Heroic Rescue

Free move, lower cost, a brilliant upgrade to a niche card.

Heroic Rescue has historically had the issue that, despite your best attempts, your friends WILL run all over, thus the card can't be played due to distance. The pre-move on this upgrade solves that issue and the dropped cost is a useful addition in of itself.

DO remember that you can play Heroic Rescue in responce to an attack of opportunity, this means that when a friend wants to get away from an enemy all they gotta do is have you close enough to play this card, in so doing you intercept the enemy and the ally is free to progress the scenario safely. Absolutely awesome card for dedicated tanks.

Tsuruki23 · 2590
With Nathaniel giving plus one damage, this is SOLID STUFF. — MrGoldbee · 1497
Opportunist

This card has a solid home now in Winifred Habbamock. In fact, I would say it will be a core card for her.

1) Wini can commit this to any test, meaning she only needs 1 other card committed to get her 2 card commitment bonus. Basically, Wini loves having Wild icons in her hand, and Opportunist has one, so that's a point in its favour.

2) If that test succeeds by 3 or more, she gets this card back in her hand. In addition to the card drawn with her investigator ability, getting Opportunist back prevents her from reducing the raw number of cards in her hand when she commits 2 and draws 1 in return. This allows her to continue to use her ability multiple times a round. Think of Opportunist as fuel for her ability.

3) Wini can easily succeed by 3 or more, because she tends to overcommit anyway. Especially true if she uses this on an Agility test! This means you can feel a bit better about using this card, knowing you'll actually get it back.

4) Wini can very successfully lean into the "succeed by X" Rogue archetype meaning that Opportunist is often not the only effect being triggered on a big success.

Overall, while this card is not as great on other investigators, it is really amazing for Winifred specifically.

Soloclue · 2622
If you use this to commit to one test and it gets you to a commit-2 threshold in Wini it’s a deck thinner +an icon. If you get it back it’s free card draw from there out. Huge — Difrakt · 1327
I seriously thought this card would be terrible for the entire lifetime of this game. I just tried Winifred for the first time and I am immediately putting this in. It's amazing how Matt and the team at FFG keep making interesting new investigators that use old cards in cool new ways. — Veronica212 · 301
No joke about Wini loving wild icons. IME even a single wild icon is often better than a double non-wild icon in a lot of cases. — Zinjanthropus · 231
Eldritch Inspiration

After slotting this into an Akachi deck, this feels like an excellent card. As long as you have the deck space, I think any mystic can take this as a great tech card. Mystics don't even have to build around it; putting in cards that are good will guarantee this has plenty of targets. Investigators that can take mystic as a secondary might find themselves with this in hand but nothing to use it on, unless they're Norman (who's really a mystic, if we're being honest).

I think in general, cancelling a bad RoS pull is the best use of this, as has been mentioned. However, there were several times that a bad Shrivelling (5) pull would have killed me that I was able to ignore. Additionally, doubling the effects from Wither and Wither (4) reduces the enemy's fight twice and deals 3 damage with the upgraded version. Doubling the effect on Sixth Sense is pretty pointless, since you replace a replacement effect and still only get one clue, but it can net you 3 clues with Sixth Sense (4). Pretty neat, I think.

SGPrometheus · 855
Also in a Jim bag control deck, this does a lot of work with Song of The Dead and Dark Prophecy/Olive McBride, when those stars align--which is more often than you might think--you've got a 5 damage attack on your hands. — Sycopath · 1
One of these days I'm going to build a Sefina deck with Olive McBride, Song of the Dead, Double or Nothing, Eldritch Inspiration and Double Double. It's a ridiculously jenky combo with an insane amount of moving parts, but in theory it opens up the possibility of doing 18 damage in a single action. Not that you ever actually need to do that, but it would be insanely fun if you could pull it off. — Sassenach · 188
@Sassenach What about that guy in Forgotten Age? The big one who comes back in later scenarios? Kill him in one hit; pow! — SGPrometheus · 855
My favorite usage of Eldritch Inspiration is on SOTD and SOTD is quite underrated since it isn't that difficult to find a Skull now. I usually also include Shrivelling or Rite of Seeking (or both) in those decks and this is really nice with those also. — The Lynx · 1005
Emergency Cache

This card is weird but in some particular cases it is awesome. With rogues, if you have Lola Santiago and Flashlight you have a really efficient combo where flashlight makes your investigate action easier by 2 and you can use Lola's during the test at a cheaper cost. You can do that 4 more times with Emergency Cache (3). If you have to use Streetwise to bump your intellect then the value of this card is off the charts (a little bit less than 16 ressources). Not a first buy obviously but a really cool card.

Baker · 5
This is a really cool combo that I hadn't considered. I love playing Lola with Jenny but usually grab Lockpicks right away. Maybe I should keep 1-2 flashlights in the deck in addition. — The Lynx · 1005
It's pretty cool for reloading your Acidic Ichor too. — Sassenach · 188
That is so cool! Thanks for sharing this combo. Would never have thought of that! — AnthonyMDev · 1
Darrel could also use this to recharge the batteries on his Flashlight. Upgraded Flashlight with it’s evade enabler means I don’t even carry a weapon in multiplayer player where the sharing on resources could also help a teammate in a pinch for money. And what else does a Survivor spend all his XP on anyway? Expensive if you have other options, but in this instance I think it’s a very good value. — Staticalchemist · 1
Tooth of Eztli

I feel like this card might not get enough consideration in multiplayer games where a character is able to run cards like ["Let me handle this!"] and absorb other investigator's encounter cards. A lot of weaknesses are treachery cards, too.

Considering this can only fire once a turn, it's probably not all that great. But if your group is drawing 3 or 4 encounter cards a turn, according to the review below, 30%+ of cards have skill tests on them so you should be drawing a skill test every turn. So, if you're able to control who gets what card each turn, you can (kind of) be sure you're going to draw a card each turn.

zovc · 133
I get where you're coming from, but three bucks and an action for a card that doesn't help me kill monsters is a really hard sell, especially as the player count goes up. I think you're better off saving let me handle this for when your seeker draws an elite, and just manipulating encounter draws to give yourself damage and your allies horror, tooth or no. It just doesn't quite get there for me, from a guardian perspective. — SGPrometheus · 855
Perhaps if you trigger this more often it would be more valuable but this is a card that straddles the just good enough line since it has a restricted use and 3R cost. I keep using in Ursula since there are not that many L0 relics and the accessory slot isn't that contested in Seeker (Grisly Totem is pretty good though). It feels like it became more valuable in TFA though since I think the % of agility treacheries goes up and you have to Explore often. Right now since there is so much XP in TFA I am running it with Crystalline Elder Sign and Relic Hunter. Ursula is attempting to be immune to the encounter deck if she can get the Bow into play. 2 (or more...) scenarios left. — The Lynx · 1005
The most important finding here is that you can increase this card's usefulness if you know you have a weakness that is a treachery with a skill test, like Kate. — AlderSign · 430