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Blunder.

Нейтральный

Revelation - Shuffle each Firearm asset in your play area into your deck. If no asset was shuffled into your deck by this effect, take 1 damage and shuffle Confiscation back into your deck.

"You, uh... going hunting, Mr. McGlen?"
Borja Pindado
The Drowned City Investigator Expansion #13.
Confiscation

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Reviews

Yikes. Shuffles back in if it doesn't hit. Can set you back a billion actions. Can make your dedicated killer helpless in the most critical of times. This card totally screws Mikey's engine of many guns out, pew pewing with each one of them. A weakness that can hit 3+ cards, totally 10+ resources, 3 play actions, 3 card draws worth for a total of 16ish "points" is beyond bad (granted some of those may be partially used up).

Even defending this weakness by calling it a free reload is not compelling. You are always drawing to find new guns. This just increases the chances to find those guns again in your undrawn cards. You're better off arguing that it proc's ETB (and LTB) effects.

AussieKSU · 1112
Seems weird to bring up the shuffle effect when the chance that hits is damn near zero. Not hitting a single gun in your deck before your weakness is barely ever going to happen. I agree it otherwise can be a nasty weakness that hits a bunch of cards, but its not exactly hard to play around "just dont put too many full guns down until you see your weakness" — Spamamdorf · 5
Yeah, this doesn't do as much as you're saying. You usually shouldn't have more than one loaded gun in play anyway, so it just comes down to random timing whether you lose one gun, half a gun, or none (in which case this weakness *is* all upside). If this ever hits more than one loaded gun, you screwed up. — Thatwasademo · 58
And if you use one handed weapons and have Robert out, playing them again brings you an advantage. Also consider fence to bring back your guns fast. All in all it quite easy to work around this weakness. — Tharzax · 1
What's more, the ways to "play around" this weakness are good plays in a Michael deck anyway - e.g. playing several guns quickly is something you want to do in the first place, not a burdensome counter-play that clogs your deck. — AlderSign · 373
@thatwasademo You do probably want more than one gun down, since Michael's refund ability is only once per turn per gun, so if you spend two bullets from the same gun in one turn you're losing value. However, it's not difficult to simply wait until a gun is getting low before committing to playing more of them to mitigate the chance of this weakness hitting 4 fully loaded guns. — Spamamdorf · 5
It's unthematic, but you can run a melee weapon like knuckledusters or switchblade on Michael and use the guns as luxury. — OrionAnderson · 111
@OrionAnderson: That's actually true. The "only" bonus his guns really give him are resources and resources alone don't win you the game. — AlderSign · 373

Of course Michael wants to play as many Firearm assets as possible to trigger his investigator reaction ability more often, but I wonder if this weakness is really such a drawback if you have means to - intended - draw (them) back. What it means besides crippling him if checked by the cops at an unfortunate time, it is for one highly probable that you have some more guns in your hand anyway (waiting to be played), but what's more, shuffling the ones in play into your deck means you get a free ammo replenishment on all of them!

AlderSign · 373

Im not sure what the developers were thinking for this weakness.

For one, it's never going to be a dead draw. McGlen is always going to have a gun on the field.

For two, this card essentially reloads all guns on the field and puts them back in his deck. Simply keeping a gun in your hand and using the card "Sleight of Hand" makes this weakness a non issue. It actually even turns this into a buff.

McGlen somehow got two signature assets and no weaknesses.

drjones87 · 196
Yes, it might be beneficially on occasion. Like "Shocking Discovery", when you find it on a search from "The Yellow Sign" or "Through the Gates". But it could just as well shuffle your FULL guns into the deck, costing you the play action and resouces you spend for them. And it is not that easy to plan for. Ocasionally you might draw agressively once you have an empty gun, and be lucky. Or you might versatile into Mr. "Rook", to get some control. But no matter what, there will be scenarios, when it hits devastiously, so it's fine, that in other cases, it turns out beneficial. — Susumu · 374
I don't agree. The goal of McGlenn is to have 4 guns on the table, all partially loaded, and when an enemy appears, trying to shoot it with as many different guns as possible to get as many resources as possible each turn. As soon as a gun is empty, you replace it with another gun so you can keep the sequence going. Removing all your guns is often going to be bringing you back to square 1, including removing all the play actions (unless you have Fence, Joey or Robert (4)), and pushing you to use all the resource you previously generated to play your guns again. So this weakness is definitely slowing you down, but I wouldn't call it crippling. — Valentin1331 · 76610
I think the big drawback with this is it hurts when you have upgrades on them — yatamire · 5
This card is terrible. Firstly, don't forget, it shuffles back in if there are no guns on the field. Granted, this is unlikely once your engine is online, however in the first turn or two, this can easily turn into a wasted draw. — AussieKSU · 1112
Secondly, the argument that it "reloads" your guns is bupkiss. You know what else reloads your guns this way... drawing the rest of your non-shuffled in guns. This card has the capacity to wipe 3+ guns. That's 10+ resources, 3 card draws, 3 play acitons. 16 points in my estimation.... yea. That's a doosey. But YAY, you can draw them again with your so called free reload. — AussieKSU · 1112