Clarity of Mind

I've used this card (mostly with Agnes) but I'm not sure about it.

At its best, this card is 2 resources + 4 actions (counting the one to play the card) to heal 3 horrors:

  • Even with Akachi Onyele, it's still 2 resources + 5 actions (counting the one to play the card) to heal 4 horrors
  • With Marie Lambeau who provides Action advantage for Spells, it's still 2 resources at best because you don't always have the ability to trigger the extra Spell action.

What's more, until now, investigators have other ways to repeatably heal themselves without reducing their action count:

banania · 409
I think this is actually a really bad card. Compared to First Aid, it's the same cost, same number of charges, heals horror, but takes up an arcane slot and can't heal damage. Other than 'you can't take First Aid since you can't take guardian cards,' I'm struggling to justify this card over First Aid. To make matters worse, I consider First Aid to be a really bad card anyway, and this is worse than that. — dr00 · 13
Astral Travel

I'm not convinced about this card. I don't feel like Move actions are the most difficult actions to take in this game. I understand very well the "action compression" it provides, for example if you need two Move actions to get to where you wanna go. But here's the catch:

  • You have to pay 3 resources for an otherwise free (at least in terms of resources) action. Considering you can use 1 of your action to get 1 resource, it would require to move 4 locations away to get value out the card
  • It does not prevent enemies from making attack of opportunities, so you can't use it as an emergency card
  • If you reveal the wrong token, you lose an asset That's too much of wrong sides for my taste :) It's too bad, as the exact same Spell in Arkham Horror the Board Game was probably one of my favorite.

Very situational at least, and until investigators have a way to switch easily cards like Adaptable, it will probably not see much play.

banania · 409
Neither am I. — XehutL · 47
.. I mean why this, if we have cards like #Elusive ? — XehutL · 47
It's a decent one of card in my opinion. There should be a situation in each game played where this would save a couple actions mid to late game and make the scenario easier for a good amount of investigators, but it's not amazing or anything. It might even get an upgrade later that let's it happen to a non-revealed location or something which would be enticing. — Bronze · 187
Note you can Uncage the Soul to play this for free. — clydeiii · 41
Moving does suck sometimes when you have to pass a test to get in or out of a location, but since this action is an explicit Move action, it won't even help you with that. Seems like a pretty weak card. — donkler · 1
I had a situation in The Pallid Mask where a location connecting the two key locations was divided by a location requiring an agility test (and I drew an encounter that made that spot dangerous if you stayed there till the end of the turn.) Astral Travel saved our mystic from needing to pass by it. — Lemmingrad · 21
I don't think that the action per resource ratio matters here since investigators rarely spend actions for resources (plus, you get a free one every turn). Like Bronze said, it's a good 1-of card that can really help you get where you need to go when you need to get there. — dr00 · 13
This card functions REALLY well in Carnevale of Horrors, where time is at a premium and locations can be difficult to get through quickly. Have your Mystic grab an innocent bystander, and (poof), they're saved! — Sarkazein13 · 1
Well, maybe my review was a bit too quick on this card. These days, I tend to include 1 copy of this card in every Mystic deck I built, because there are scenarios with lots of revealed locations, and sometimes you just want to be able to go back to that "resign" location. Situational, but can be a game saver. — banania · 409
doesnt look very impressive but this card won me several games now on father mateo in my dunwich campaign. — lyii · 1
I feel like this card should be an asset, like arcane slot, (3 charges), ->Move. Move to any revealed location and reveal a token etc. — LeFricC'estChic · 86
This card can be interesting for the end of a scenario where you have to go back to the exit, obviously very situational, but it can successfully solve that kind of scenario. — Manlufo · 1
Alyssa Graham

Alyssa Graham is a great card in any kind of deck that can play cards. For 4 resources, which is not that hefty in the game and playable on turn 1, you get a action giving you all the intelligence you need for your next turn.

Without even considering that you can bury that card at the bottom of the encounter deck for a tiny Doom token, it's already good.

But what's more, you actually can bury that encounter card if you don't like it.

Her static boost is of +1 is nothing to sneeze at. Intellect boosts are always good. You want to grab clues in this game, right?

Finally, I think Alyssa really shines in a Marie Lambeau deck. Marie's ability requires that you have a doom token on one of the player cards you control. Alyssa gives you a reliable way to get that token running, from the get go. She gets Marie to a very high 5 , on par with Daisy Walker, thus solo-enabling Marie. Here is a sample (solo) deck: arkhamdb.com

banania · 409
There is one part of the analysis that I strongly disagree with: "4 resources, which is not that hefty in the game and playable on turn 1" — Alleria · 114
(Sorry comment got cut). 4 resources is among the most expensive cards in the game, very few cards cost 4 and more. Besides, if you play it on your first turn, it means that you are actually not playing anything else (like Shriveling, Rite of Seeking, Arcane Initiate, or Holy Rosary for example). Mystics dont really swim into money as they need expensive assets out to be useful. In other words, i don't see 4 resources to be "not that hefty" in any deck, and especially not in Mystic deck. It's actually very expensive. — Alleria · 114
Agnes Baker

Agnes Baker is one of the most powerful investigators out there and here's why:

  • First of all, with her 5 , she can withstand most of the treacheries requiring skill tests the encounter deck throws at her.
  • Her other stats are quite low, but the class has so many ways to hande that, that it is not really relevant in the end.

With the solved, she just needs way to mitigate her 3 other low stats. And ways there are in the class card pool, most of them Spells that can be triggered using her strongest stat .

  • Her 3 is already quite acceptable, considering you won't be using it much, except to sometimes, in an emergency, evade an enemy if you can't currently kill it or blind it.
  • Her 2 may be the most difficult stat to balance, if you're playing solo. If you're playing multiplayer, you probably want to focus Agnes on killing the damn enemies. Back to solo then. Again, cards have so many ways to mitigate that: Drawn to the Flame, Rite of Seeking, maybe use that "Look what I found!", and the neutral cards Flashlight and Perception.
  • Her 2 may be the easiest stat to balance, right off the bat with Shrivelling and later on with Shrivelling (3), Shrivelling (5) and Song of the Dead (2). What's more, all those Spells have a strong synergy with Agnes' ability, dealing even more damage to the enemies you're attacking.

Finally:

  • The ability of Agnes is very reliable, as lot of things can deal damage to Agnes: treacheries, enemy attacks, even her own Spells. She also has access to ways of mitigating the sanity hits: Fearless and Peter Sylvestre.
  • Her modifier is quite good too, for the same exact reason.

With the mulligan rule in this game, grabbing a Spell in your starting hand is not that difficult, and you still have the Arcane Initiate to help you out.

Here is a (solo) sample deck: arkhamdb.com

banania · 409
You mention Peter Sylvestre, but if you're assigning horror to him then you can't use Agnes's reaction. Am I missing something? — micahwedemeyer · 62
I imagine banania means if the Sanity hits start to get out of control. A couple is great, too many will take her out just like any other investigator. — whisp · 1
Yep, exactly — banania · 409
Also, there's no benefit to more than one horror taken per phase, so Peter can take the extra. — Time4Tiddy · 249
Defiance

I play with 4 investigator. Our team love Double or Nothing. Our team love stacking bonuses. When you're doing a test (was done in a real game) with : Defiance + Double or Nothing + 2 Quick Thinking + Deduction (XP) (+ some other buffs) on Rex Murphy You really want to have defiance to decrease the chance of failing to only 1 chaos token. That's not necessarily clever to put all our ressource on one test, but that's fun to discover 8 clues and gain 4 actions in one action.

Moreover, in a 4 investigator team, it may be difficult to finish your deck, since other people migth be interested in the good card of your faction. This card is never a bad pick, since in the worst case, it is a little more than a +1 to any test.

So not the best card ever, but a decent 0XP card. However, it may be difficult in 1 or 2 extension to find a place in our decks for this card, since better cards will probably be published.

MoiMagnus · 63
I hate to break it to you, but with the cards you suggested, you could only get 7 clues from a location. Double or nothing doubles the results of a success which includes discovering the clue and the additional two from Deduction. (3*2=6) But Rex’s ability is a Reaction trigger ‘after you succeed’. While DoN doubles the effects of success, you still only succeed once, so Rex’s ability only triggers once. (6+1=7) — Death by Chocolate · 1489