Emergency Cache

"Money is only a tool. It will take you wherever you wish, but it will not replace you as the driver." Ayn Rand depicted the reasons for including Emergency Cache with few words, but you surely expect a longer explanation.

An event that gives you 3 resources for one action sounds like an auto-include in most decks. It speeds up your initial setup: play Emergency Cache, play Leo De Luca or Dr. Milan Christopher and still have 2 actions and resources to spend. Mid-game it can fuel the "pump" skills, like Dig Deep, for you. Late-game it probably sticks on your hand as a "dead draw". Emergency Cache has no alternative use, no icons to commit to skill tests. With a huge resource pool, you can buy anything, but you need expensive cards in the sale, too!

As a rule of thumb, i would offer you Spiryt's advise: If you can see yourself spending more than one action per scenario fishing for resources, then this card is a great way of ensuring you have the means to play your most powerful cards.

With more packs being released, the number of economy sources will raise. Right now, the slot for Emergency Cache mainly competes with Burglary and Dr. Milan Christopher (with 0 xp) and Hot Streak(4). Especially the guardian class runs low on resources, in-faction there's solely Stand Together(3). In solo play, Lone Wolf always is the better alternative to Emergency Cache.

Pros

  • Feasible resource gain.
  • Best economy card for Roland Banks.
  • Wendy and Pete find cards without committment icons useful, they have innate abilities where they must discard cards.
  • Jump start enabler: mulligan for Emergency Cache and Leo Di Luca.
  • There's an upgraded version available: Emergency Cache(2)

Cons

  • Card has no icons to commit to skill tests.
  • One-time effect only. Supplement with drip economy for the long run.

Recommendations

  • spoiler In The House Always Wins it is sometimes better to have a full wallet at your disposal than big brains.
Synisill · 804
I actually dislike this one: you gain 3 ressources. Instead of playing the card, you could have earned 1. Instead of drawing the card, you could have earned 1. Your net gain is thus 1 ressource. However, this is at this expense of a deck slot - you trade the use of a much more useful card for 1 ressource. Is the compression of the gain of 1 ressource worth loosing the opportunity of having a better card in your hand ? I don't think so. Poor deal. — jd9000 · 77
@jd90, trying to evaluate cards by the sum of actions is simplicistic. As a first approximation it is okay, but would you, as an example, also claim that Lucky!'s cost is in a range between 3 and 5 actions? 1 for the resource, 1 to draw the card, and roundabout 1-3 actions for skill tests, because maybe you succeed on the next two skill tests... You don't like that example? Fine, check "Guts" then. This card is regulary included in many good decks - because of the high percentage of gaining 1 additional action (together with the successful skill test). — Synisill · 804
Not a bad card to include in a Dark Horse deck. — dlikos · 166
Delve Too Deep

A card for the min-maxer in all of us. Play this card in early scenarios to make your life more difficult, but reap the rewards of experience and upgraded cards in later scenarios.

Now the card seems deceptively simple, but there is a lot of nuance to playing it. Ideally you want to play it when you can afford extra actions, but not so early in the game that you aren't set up. Often this means holding on to your D2Ds until the last round of the game, triggering both and then ignoring the encounters you pulled (to the best of your ability) in order to finish the scenario. But there are other ways of mitigating this as well: a huge number of encounter cards are will tests and upgraded Mystics have access to Blood Pact which can be used as a freebee at the last doom in an agenda. Of course beware non-will tests and enemies that may pop out from the encounter deck instead.

The other nice thing about D2D is that it makes upgrading a little easier in the mid game. Because you get that experience as a permanent upgrade, in an 8-scenario campaign a D2D played in the first scenario is worth (1 exp 7 remaining games = 7 game-experience points) while one played in the penultimate scenario is worth (1 exp 1 game = 1 game-experience point) and a D2D played in the final scenario is just masochism (assuming you don't carry your experience through). For this reason you want to play your D2Ds early in a campaign, and swap them out when you have 3-4 scenarios remaining. This is especially important because they have no skill icons and as such are actually fully dead space in your deck unlike damn near every other card in the game (exceptions for Wendy and Ashcan Pete who can discard cards as part of their ability, of course).

So yes, get a little dangerous, plunge a few deeper mysteries and reap the benefits of playing on the wild side.

Difrakt · 1325
Good review! I just would like to throw in that this card in the Victory display only counts for 1 scenario, it is returned to your deck afterwards. Your calculation and the word "permanent upgrade" hint in a misleading direction. As you often finish a scenario without drawing all cards in your deck, it is very, very unlikely that Delve Too Deep gives you as many xp as you depict. — Synisill · 804
It's not xp that's I'm referring to, it's the effective upgrade-lifetime. Experience that you have for 7 scenarios is worth far more than experience you only have for a single scenario. — Difrakt · 1325
You can use "scrying" and "alyssa graham" before playing this card, to know what doom awaits. In maps with "resign" option, other players can resign before remaining players use this card, so you draw less encounter cards. On a personal note, this card is insane. In a 2 player game we used 3-4 of these over 4 adventures EACH TIME, so you can calculate for yourself, how many bonus XP we got out of it. — Django · 5162
This card is also nice to spawn victory monsters, that are burried deep in the encounter deck. — Django · 5162
" Because you get that experience as a permanent upgrade" What? Its not a permanent card, its an event. You get 1 EXP ONCE for when you play it, not every consecutive game? — Vortilion · 1
Oh, got it, sry... You mean you can play it each scenario... — Vortilion · 1
Hypnotic Gaze

Like Dodge, but with a chance to hurt the enemy! What could go wrong?

Well, in my experience quite a bit. First of all it's much more expensive than dodge is, which can cause extreme opportunity cost as you have to choose between taking damage now, and having a better board setup next turn. Furthermore the reflected damage is not guaranteed, which kind of negates a huge amount of this card's benefit.

Now, in theory you can run a sadism run where (Slight campaign mechanic spoilers) ------ you intentionally fill the bag with these negative nancy tokens (... not as bad an idea as it sounds on Expert difficulty) ------ and I can't comment on the strength of this card then, but in a more vanilla run it can be pretty unlikely to trigger.

I think, like Song of the Dead without a better way to control the chaos bag, extremely swingy cards are going to remain cool in theory, but bad in practice.

Difrakt · 1325
The mystic deck has many expensive cards (3+ ressources), but many with charges, you're better off saving these for such cards, over 1 use stuff. — Django · 5162
Combined with Dark Prophecy, the chance of this doing damage is greatly increased. That adds to the cost, making it 4 total resources, for a potential of doing damage as a Fast action. — Tiktakkat · 38
Unlike other spells, this can't be used with Uncage the Soul (fast action trigger), which is another knock against its surprisingly high cost. — PureFlight · 783
Besides Dark Prophecy this can now also be combined with Olive McBride to increase its effectiveness. Premonition is another possibility. — Cluny · 52
Olive McBride increases the chance of a hit from 31.25% to 67.5% (with standard night of the zealot chaos token pool). This means that Olive would give you a hit 1 out of 3 times beyond the baseline odds of 1/3. Dark Prophecy increases the chance to 84.64%, which corresponds to it giving you a hit 1 out of 2 times over the baseline odds. — jmmeye3 · 631
There's something to say for Grotesque Statue here — shenaniganz11 · 40
Amnesia

Playing Weakness cards in agreement with the rules is no trivial task. In my review i will try to explain the peculiarity of Amnesia.

When a treachery card, like Amnesia, is drawn by an investigator, that investigator must resolve its effects. Please note the wording. Some cards only let you search or look at cards from your deck, in these cases the effect does not resolve!

The effect is initiated by the keyword Revelation, which means "When a weakness card enters an investigator's hand, that investigator must immediately resolve all revelation abilities on the card as if it were just drawn."

So you follow all the steps in the rulebook under "Appendix I: Initiation Sequence".

No play restriction, cost is zero.

Step 1. No modifier applicable.

Step 2. No cost to pay.

Step 3. The card commences being played, or the effects of the ability attempt to initiate. This means the card Amnesia leaves your hand at this point.

Step 4. The effects of the ability (if not canceled in step 3) complete their initiation, and resolve. The card is regarded as played and placed in its owner's discard pile, and the ability is considered resolved simultaneously with the completion of this step.

The text of the ability states to "Choose and discard all but 1 card from your hand." There is a special rule which prevents you from discarding Weakness-cards, it says literally: "A player may not optionally choose to discard a weakness card from hand, unless a card explicitly specifies otherwise."

So if you have any Weakness card on your hand when Amnesia resolves, you have to keep it and discard all other cards!

Creating the weakness card pool

Because Amnesia is such a hefty Weakness, i would want to include a few words about the correct setup of the weakness collection.

There's a paragraph in the rulebook that states that "To select a random basic weakness, take a set of the ten basic weaknesses in this core set, shuffle those weaknesses together, and draw one at random to add to the investigator’s deck. Some Arkham Horror: The Card Game products add additional basic weakness cards to a player’s collection. Simply add these cards to the ten cards found in the core set when selecting random basic weaknesses in the future. For example: Stephanie owns two copies of the core set, one copy of the first deluxe campaign expansion, and one copy of the first Mythos pack. To create a single set of basic weaknesses, she takes all of the basic weaknesses in one core set, in one copy of the first deluxe campaign box, and in one copy of the first Mythos pack, and shuffles them together. Her basic weakness is drawn at random from this pool."

Amnesia can be two times (2x) at the most in your pool of weaknesses at the start of a campaign!

Recommendations

If you are new to the game, bend the rules and redraw another weakness if you play Wendy Adams.

Synisill · 804
Amnesia feels like the worse weakness so far, especially because you draw your weakness after building your deck - so you can't adjust your deck to focus on low hand size, except through XP. — jd9000 · 77
Depending on your deck, "Amnesia" or "Paranoia" (lose all ressources) are the most devastating weaknesses. When showing the game to new players, it's a good idea to not include these two, as the players may dislike the game because of these. — Django · 5162
Yep that is my Wndy deck weakness, I didnt redraw I kept it, but It didnt came out in the 1st or 2nd NOZ campaign. I can feel it in my fingertips it will show up in the 3d, unless Roland draws old book of lore. — sof.avger · 21
Manual Dexterity

If you take a closer look at the popular decks here on Arkhamdb, you may notice that still most of them use a complete set of Guts, Perception, Overpower and Manual Dexterity. I omit Unexpected Courage here, because it functions a bit different.

These cards' popularity is based on their marginal cost and the high versatility they give you. Each of them occupies one deck slot, but there is (on Standard difficulty) a huge chance of drawing another card, so it feels as if they cost nothing. They kind of "replace themselves instantly". Whatever strategy you are running, tests over all four attributes will meet you at every corner (or in every Mythos phase) and you don't have to commit these skills to a particular kind of skill test. The above-mentioned reasons, as a sum, virtually "reduce" your deck size and enable you to draw your key cards much faster. In fact, playing them includes two slight risks:

  • The test can fail and the skill does not replace itself.
  • The skill succeeeds and the card you draw is your Weakness. Especially, this risk can hurt if you Weakness happens to be Amnesia.

Pros

  • +2 on a test for (almost) no tempo hit is really, really good. If taking the test costs you an action, and you're even on the difficulty, then the resulting tempo bump is, on average, worth almost an entire action.
  • Can be committed to another player's skill test.
  • Zero play cost
  • Card text has no trigger restriction (as in Vicious Blow e.g.)
  • Combines perfectly with cards that have an additional effect if you overfulfill: List
  • "Ashcan" Pete gets more value out of the skill card than the other investigators, since the extra card you draw also works as smelling salts to wake his dog up.
  • On High/Expert difficulty you do not want to fail on skill tests, so the +2 bonus alone justifies the inclusion.

Cons

  • "Max 1 committed per skill test" across all players.
  • The skill succeeeds and the card you draw is a Weakness.
Synisill · 804
Pros: Can also be discarded for wendys ability, too. On another note, i often cut this card from my decks pretty earlier as there aren't many speed tests in the encounter deck and avoiding enemies is generally a bad idea, over killing them. — Django · 5162