Heirloom of Hyperborea

There is a lot to like about Agnes Baker. However, the Heirloom of Hyperborea is not one of those things. In fact, I'd say it's the weakest investigator-specific card in the game.

Think of it this way: you have to spend an action to put the Heirloom into play. It costs three resources. And when you play it, you're giving up a card. How many cards does it have to draw to start before it generates real value above and beyond that 3-resource, 1-action, 1-card investment? I would say about six. Are you really going to play six spells over the course of the game? Even as Agnes, I would say that's a tall order. Bear in mind that several Agnes staples like Drawn to the Flame and Forbidden Knowledge do NOT have the spell keyword.

Moreover, playing the Heirloom will massively slow you down in the early game. Agnes has more strong assets she needs to get into play early than any other investigator. There's Shrivelling, of course, and Agnes really wants Peter Sylvestre as well. She probably needs Rite of Seeking or Flashlight to do some investigation, and lots of Agnes builds use further things like Fire Axe and Ritual Candles, among others. Can she really afford to invest critical early-game time and resources into a card that might, if everything breaks right, turn a very small profit over the course of the game? (But more probably will end up in the red?)

The Heirloom's effect only gets worse if it's drawn later in the game. If it's not played in the first couple turns, it has basically zero chance of paying back its cost.

It also eats up an Accessory slot, which is inconvenient because Holy Rosary is typically more powerful for Agnes.

Of course, the Heirloom is by no means a crippling thing for Agnes to have in her deck. She just uses it for +2 to a Strength or Will test. But all the other investigator-specific cards are at least occasionally worth actually playing. (Daisy's is a little borderline, but you can imagine scenarios where it would be worthwhile.) Agnes's is basically only skill test fodder.

CaiusDrewart · 3200
Agreed. Better used for its skill icons, even if drawn early. Used as such, it could work well with Scavenging--since it's an Item--for a re-usable +2 Willpower or Combat. — Herumen · 1741
Agreed too! The Spells themselves are rather expensive, and Mystics resources are not so frequent you would want to spend 3 resources just hoping to draw a couple of cards in a game. Basically, if you don't draw it in your opening hand, it's useless. It's always 2 skill icons to commit to a test though. Moreover, playing the thing fill in the Accessory slot, and there are much better option for this slot, starting with Holy Rosary. — banania · 409
Holy rosary is so far superior, it's the death knell for this card. You can usually tell a veteran Agnes player by whether they include Holy Rosary or not. — Low_Chance · 14
I used to feel guilty for not playing it, opting instead of Holy Rosary (and now Moonstone). But yes, if I'm going to spend 3 resources in a Mystic Deck, the effect better be great, and it better not have the potential to draw what's arguably the worst weakness in the entire game. — LaRoix · 1646
Zoey's Cross

I would say this is the second-strongest investigator-specific card in the game, behind only Duke.

Zoey's Cross might not seem too amazing at first glance, because it inflicts a seemingly modest 1 damage per activation. But the 1 damage is guaranteed and action-free, and guaranteed, action-free damage is incredibly strong in this game. So, every time you fight an enemy with odd-numbered health (and there are plenty of those), you can kill the enemy in 1 fewer action than would otherwise be possible. That is amazingly useful and lets you win scenarios far faster than would otherwise be possible. If you combine it with something like Vicious Blow or Beat Cop, it will let you buzz through even-health enemies faster, too. And it works great with something like Lightning Gun--now you can kill 4-health enemies in just one shot!

And remember, every time the Cross saves you a fight action, you are not only saving time; you're spared a draw from the chaos bag, the necessity of committing skill cards to boost your odds, the chance of drawing the autofail or suffering a bad special token effect, and so forth. The Cross basically lets you skip a ton of skill tests and saves you a ton of actions over the course of a typical game. For an initial investment of only 1 resource, 1 action, and 1 card to put the Cross into play, that's incredibly powerful.

Unfortunately for Zoey, her odds of drawing the Cross are not so great, even if she mulligans for it. But when the Cross does make it into play, it makes Zoey an incredibly fast and efficient monster hunter.

CaiusDrewart · 3200
I especially love the way it trivializes Acolytes. Just move into its location and it's dead. No more doom! — Zinjanthropus · 231
Much easier to find post-backpack. — MrGoldbee · 1495
With the printing of Occult Reliquary, I'd love to see this tabooed to a Blessed card. — vercingix · 217
Beat Cop

I think this is a very strong Guardian upgrade. Most people think the level 0 Beat Cop is already a pretty decent card. For 2 XP, you add the ability to do 2 additional automatic, action-free points of damage whenever you want.

This is simply amazing. You can pretty much always find situations where it lets you kill enemies in one fewer action than would otherwise be possible. And you're really saving even more than than that, because otherwise you would have had to take a fight action--which might have failed or at least required boosts to succeed. This guy, in contrast, is automatic.

And there are lots of further little benefits Beat Cop can deliver. He saves you at least two actions if he guns down a Whippoorwill (since you don't have to spend an action engaging.) He can finish off an enemy that would otherwise have survived into the enemy phase, thus saving you a lot of damage. Or maybe there's an enemy who absolutely must die this turn (an Acolyte with about-to-go-off doom, for example), and then it's wonderful to have a card that can get that done absolutely guaranteed.

He combines wonderfully with Zoey's Cross to let you gun down a 2-health enemy in zero actions. Awesome.

Compare all this to other upgrades like Lucky! or Emergency Cache, which also cost 2 XP. Those give you 1 extra card. The Beat Cop gives you 2 extra automatically successful actions. An action is stronger than a card, and an automatically successful action even moreso. The Beat Cop gives you far more bang for your buck.

This card will be even more crazy efficient for the upcoming Mark Harrigan (so much so that he probably wants to run Emergency Aid to recharge it), but it's the in-class ally of choice for Zoey and Roland, too.

CaiusDrewart · 3200
Expose Weakness

Do you like Jank? Yes? Then sit down and let me whisper these two cards to you. Expose Weakness. Double or Nothing.

Did you get goosebumps? Nuff said.

(Obviously you'll need lots of other combo pieces, how about a Vicious Blow? Backstab? "I've got a plan!")

Tsuruki23 · 2584
But is it worth it..? I mean, it's a great combo when you can pull it off, but three cards to kill a monster seems a bit excessive. — olahren · 3581
This is how bosses die. This card is great. — Andronikus · 1
Try and Try Again

This card needs two reviews, so I'll keep them short.

You know that skill test you really want to succeed on, so you throw at +2 card and some resources at it until it becomes an auto-success, smugly pop out a token only to have your smile wiped from your face as you glimpse that all-red of an auto-fail. This is a pretty good description of how easy/standard games might spiral out of control, but it is still a rare enough occurrence that the inclusion of this card is almost definitely not worth the XP. The benefit of this card in standard is mostly that you can throw cards at problems where spending cards wouldn't normally be worth it, for example to try an Investigate check at a net + of only 1 or even 0. And then on those checks where you do your best to eliminate the failure chance but the bag just wont play nice.

The other review is for hard and Expert, where your experience using this card will become starkly different. The token bag at this difficulty is far less forgiving at this difficulty and you will find that sustained skill attempts just wont work like they do at an easier difficulty, throwing a character's unmodified 3 at a difficulty 1 or 2 problem is drastically less likely to succeed, this card re-enables that strategy to an extent. I don't think it needs any further explanation that a card that rewards failed checks becomes dramatically better in game modes where failed skills are more common.

Tsuruki23 · 2584
"This card needs two reviews" - Is that to try, and then try again? ;p — AndyB · 957
For 3 xp wouldn't you rather just purchase Will to Survive? Maybe Harrigan can get some mileage out of this card... — FractalMind · 44