Manipulate Destiny

Here's a thought: Is this card actually pretty good with Favor of the Moon and Favor of the Sun? Now you can choose which effect you want to use. 2 testless damage for essentially 0 resources (because you will gain one from Favor of the Moon) is pretty strong. Normally I expect to be paying at least 2 resources for this, and/or have other restrictions attached to it. 2 damage healing for 1 resource is pretty good value, and also a fairly hard-to-come-by effect outside of . Looks kind of tempting for blurse Sefina with her paltry 5 health (though to be fair, Vito is excellent damage soak).

The counterpoints would be that it goes back to being random if you don't have the favors out (though the probabilities will vary depending on the state of the bag), and you might have more valuable things to spend those favors on. Also 2xp is not a negligible cost.

Zinjanthropus · 160
Geas

This worked quite nicely in a Winifred Habbamock deck. I had a small suite of necessary assets: Lucky Cigarette Case, Lockpicks, Knuckleduster (no ammo limitations means you won't need to replay it later), Delilah O'Rourke (good outlet for excess resources), and Haste. The rest of the deck was skill cards, Swift Reflexes (can be played during another investigator's turn, as an extra action source, while writing this up I realized it does not give me the ability to play assets outside my turn so it might not be worth running), and of course Geas.

The play style was standard Winifred, commit lots of skills and draw lots of cards. Her draw is so strong, you'll cycle your deck before long, at which point you'll have drawn your critical assets and can play Geas. I wouldn't call Geas, critical by any means, but she benefits from all the boosts. She regularly uses Intellect, Strength, and Agility, and the boosts push her closer to over-succeeding. Furthermore, despite her low Willpower, she is still quite competitive on that front due to the mass of wild icons in her deck.

I was regularly pushing 5 action turns between Haste and Quick Thinking with the ability to over-succeed on each action. It's unclear how critical Geas was, but the extra insurance certainly didn't hurt. The biggest issue I ran into was sanity problems, despite the ability to succeed on most Willpower checks, the fact that I couldn't replay my ally for more sanity soak meant I trended dangerously due to the combination of unavoidable treacheries and deck cycling. If I were to run it again, I'd likely want someone else in the group with the ability to heal sanity.

Joey the rat suddenly has a use! he does not need to trigger during your turn and is not an action of any sort! — Zerogrim · 171
For soak, you could run Cheat Death if you have enough XP. Retroactively soaks 2 damage and 2 horror for 1 resource and no actions. I actually think the most annoying thing would be having to wait to get all of your other assets out before Geas, but it's not like it takes Wini that long to draw things. @Zerogrim: Geas doesn't actually care about whether something is an action or not, sadly. — Zinjanthropus · 160
o well, but you can still play cards during other peoples turns using Joey which is the main point! — Zerogrim · 171
That's a good point. I think doing things out of turn is one of the better ways to play around Geas — Zinjanthropus · 160
I don't think you can play fast assets on other people's turns, just fast events. Here's the snippet from the RR: "A fast asset may be played by an investigator during any player window on his or her turn." — SGPrometheus · 506
Joey the Rat doesn't make assets fast, he makes you play them as part of resolving a fast triggered ability with no timing restriction. — Thatwasademo · 36
(that's why he's relevant here and Fence isn't) — Thatwasademo · 36
(... well, aside from Fence apparently saying "during your turn" anyway) — Thatwasademo · 36
Summoned Hound

It's sad how Ikiaq still doesn't allow mystics an in-faction way to avoid the Unbound Beast. How else am I going to slot this dog into the latest fad Empower Self deck?

It's surprisingly viable on Sefina or Dexter running Geas and Crystalline Elder Sign/Tristan Botley now at least. With the Taboo'd scroll of secrets and promising never to draw, the odds of drawing the corresponding weakness is low indeed.

suika · 7574
Can always be Patrice and Chance Encounter the hound into play — StyxTBeuford · 12422
Eyup, Patrice was and still is the best Hound user. — suika · 7574
Yeah, I really think they should have kept Ikiaq as "non-signature weakness." Interesting thought with Geas. I did an Alyssa Graham based Summoned Hound deck, and if you're only drawing during upkeep you can pretty effectively use her to avoid drawing the weakness. Maybe it's time for me to delve deep into the jank tank and build a Summoned Hound Sefina deck. — Zinjanthropus · 160
Note that Dexter could use his zappyboi to discard the hound if he sees the Beast coming — Zinjanthropus · 160
There's also Archaic Glyphs: Markings of Isis as an option for Daisy. Bonus points for also buffing your free Hound action with Encyclopedia. — CaiusDrewart · 2353
I desperately want to use this card in Norman for flavor reasons, but sadly as far as I know there isn't a good way for him to circumvent Unbound Beast at the moment. Hopefully they'll print something that lets him do that down the line. — CaiusDrewart · 2353
Ikiaq would have been perfect for Summoned Hound Norman if they had kept her as "non-signature weakness" instead of "basic weakness" — Zinjanthropus · 160
Yes. I'm holding out hope that we'll get a higher-XP Summoned Hound down the line that comes back into play if you deal with the weakness. With the way this current one works, my feeling is that the added weakness is so harsh that you basically have to cheat the hound into play somehow. A higher-XP hound could allow for a more straightforward usage. — CaiusDrewart · 2353
Yeah, I don't think that Summoned Hound is very good if you aren't cheating it into play. It's really a shame that that is gated to such a small number of actual investigators. — Zinjanthropus · 160
Roland Banks

A lot has happened in the four years since Roland was released to round him out, and he’s a stronger investigator than ever.

Most of these cards are used by soloclue in his ARRR deck, which adds seeker splash for search and finances. There are new ways to increase your horror threshold and heal yourself as you go, like seeker allies, enchanted blade (3), or hallowed mirror, that weren’t available before.

Roland can also move lickety-split for a guardian, with copies of safeguard and shortcut. With a level zero deck, it’s possible for him to move himself and an ally to another location for zero actions.

A new wrinkle is that the “get clues by killing enemies” tech is even better. Grete Wagner and the updated evidence(1) combo well with Roland’s talent. assuming you finish off four health worth of enemies in a turn, you can get four clues. Or use the Disc of Itzamna and On the Hunt to replace the encounter phase with "summon a two health enemy at your location, kill them instantly, get three clues.” Don’t mess with the bureau.

MrGoldbee · 1036
Roland is still my favorite investigator. I can't wait for the parallel version; hopefully it's soon! — SGPrometheus · 506
Tommy Malloy

Why should you take Handcuffs just to handle Tommy? From a naive action-cost perspective it doesn't seem to make sense: you just spent 2 resources, a card, and an action to save yourself 2 actions, in a class that isn't known for having an excess of resources. Effectively you're playing a Swift Reflexes, which isn't even a particularly good card on Rogues, much less Guardians.

But there are three important reasons why you would do this. Firstly, Cho will almost certainly draw through his deck every scenario, meaning that there's a good chance of seeing Tommy twice if not for Handcuffs. Secondly, you only need to pass a single test, not 3, which is particularly important at higher difficulties. Thirdly, it means you can draw safely during your turn. Since it usually will takes 3 actions to clear Tommy (baring Beat Cop (2), Dogs, and One-Two Punch), it'll feel terrible taking a draw action and find Tommy while trying to refill your hand. Banking an action with Handcuffs will save you from being smacked around by Tommy for a turn, or deal with him easily if he's drawn by an Overpower or Glory.

suika · 7574
also handcuffs lets you spend actions on non critical turns to save actions on critical turns, and having them around for when annoying cultists spawn ain't bad either. If you ever find yourself playing with trish handcuffs are an amazingly good card to combo with her. — Zerogrim · 171
Don't forget that you can support your clever with scene of crime and interrogate during every scenario — Tharzax · 1
On Cho specifically though, despite the synergy with Handcuffs I'd actually advise against Scene of the Crime/Interrogate, or more generally anything that doesn't contribute towards defeating monsters or keeping Cho alive. Deck space is a precious commidity for Cho, and those cards can gum up your Fight event engines. — suika · 7574
Also, your second handcuffs can help get rid of other terrible monsters, deep one bull, yig's snake men, the goatmen from the core set. A lot of scenarios have horrible non elite humanoids who it's very nice to just completely shut down — NarkasisBroon · 1
@Narkasis took the words right out of my mouth. If I wasn't already glad enough to take Handcuffs for when Tommy showed up, Deep One Bull made me sure it was the right decision. — Pinchers · 6
I took this card as Nathaniel to help against Tommy (for all the reasons suika mentions in the review), and I was impressed by how useful the card was outside of that. Permanently locking down an enemy is no joke for a level 0 card. The up-front cost gets less painful once you have a Stick to the Plan/Ever Vigilant setup going, too. — CaiusDrewart · 2353