Dr. Elli Horowitz

As I understand here, you attach a relic card when she enters play only? So there is only one attached at a time? The EACH relic bit has thrown me off.

As I understand here, you attach a relic card when she enters play only? So there is only one attached at a time? The EACH relic bit has thrown me off.

wes_huffor · 1
It’s a templating foresight in case there’s a card that would allow you to attach relics to assets in the future. — Difrakt · 1325
Or an effect that triggers “When this card enters play” reaction abilities twice, which I anticipate on a Seeker investigator at some point, given the prevalence of that effect on Seeker allies. — Death by Chocolate · 1489
Does the relic sticks to elli if she is bounced back by calling in favors ? That would be a way to have 2 relics on her if it worked... — aurchen · 250
Quote from attachment rules: The "attach to" phrase is checked for legality each time a card would be attached to a game element, but is not checked again after that attachment occurs. If the initial "attach to" check does not pass, the card is not able to be attached, and remains in its prior state or game area. If such a card cannot remain in its prior state or game area, discard it. — Django · 5163
More to the point, "Once in play, an attachment remains attached until either the attachment or the game element to which it is attached leaves play (in which case the attachment is discarded), or unless a card ability explicitly detaches the card". Your hand is an out-of-play area, so Dr. Elli is leaving play, meaning attachments are discarded. — CSerpent · 126
Based on what Django said it seems that Skeleton Key would not get reattached to her when you use its ability to "return it to your play area". Right? — BobSmith · 11
Well, with Mandy Thompson revealed today, we finally see the design space of this card as Mandy can have Elli pull TWO relics and attach them to herself! — Death by Chocolate · 1489
I'm fairly certain that if you attach skeleton key to a location and then return it to your play area it will no longer be attached to Elli. That makes Elli a bit stronger when used with the Skeleton Key, specifically, as you can happily allow her to be killed off or use her for Calling in Favors and play her again to find a new relic — Zinjanthropus · 230
Sacrifice

I 'm actually surprised noone has writen a review about this card yet, so I thought I'd write one myself. I think this card is actually quite good. Mystics don't usually have a good source of card draw and this card is really good for that. But it doesn't offer only card draw, it can also offer resources, which are usually not a big issue for Mystics; you can run Forbidden Knowledge and/or David Renfield and have a satisfying source of resource generation, but the best part of this card is that it can give you a certain amount of resources and/or cards, what you need at most at the time you use it. The only other card that uses the language "gain X amount of this, or X amount of that or any combination thereof" is Emergency Cache (3) and both of these cards offer you the choice to get what you need at most at the time you use them, and I think that's kind of neat. Now this card can't exactly be used whenever you want; you have to wait the right time to use it, but when you use it, you get a really good bonus.

I think a lot of Mystics will usually have plenty of good targets for this card. A spell that has run out of charges or that you don't need in play anymore, a used-up Forbidden Knowledge, an Arcane Initiate that you don't want in play anymore either because you 've drawn many of your spells, or because you want to get rid of that doom (or maybe both), but I think the best target by far for this card is David Renfield. It basically becomes another card that allows you to abuse him. Why use Forbidden Knowledge or Painkillers to kill him after he has accumulated a lot of doom?? Use this card instead and get even more benefit out of him!! Now Moonlight Ritual and Calling in Favors are still superior choices for abusing David Renfield but this card adds up to these options and it can be a better inclusion in some decks.

I think this card is especially good for Marie Lambeau because she usually wants to have a lot of spells in her deck so that she makes good use out of her special ability and she 's the no. 1 candidate to use David Renfield. It might be bad for Akachi Onyele because she might want to keep her spells in play so that she can recycle them with Spirit-Speaker and it doesn't really comply with decks that use Recharge. But I think it can find a good place in many Mystic decks.

matt88 · 3222
Problem with this Card, it doesn’t help on turn 1 when Important assets or resdources are missing. But it’s flexibility is nice. — Django · 5163
@Django Yeah it's true it won't help in the early game. You actually have to set up first and do things before this card becomes a good play, so it's more of a mid-late game card. The flexibility is nice indeed, that's my favourite part about this card. — matt88 · 3222
@Django if you have Arcane research you can discard that turn one... unless I've misunderstood permanents... — Rparson · 1
Oops nevermind just reread the rules on permanents — Rparson · 1
I agree that this conflicts a bit with Akachi's spells as a target, but I run a charisma based Akachi with allies in addition to spells and think Sacrifice is a decent 1xp upgrade over Moonlight Ritual. It's also decent if you haven't found your Spirit-Speaker yet and just need to dig. — dubs · 1
Sacrifice looks like a 3rd or 4th copy of Emergency Cache, which would be a good option if you need that much money. Unless you are Akachi or possibly Dexter your used up spells will sit around in your arcane slots, ready to be sacrificed. Not a card you keep in the mulligan, but a welcome sight around turn 3 or later. — Mataza · 19
Unearth the Ancients

I tried this card in my pure seeker Ursula Downs deck that focused on mobility. I was playing on STANDARD difficulty. In my experience this card is mediocre or even bad if you plan to use it just to enhance your economy. The problem is that in order for this card to be worth, you have to use it to play a card that costs 4 resources or more, because if not you are just saving 2 resources or even less , which is quite bad considering that Emergency Cache gives you 3 resources without the risk of having to pass a test to get them.

The fact that the only seeker asset that costs 4 is Dr. Milan makes things even worst because you want to have him in play before using Unearth the Ancients, not only because of his reaction ability but specially for his +1 intellect. What I mean is that without Milan's +1 Intellect you are probably just sitting at 5 or 6 intellect at best and this makes passing the 4 investigation test quite a gamble without committing any more resources or cards (which would make playing Unearth the ancients meaningless). This situation gets even worst on Hard or Expert difficulty and if you consider the negative affects of failing a test if you draw the wrong chaos token. This card is therefore almost useless to summon the only asset it would be worth using it for, namely Dr. Milan.

The bonus card if you use it to play a relic is also mediocre, considering that there are not much seeker relics as of now (3 I think) and they cost 3 or less resources.

Some smart player would say: Hey but you can use this card in combination with Ursula Downs ability and the asset Fieldwork to make it worth but the answer will still be this card is bad, because if you play Unearth the Ancients with Ursula's ability you are not getting a free action or making it fast, remember you could have most likely used Ursula's ability to investigate normally, get clues and get closer to victory. Fieldwork is good to have indeed if you are using this card, but having to pull a combo to effectively use a card with a mediocre effect is obviously not worth your time and effort.

You can of course also use this card in combination with Rex Murphy's ability and a cheap asset like Magnifying Glass and even maybe a Double or Nothing to get some free clues in a high shroud location. I personally haven't tried this cheese strategy yet but I think that it isn't great either (and I am not even sure if the rules allow it). It lacks consistency because you need to much conditions to pull it off and there are allot easier ways to investigate in high shrouded locations for seekers.

In conclusion I think it is a pity that such a thematic card has no place in the current meta. I hope that in the future an XP upgrade will make it worth considering.

Alogon · 1145
I strongly disagree with most parts of this review. I agree that there are not many good targets for this card, but I think Ursula Downs can make good use of this card. I would skip playing this on Dr. Milan for the reasons you suggested, but with Dr. Milan in play it would be very beneficial to play this on an asset like Tooth of Etzli, Pathfinder or Dr. Elli Horrowitz, basically any asset that costs 3 or more, especially if you are Ursula Downs with Fieldwork. — matt88 · 3222
I will agree with the review, myself--I think this card just isn't worth it. It has a lot of downside for not nearly enough upside over something like Emergency Cache. — CaiusDrewart · 3198
I like economy cards that are better than e.cache. The test kills this one. — Django · 5163
This card would be actually good if it was a skill card (with 2 intellect icons) or if you would also get clues when you use it or if you would always get the draw a card effect. But to be fair the yellow investigators have already a strong card pool and yellow is one of the bests classes, so that boosting their economy too much could make them OP and that wouldn't be good for the game. — Alogon · 1145
I’m playing an Ursula deck in TFA that feels very resource hungry (Pathfinders, Fieldworks, Milan, Tooth of Eztli, Trench Coat, etc). To me this feels like decent economy and action economy, especially in your opening hand. In some ways you can think of this as trading intellect pips for resources. An opening hand with Fieldwork or Inquiring Mind and Unearth can be a fun way for Ursula to put out Milan or Pathfinder or the Tooth of Eztli for cheap. Obviously the higher your intellect, the more value there is. Not worth much if your intellect is at 3, but if you’re Daisy with Milan, Death XIII, and a Magnifying Glass, this looks like free money. Also, as I read things, Milan can collect you a resource after the Unearth test that puts him out. That’s another bonus for that setup! — mbooradley · 7
This is the future. The upgrade somehow manages to be even worse than the 0xp verison. My disappointment is immeasurable, and my day is ruined — suika · 9506
This card saves an action over ECache, at the risk of failing the test. Further, this card has lore icons whereas Ecache doesn't have any. I can commit this card to my partners shitty lore test at an end game location for the win. — dlikos · 166
Dark Prophecy

Dark Prophecy is an interesting card. For 1 resource, you basically have the ability to hunt for a "bull shit" token on command. While you are not guaranteed to draw one with a 5 token pull, the odds do greatly improve.

Why would you want to draw a bullshit token? Perhaps you are hoping to have lots of options on a test to improve your odds of success. Maybe you are being defiant and trying to ignore a bad result. Or maybe you are hunting for a trigger off of a niche card like hypnotic gaze or song of the dead.

Usually, this card will let you succeed at a test when you need it, but it isn't always worth the slot.

IMHO, it justifies its slot when paired with other effects like Premonition, Glimpse the Future or Defiance moreso than it does to support cards like Song of the Dead.

In its shell of bag manipulation, it is a pretty neat card, but I don't know if all mystics would bother with it.

Myriad · 1226
Just a quick question.. If I use dark prophecy and draw a auto fail, I must use the auto fail? — Invisiblecam · 1
@Invisblecam Only if all other tokens are numbers or the Elder sign. So you use a skull over the auto fail for example. — trazoM · 9
Leo Anderson

I can see Leo Anderson being a popular investigator with a lot of people. There's a lot to like about him: he's got strong stats in the areas that many players care about the most, he's got a focus on ally cards (which are normally considered quite important), and he's got an easy-to-understand card pool containing some good Guardian weapons.

I'm surprised there haven't been more reviews on him on this site, so I thought I'd put in my two cents.

Stats

Leo Anderson's stats are as follows:

  • 4 - This is a great defensive stat. Leo doesn't currently have many ways to actively leverage this stat, but Guardian investigators usually have notoriously low sanity pools, and failing tests is one way to take a lot of sanity damage.
  • 3 - Given that Guardian investigators are normally here to fight and not investigate, this is actually a pretty reasonable stat. With a Flashlight in hand, he can manage to pull a few clues through investigate actions.
  • 4 - this is what Guardian investigators are usually here to do! This stat is on par with most of the other investigators in this class. With a weapon in hand, Leo is able to go toe-to-toe with most enemies.
  • 1 - This stat is pretty low. Leo Anderson might go a whole scenario without passing a single test. However, this shortcoming is manageable if you work around it - normally by fighting instead of evading, for example.

I'm a big believer in the idea that, in most cases, having high stats and low stats is better than having all average stats. I think Leo Anderson's stats are very good. This is the stat distribution Roland Banks wishes he had!

Leo's health and sanity totals are fine. Sanity is typically more desirable in most Arkham Horror scenarios, but a lot of damage is accumulated from failed tests, so I think Leo benefits from having a larger health pool.

Overall, Leo's stats help him power through and get stuff done. He can use his , his to ward off horror-inducing treacheries, pick up the occasional clue with his , and his health lets him endure tests failed by his low .

Deck Requirements

Leo Anderson has access to Guardian cards level 0 through 5 and Rogue cards level 0 through 2.

The Guardian card pool offers a lot of excellent options for combat. Because of his ability, Leo is going to want a lot of allies, and Beat Cop and Venturer are standout level 0 ally cards for him from the Guardian faction since they improve his ability to fight and use items. This class also gives him access to a lot of good weapons. I think Leo Anderson is most effective when he focuses on his strong Guardian cards.

Rogue cards might seem like an awkward fit for an investigator with a stat of 1. However, Leo wants ally cards, and ally cards can be expensive - Rogue cards can be a great way for him to boost his income. Lone Wolf is a great option for him since it can greatly increase his resources over the course of a scenario, and Sleight of Hand can let him get more mileage out of items with limited uses for a very cheap price. While he doesn't have access to Hot Streak (4), Hot Streak (2) can normally set him for the game if its played at the right time. Of course, there's also the ever-popular Leo De Luca - I can see a Leo/Leo team-up being an attractive option for a lot of players, especially since Leo Anderson can play allies more cheaply.

For card upgrades, Charisma was practically made for Leo Anderson. While it's possible to play this investigator without having purchased the Essex County Express mythos pack, I think it would make things much more difficult. Leo Anderson wants allies! Charisma gives you the ally slots you need to get them into play more easily.

Signature Cards

For his unique cards, Leo Anderson has a fairly strong signature card with a relatively mild Weakness card.

Mitch Brown lets Leo play more allies which is very important. I often consider using Calling in Favors to try and draw him out sooner rather than later. Mitch can only host non-unique allies, though, which is a knock against Leo De Luca. However, I like that it subtly focuses players and rewards them for creating an expedition of generic, faceless men. While Mitch doesn't do much on his own, he enables you to do things like play a Beat Cop to help you fight while you have a Venturer keep your firearms reloaded, and it's those situations where Leo really starts to shine.

Bought in Blood can be a little annoying, but it is not as bad as other signature Weakness cards like Cover Up or Crisis of Identity. If Bought in Blood causes you to discard an Ally from play, it's almost like an automatically-failed Crypt Chill. If it causes you to discard Ally cards from your hand, it's almost like a milder version of Amnesia. If it can't do either of these things, then you're either playing Leo Anderson in a very unusual way or you're already having terrible luck! In that case, it's a dead draw, which is pretty much just a one-action penalty with the potential for it to come back and get you again later. As far as Weakness cards go, it's generally pretty manageable when it shows up.

Special Ability

In my opinion, Leo Anderson has an awesome ability. While you probably won't be able to trigger it every turn, it does offer some incredible efficiency. It saves an action and a resource every time! That's pretty nice. It also lets Leo play an ally asset without triggering an attack of opportunity. This is a big deal - it means Leo can let an ally get soak damage/horror, get discarded, and then get replaced with a new ally without getting hit with any extra attacks. In the right situation, this can be incredible.

Leo Anderson is a very difficult investigator for enemies to kill. Right from the start of a campaign, if he can play Mitch Brown early in a scenario, he can get 3 allies out. Ideally, these allies will be played out over a few turns so he can play them at a discount and without using actions. With most of Leo's allies having 2 damage soak and 2 horror soak, that means he essentially has an additional 6 soak for damage and horror. That's as much as Calvin Wright and Lola Hayes each have for their base damage and horror tolerance! (A caveat - while he might be a good candidate for Charon's Obol, his inability to run away from enemies still makes this a risky purchase for him. When Leo Anderson fights, it's a fight to the death!)

Leo Anderson's ability is ok. It normally lets you pass the check, which is nice, and you occasionally get an ally draw out of it, which is good too. Not the best ability but still solid.

Conclusion

Leo Anderson is a different kind of Guardian. Roland Banks is about killing enemies as a means to get clues; Zoey Samaras and Mark Harrigan are about killing enemies as efficiently as possible. Leo Anderson's specialty is, ironically, being a Survivor. He can take all of hits that Arkham Horror throws at him, absorb them, and then fight back. His playstyle is a little different, but very fun - you often do feel like you're managing an expedition when you use him! It's all about managing your items and choosing when to deploy allies at a critical moment. He fulfills his Guardian duties different from the others in his class, but he still does them effectively, and so I'd definitely recommend giving him a try.

To me leo is the only guy that can run Bro Xavier, and again, soak all that damage for the team — aurchen · 250
Mark Harrigan runs Brother Xavier like a total boss. — Razoupaf · 1
I also like to play the Bro Xavier with Mark H. — Alogon · 1145
This review probably deserves a little bit of reconsideration: it seems that ffg is moving away from "willpower is defense from the encounter deck", and we see more and more encounter cards asking for agility checks. — Azriel · 1