Forewarned

Fast, 0 resource, Cancel a treachery card, costs only 1 xp.

Wow what a great card for seekers. The drawback is small(let's say it cost you 1 action to investigate).Even Roland can make a great use of it since he can add clues while slaying some monsters.

Like ward of protection and test of Will this card is an auto-include to avoid the terrible things that Mythos offers you and most of times punishes you.

This would be good combo with Roland’s special gun while he is engaged in a location with no clue. Or like you said, just engaged and about to murder the enemy and auto regain that clue anyway. — Euruzilys · 14
Or good for core Roland for dealing with his signature weakness. Being able to put clues back is actually really important for dealing with that weakness since it can really hose you if you draw it late. — dr00 · 13
It's also good for Roland to deal with treacheries like Rotting Remains that can almost one-shot you. In short, it's amazing for Roland. — SGPrometheus · 849
About Roland and Cover Up: since Cover Up (as a weakness) is considered an encounter card, Forewarned can cancel the card's revelation effect. Does this really mean that you don't put Cover Up in your threat area, and keep it in your hand until some effect can discard it? — Iluvatar · 1
"non-weakness treachery card" — Chitinid · 14
Can you use this if you have no clues? It doesn't seem like it's written as a cost, but perhaps it is? — PickleTheHutt · 1
Oops, nevermind. This is the pre-then, post-then rule. The portion before then must be resolved in full. Annoying when rules ignore standard rules of logical structure. — PickleTheHutt · 1
Ambush

Situational card just like Barricade. Can be used when you are preparing for a boss fight but other than that i can't see any play. Bad card for Solo since you need to move fast from location to another most of times. Can be utilized in O'toole decks with sneak attack combo for a total 4 dmg without even fight (let's add a dynamite blast there going up to 7). Other than that Harrigan and Yorick have better options for 1xp than this one.

I have to agree, sadly; I was excited when I saw multiple test-free damage, but in practice this card is quite difficult to efficiently use. — CaiusDrewart · 3200
Trench Knife

Investigators who have problem with resources can make a use of it in a multiplayer game. Roland or Harrigan can put it in a 0 xp deck when they start a campaign. Τhe thing is that you dont want to be overwhelmed by enemies so usually the maximum will be +1+2 for the attack. Don't get me wrong but you want to deal with the enemy as fast as you so the Knife from core is better option than this one with the discard option.

This card might warrant an include in a Zoey deck. — FractalMind · 44
Personally, I don't like this card. For a 0XP defender deck, I prioritize weapons that give you additional damage. Killing monsters too slowly can lead to you being overwhelmed. Hence, I tend to favor the .32 Colt, .45 Automatic, and the Machete. — EdgeSeeker · 7
This card is not useful because <a href="/card/01086" data-hasqtip="0">knife</a> is more useful with damage boost for discarding. <div> This item should be boosted when stay in engaging or triggering action.<div> (From weakest to strongest upgrade) <ol> <li> -1 Fight to enemy when trigger fight <li> -2 Fight to enemy when trigger fight <li> +1 Damage when engaged enemy (once per round) <li> +2 Fight per engaged enemy <li> +1 Damage for each enemy engaged this round <li> +1 Damage for engaging enemy <ol/> — AquaDrehz · 204
I hate that I can't delete comment or review... — AquaDrehz · 204
It's thematically frustrating that a) Mark can't take this (he was literally in the trenches!), and b) it doesn't do the same +1 damage as Knuckledusters when it's visually the same weapon but with a *knife* on the end. That aside, it's only the cost that seems attractive - I don't really get how engaging lots and lots of enemies is helpful, particularly as you'll then have no actions left to attack them with. Unless of course you plan to "See them in hell"...? — mythosmeeple · 473
Ignore previous comment - not sure why I thought Mark can't take it. Still, not an attractive weapon. — mythosmeeple · 473
Multiplayer Zoe can take it for the ability. With Fire Axe in second hand she can manage a sequence of atacks and engagenets to save some of her engagement resouces. — theczarek · 2
Storm of Spirits

This is a very strong spell for mystics in multiplayer games and the more people you are playing with, the stronger it becomes. It is similar to Dynamite Blast except that it only deals 2 damage and requires you to succeed at a Fight test, though you can choose the weakest enemy at your location to fight. Those drawbacks are balanced out by the fact that it costs 2 less resources and is in a class that is substantially more likely to have spare resources to play it. Additionally, it synergizes with other popular mystic cards such as Arcane Initiate and Uncage the Soul. Finally, and possibly most importantly, it is much easier to arrange multiple enemies at a location that contains investigators than an empty one where Dynamite won't hurt your fellow players.

Storm of Spirits is especially good in Sefina Rousseau decks, where it is possible to play Storm of Spirits two, or even three times in a single turn, clearing a location of even tough enemies. And for the truly bold, it can be combined with Double or Nothing though I haven't personally tried this combo yet.

menionleah · 80
Note that playing Uncage the Soul to pay for Storm of Spirits would trigger an Attack of Opportunity from each ready enemy engaged with you. 0-level Uncage the Soul isn't as useful as it may seem. (See my review of it.) Though, if an experienced version with Fast gets released down the road... — Herumen · 1741
Storm of Spirits + Double or Nothing is fantastic. Highly recommended. — Katsue · 10
Although Sefina would need to be built to take the potential damage..... — TheDoc37 · 468
Guard Dog

Guard dog is most effective at taking out weak enemies with 1-2 health that deal 1 damage. This allows it to maximize its (guaranteed damage) triggered ability and save a few actions.

Take this example in a Roland deck:

  1. Weak enemy (1HP) engages Roland in a location with clues.
  2. Roland has guard dog in play, and decides to draw a card (or just walk around like a boss).
  3. This triggers an attack of opportunity (AoO), and damage is assigned to guard dog.
  4. Guard dog triggers and the enemy is defeated.
  5. Roland's ability triggers, and you discover a clue.

Effectively, you've killed an enemy and discovered a clue while using an action doing something else entirely.

Clarifications

-Timing structure (for the above example): trigger action is declared (i.e. move) -> AoO triggers -> damage is assigned (not dealt) to guard dog, triggering its ability -> enemy is defeated -> Roland ability triggers > damage is dealt to guard dog -> trigger action is resolved (move).

-If guard dog has 1HP remaining, it can be assigned both lethal damage and horror (1 damage + 1 horror) from an attack.

firze · 74
Please correct me if I'm wrong, but the card reads "When an enemy attack DEALS damage", so the trigger occurs after damage is dealt to the guard dog and not before. — FractalMind · 44
@FractalMind, The triggering condition of "damage is dealt" does happen as @firze shows it, but because the Guard Dog's ability is a "When" clause, it happens before the direct effects of the damage are resolved — CSerpent · 126
I'm confused with the FAQ statement. If Guard Dog is dealt only horor which is lethal, will its ability trigger? — Catv5 · 1
@Catv5 Guard dog being dealt Horror is irrelevant to whether or not it’s ability triggers. Likewise an attack being lethal is irrelevant. The ability triggers on ‘when’ which is before the results of the trigger resolve. So after the dog’s ability happens, yeah the attack could kill it. — Death by Chocolate · 1484
I wish FFG would release an errata, or a reprint that had the wording " When an enemy attack would ASSIGN DAMAGE to guard dog..." In my mind this would fix the majority of issues people have understanding the timing/rules of this card. Hinging on the flimsy "When" vs "After" rules just seen more like laziness on the part of whoever wrote the rules for the cards. The "When" rules are contradictory to the simple English being used of "attack deals damage"(past tense). After years of playing MTG, I've come to appreciate very specific wording and punctuation to communicate exactly what a card will do. — Atrael · 1