Strange Solution

I think that Return To The Dunwich Legacy is unique in that having it in your collection might make your deckbuilding more difficult as opposed to easier.

The reason I say this is because of Shrewd Analysis. If you're looking to upgrade into 2 copies of Strange Solution: Acidic Ichor, using Shrewd Analysis, then the presence of Strange Solution: Empowering Elixir is going to make the odds of that happening a fair bit worse. So, if you're looking to use Shrewd Analysis, you're better off using it if you don't own Return To The Dunwich Legacy.

Additionally, Return To The Dunwich Legacy also adds a new basic weakness, Through the Gates. Normally new weaknesses are included in deluxe expansions, and in the deluxe expansions the inclusion of new weaknesses is offset by new investigator options and more level 0 cards. No such luck here, though.

As for Strange Solution: Empowering Elixir on its own merits - I don't think it's the most useful version of Strange Solution out there. It's one action to draw a card and get 2 resources. You can do the action 3 times. It costs you one action, one card, and one resource to get it out into play. Of course, that's also not taking into account the other, less obvious costs: having to "identify the solution" on the level 0 Strange Solution (which costs one card, one resource, and at least 2 actions earlier in the campaign) and then 4 experience to upgrade into it. That sort of cost is fine with something like Strange Solution: Acidic Ichor because you're getting a really powerful weapon in a class that doesn't normally have access to firepower like that. By comparison, Strange Solution: Empowering Elixir is underwhelming.

An interesting card to compare Strange Solution: Empowering Elixir to is Stand Together. For one action, Stand Together nets your team +4 cards and +4 resources. It costs 0 resources to play and 3 experience to include in a deck. Strange Solution: Empowering Elixir gets you 6 resources and 3 cards, but it costs you 4 actions (the 3 to trigger the ability plus the one action to play it) and one resource to play the card. It costs one experience more than Stand Together to add to the deck, and you need to spend all the extra energy to to "identify the solution" to even use it in the first place! Maybe it's better to leave this kind of card/resource support to Stand Together Guardian investigators.

Unless support cards come along to make this card better, I think its primary purpose will be to make Shrewd Analysis a little more difficult to use than normal.

I think this is an ok card. It does mess up with Shrewd Analysis, but by any means, I don't think the designers were aiming to make Shrewd Analysis worse for Strange Solution. I think this card offers more options for seekers and boosts the support role further. The math doesn't quite work like you suggested on this card because you can play it on your allies (which is super important). Also remember that you don't have to go full Empowering Elixir when you upgrade Strange Solution, you can go 1 of Empowering Elixir and 1 of something else. — matt88 · 460
And by the way, I 've built a Minh Thi Phan deck that leans towards the support role and uses Acidic Ichor/Empowering Elixir. Here's the link for whomever wants to check it out: — matt88 · 460

This card single handedly destroyed my blind playthrough of twh with Joe diamond. Make sure you pack lots of head icons because it really sucks when you can't use your weapons or flashlights/fingerprint kits, and just hope you don't draw wracked along with this :p

Dustgod · 1
Me too, i couldn't wait for a witch to come out so i could evade it. — Caligula · 1
Logical reasoning cannot discard this, but with Higher Education Joe could try himself. Also be aware that other investigators can do the test on this card, as encounter cards are in your thread area like monsters. — Django · 1712
"Let me handle this!"

I like this card quite a bit. It makes me feel like a hero every time I play it well.

This card is a good counter to other investigators' encounter cards. Guardian investigators are good at fighting enemies, and this card gives them a fast and reliable way to pull enemies away from vulnerable teammates. However, this even works well on treacheries, thanks to the +2 bonus to every skill that it gives. Roland Banks taking a Rotting Remains for someone else gives him a of 5 (putting him on par with Agnes Baker) - if he takes Grasping Hands, he gets a of 4 (the same as "Skids" O'Toole and Wendy Adams). It really gives Guardian investigators an excuse to step out of their usual comfort zone.

There won't always be a super opportune moment to play this card - most investigator groups should have ways to succeed at scenarios without relying on events like this one, after all. However, occasionally there's a time when another investigator can do something really incredible, but they need all their actions or all of their resources/assets to do it and so they can't afford to be distracted by an encounter card - and those are the moments where it's great to step in and say "Let me handle this!" Sometimes allowing one player to go uninterrupted by an encounter card can be the tempo boost they need to carry you through a tough spot!

The skill icons aren't super remarkable. One and one is ok, but normally I find it's better to hold onto this card for its effect unless things are getting really desperate and there's a critical test that needs passing.

Of course, it goes without saying you shouldn't run this card when you're solo. You're already handling it all!

Great combo with Evidence and Scene of the crime. — Django · 1712
Prepared for the Worst

I wanted to like this card. For a long time I used to run 2 copies of it in Guardian builds. Then, after a while, I started running only one copy of it (which is not something I normally do with cards) - and now I generally omit it altogether.

The reasons why I used to include this 2 copies of card at first:

  • In other card games, "tutor" effects (cards that search your deck for other cards) are normally powerful because they let you search your deck for things that you really need, adding consistency.
  • After you draw a 5-card opening hand of a 33-card deck (standard for most investigators after adding signature cards and weaknesses), you are left with 28 cards. Prepared for the Worst lets you search the top 9 cards of your deck, so that's just under a third of the deck, which is not bad.
  • Weapons are important. If you're without a weapon and your role in your group is to kill things, you can get overwhelmed really, really fast.

Why I ultimately stopped including this card altogether:

  • The cost for using this ability is one card, one resource, and one action. That's really expensive for what it does, especially considering you then have to spend another action and more resources to play the card that you found using its effect.
  • It's not even guaranteed to succeed! When it misses, it really hurts. It's also least effective at the beginning of the game (as you have the most cards in your deck) and that's arguably when you need it most, since the beginning of the game is when you're setting things up.
  • Efficiency-wise, it's often better to just have slightly cheaper weapon that you can use until one of your primary weapons come up.
  • In my experience, if you have 4 good weapons in a 33 card deck, you have a reasonable chance of getting one in your opening hand if you mulligan specifically to look for one.

Why I used one copy of this card for a little bit:

  • It has good synergy with Stick to the Plan since it has the Tactic keyword and it's a card that can help you early on in a scenario. It increases a deck's ability to start reliably well.
  • Two copies just seemed excessive since the second one will normally be not very useful.

This card preys on weapon anxiety - the fear that you'll end up with no weapons when you really need them. I don't think this card is the answer to weapon anxiety, though - it's too expensive, too slow, and too unreliable to guarantee that you'll get the weapon you need. The only use I can think of for this card would be if you really want to use it to try and fish out a big gun - think Lightning Gun or Flamethrower - at a midway point through a campaign when you've already bought one copy of the big gun and don't have enough experience yet for a second copy. Even then, though, my advice would still be to simply use other weapons to keep yourself going until your big gun shows up.

Unless some other cards come out to make this more viable or desirable, I would say this card is probably worth passing on for the time being.

Until you have 2 or more superweapons (4-5xp each), this card is just worse than having another level 0 Weapon. To the point that I’m willing to spend 1 xp to buy a copy of this after I have them and Stick to the Plan. Ideally you are Leo Anderson and can just Adaptable them in. I ran the numbers and having one copy of this under SttP with two big weapons roughly improves your mulligan odds from 60% to 80% of getting the big weapon out on turn 1. With two level 0 back up weapons I almost never end the first turn without a weapon in hand or play. — Death by Chocolate · 10
Be aware that Stick to the Plan exhausts when used. So if you find a weapon with this card, you have to wait another turn to play Ever Vigilant and get it out. — Django · 1712