137
Crisis of Identity

I don’t see why this card gets so much hate. At some point during a campaign I’ll be in charge of enemy management and wish I was a seeker clue getter. Sometimes as a clue getter I’ll wish I could just go back to being a guardian and hit things.

This card solves that. Up to twice a game you get to switch things up and break the monotony. How anyone could justify playing a flex deck but spit on a great utility card like this is beyond me.

SorryLaurie · 21
Maybe because you can draw this card in your seeker role if you want find clues? Also you discard all cards of your current class so hope you don't have some important or expensive assets out in play. For example with a. 45 magnum and beat cop you loose 8 ressources and 2 play actions which is much more than the usual 2 to 3 action/cards/resources which a weakness costs you. — Tharzax · 1
.45 Magnum & Beat Cop are great if you want to fight, but what if I don't want to fight? What if after shooting down that ghoul I realized it had a family? What if there was a better way? Maybe we can win the scenario without guns, maybe we can't and we'll lose, but we'll never know if we don't try to change. — SorryLaurie · 21
@SorryLaurie: Ghouls are the good guys, so thank you for your willingness to introspect. — anaphysik · 73
But why did you throw your new hiking boots after your trusted partner Dr. Christopher? Just because you don't know who you are? — Tharzax · 1
Deduction

I’ve heard say this card’s not as strong in true solo but I think it’s even stronger there. For swift resolution of game winning ”if there are no clues on location” locations it’s excellent. You can often survive one action of attacks of opportunity there, enough to clear it, but rarely two. Super card in either solo or multi player.

Skrattmas · 8
I think people probably look to Working a Hunch instead since it's fast and gets you a clue without a test; effectively turning a 2 clue location into a single action test. Which, as you describe, is the goal. — LaRoix · 1574
Since both are great, I play both, if possible. Thank you for your comprehensive reviews, LaRoix. — Skrattmas · 8
Pocket Telescope

For investigation focused Rogue doing campaign replays that can get to 4+ (Streetwise, Gené Beauregard, Monterey Jack, etc.) to succeed without depending on Flashlight shroud reduction, but not intended to remove Flashlight from the deck either, they can grab Adaptable and then use 2 swaps to go back and forth between 2x Flashlight and 2x Pocket Telescope depending if the scenario is in fog-of-war style or not. Now you have got a flashlight-telescope built with 1 XP!

5argon · 1256
Fang of Tyr'thrha

Eeeeeeeexcellent card.

So. Steep pricepoint, but lets review the effcts:

  • Add , that's generally a +2 or +3 for most characters who can use this. Not shabby but you'll often be using other boosts to guarantee the hit.
  • Omnirange. Hit any non-aloof target anywhere. That's a very lovely effect, picture this: You're drowing in bad guys in some ditch and your buddy ran off 4 locations only to draw into a Hunting Nightgaunt and be completely shut down. Chuck one of these at the problem and it'll be gone in one action, no moving required.

  • 4 Damage flat. Wonderful. These are worth their weight in gold. Usually to kill a 4 health foe it takes 2-3 actions not including movement and engaging, you'll be pressed for damage and typically the solution is a bigger gun, Vicious Blow and/or Beat Cop. 3 Cost is steep but it'll do it'S thing without costing you any bullets and you can further supllement it with Vicious Blow.

  • Movement option. I've seen this point fly over people's heads. The movement is an option! Chuck it at that aforementioned Hunting Nightgaunt and keep working on whatever you got going on at your own location. Alternatively one major challenge fighters face is action economy during high-stakes turns, a villain spawns and you've got to charge at it from 2 locations away, which means you'll get punched! Therefore you need to strategically approach to try and maximize damage and minimize pain. Fang of Tyr'thrha solves this issue by seamlessly crossing the distance while compressing damage into the movement. You know those turns in Night of the Zealot where you moved into Ghoul Priest to pop it twice with .45 Automatic? This card lets you move into it for 4 damage, and THEN you pop it twice.

TL:DR. good, strategic, card. Love it.

So why not put it in every, single, deck? Well frankly, it's the prices. 4xp gets in the way of filling out your weapon, defensive and economy options and 3 cost gets in the way of playing weapons and weapon support. By the time you've got your thing going, adding in Fang of Tyr'thrha is a final scenario capstone or altogether impossible because you're scrambling for card slots.

Of particular note, DO grab this card fast if you happen to know that moving, engaging, keeping your key co-characters out of trouble, if you know that these things are challenging perogatives, grab it fast.

Characters of note:

  • Nathaniel bonus damage.
  • Zoey can afford it, kill her weakness. Often you can recoup 1 resource immediately by using it to move to an unengaged enemy
  • Roland Banks, remote killing can trigger his ability. Also stacks with Grete Wagner.
  • Lily, event attack for "3 different attacks" and a probable 4 buff.
  • Marie Lambeau. Come on, it'd be hilarious.
  • Carolyn Fern. From a baseline total 4 to hit you need to boost it somehow, but with this you can have some bite.
Tsuruki23 · 2233
Out of reach for Carolyn, which is just as well. Gang Up outperforms this for her anyways (but no movement) — dscarpac · 74
Two copies of this plus two One-two Punch (5). Another very efficient way use events to end bosses! — liwl0115 · 29