Diana Stanley

When I think about cultists in this game, I think about not tremendously tough, not tremendously damaging enemies that treacheries can turn into absolute landmines. The longer they’re around, the tougher they are to fight and the more doom they bring to the table. Diana's the opposite.

Diana, like Gloria, represents a class of mystics that no other class can really replicate. As mystics with guardian access, they can help the party survive with sheer denial. (It’s why both of them are probably bad in improv.) Miss Stanley, the investigator you probably care more about because you’re reading about her, doesn’t really fit into the clue seeker/flexible/fighter archetypes. She can do any of those things, but more than that she can simply ignore bad things that are going to happen. She can play defense in an amazing way.

In fact, putting Diane on the team makes more risky characters viable. Low willpower rogues like her cult buddy Preston, oddities like Calvin...They can spread their wings, knowing that the worst of the encounter deck will be taken care of for them, and that their weakness can be ignored at least once due to dark insight.

MrGoldbee · 251
Tony Morgan

There seems to be 2 approaches to building a Tony fighting deck:

OPTION 1: 1-handed weapons
Tony's special ability is extra actions when fighting enemies with a bounty on them. And his Tony's .38 Long Colt give you a bounty when you kill an enemy. So this deck type focuses on milking Tony's ability for extra actions (and extra resources, since bounties also give you a resource). One hand has the Long Colts, and the other has Switchblade, Lupara, or .41 Derringer, or Timeworn Brand. The argument given by builders in this camp is "Why play with 2-handed weapons, which minimize your ability to get more than 6 free actions" which come from the starting Bounty Contracts.

I plan to try this build, using Switchblade and Reliable stacked together to basically get "Timeworn Brand" level attacks, without having to pay 10xp for 2 copies (this build saves you 4xp, with current Taboo list).

OPTION 2: 2-handed weapons
This build seems to go all-in on Tony's 5 . .45 Thompson is a common starter weapon, which gets upgraded into a Chicago Typewriter. The Typewrite is paired with Borrowed Time, which can give Tony huge turns near the end of a scenario when fighting a boss.

To those who have played with Tony, please share your experiences and insights here on the pros and cons of both of these deck types. With the current card pool, which do you think is the "better" build?

VanyelAshke · 13
One handed no contest. It’s actually become a bit of a meme how much better Tony is with one handed weapons. For starters, his signature guns are almost always better played one at a time and not at once, due to not wanting to stack your bounties all at once. Sleight of Hand is also just a super valuable Tony card (even with taboo not allowing you to sleight his signs anymore) because it gives you extra burst with Lupara or even gives you the opportunity to get clues with Flashlight. Most importantly, your guns tend to go farther when you pair them with a melee, and Tony is incredibly consistent at using Switchblade 2. You can use it to fight odd health enemies, and then if you dont succeed by enough and want the 2 damage to finish them off, then you can use a gun. One handed is so vastly superior it’s not even close in my mind. — StyxTBeuford · 8099
If your group needs a dedicated fighter, 2h weapons generally fight more effectively. In duo or solo, you might need your offhand for flashlights and lockpicks. That's generally how I think about it. — SGPrometheus · 265
That was my assessment too. Glad to hear that it's been tested and confirmed. :) What do you mean "you can't Sleight of hand his signs anymore"? Signs.....? — VanyelAshke · 13
That was supposed to be sigs. His signature guns. — StyxTBeuford · 8099
Also fwiw you would not ever take Lockpicks in Tony. — StyxTBeuford · 8099
OH! I didn't catch that without you mentioning it.... the new Sleight of Hand Taboo says only level 0-3. Because signature cards don't have a level, they can't be Sleighted, right? — VanyelAshke · 13
Correct. But yeah, another +1 for 1-handed weapons. The upgraded .41 Derringer is awesome with him and Swift Reload is fantastic for functionally another 2 copies of your signature guns. You can blast things to pieces and still do some investigating with Lola or Skeleton Key or whatever. He's also the second best investigator for Knuckleduster (after Wendy). — Death by Chocolate · 487
So even within the 1-handed weapon deck choice, there are 2 directions: A) guns, which would play Sleight of Hand and Swift Reloads. And B) melee, which would play Switchblade lvl 2. Death by Chocolate, it seems you're on the guns bandwagon, ya? — VanyelAshke · 13
I haven't played him with 2 handed weapons but his signature guns are awesome and you get to recover the bounties for the big bad at the end of the scenario. My preference would be to upgrade to Switchblade (2) for his off hand. It is an ammoless weapon that can take out enemies without bounties or the first attack on 3+ HP enemies. I think Guardian of the Crystallizer is a prime target for him getting clues. He can include Intel Report and each of his available classes has a double Int event card. It competes with LCC but you can take Relic Hunter. Haste was also awesome with him. Haste also combo nicely with Decorated Skull. 2 Fight actions with a weapon (kill and place a charge on the Skull) and then activate the Skull. He can draw so many cards that you can even take Versatile with him and it isn't an issue. — TWWaterfalls · 586
I've been wondering about that combo... LCC + Crystallizer (with Relic Hunter). How's been your experience? Is it worth it? Do they synergize? And how do you afford all the events? I played 2-3 scenarios with Crystallizer Tony to try, and it was expensive on resources! — VanyelAshke · 13
The Thing That Follows

Recursive weaknesses require much more management than others, unless you are playing a slow draw deck or maybe Tommy. While this may not be a particularly tough monster, drawing it 4-5 times in a scenario can really slow your tempo.

You'll either need to invest in some cards that let you discard from your deck, like Alyssa Graham or Scroll of Secrets, or keep the Thing alive and evaded until your deck flips. Bind Monster can be useful, or Banish if the map is large enough. Survivors might try traps or tricks, like Hiding Spot or Snare Trap to keep it neutralized while they draw through the rest of their deck.

Finally, Mind Wipe is the ultimate card to defeat this enemy for good, as it would clear the forced effect and let the monster discard as normal. Hope you have someone who can play Mystic 1 events!

Time4Tiddy · 89
This card is especially bad for Roland. While he normally likes enemies to fuel his reaction effect, this replaces its own defeat with the shuffle, denying you the trigger. — SGPrometheus · 265
This weakness always ends up being much worse than it looks like it should be. Shuffling back into your deck is quite unpleasant also. — TWWaterfalls · 586
Easy Mark

I've played a few decks with this card in them. They have value in decks that run Crystallizer of Dreams or event recursion (Sefina Rousseau, Wendy's Amulet). But outside of that, I'm underwhelmed. Usually I am most strapped for cash at the start of the scenario, where I need 10+ resources to get set up. Getting 2 resources and a card draw feels mediocre. When I don't need the money, I can choose to sit on this card until I draw more or really need the cash, but then it just feels mediocre again.

Other options:

  • Hot Streak: has a larger instant effect, but it struggles with needing to have the 5 resources to play it. Useful in opening hand or needs a bit of resource management once you draw into it.

  • Pay Day: viable in Finn Edwards and Tony Morgan

  • Another Day, Another Dollar: this seems to address the problem of when you need money upfront to help setup. But it's only 2 resources for 3XP. THREE XP! Is it that worth it? I don't know. I haven't played with it yet because the xp cost is so high, in a faction that already struggles to afford its high xp upgrades.

  • Gregory Gry: takes up the valuable ally slot, which is usually preferred for an ally that supports the deck's purpose (Lonnie Ritter in Tony Morgan decks for the +1 Strength, Peter Sylvestre or Dr. Milan Christopher in Finn Edwards decks, etc).

  • Lone Wolf and Investments: good economy cards.

Maybe I'm playing this card inefficiently? Or maybe I'm expecting too much from it?
I see reviews from players that praise this card highly, making it sound like an almost auto-include for Rogues, and I'm not quite understanding the why. 2 resources and a card, vs 3 resources from Emergency Cache. If resources are what you need (which is what I usually need in my decks), then why is Easy Mark so "amazing"?

VanyelAshke · 13
This is an autoinclude for Rogues, or more specifically anyone with level 1 Rogue access, because it replaces itself and because it only costs 1 XP for all three copies. It is the most efficient economy card in Rogue. — StyxTBeuford · 8099
I also, for what it’s worth, do take Gry but never Investments or Lone Wolf (unless it’s a big money build). Hot Steak is fine for Sef. At level 0 econ you can take Faustian Bargain and Gry, but the appeal of Easy Mark is that it’s super action efficient because it replaces itself (and in an already draw heavy deck it becomes even better). Rogues have the second best draw of any class thanks to Lucky Cig Case. — StyxTBeuford · 8099
Oh, and I never take Pay Day, and I even wrote a review for it. Outside of a Borrowed Time deck, it’s very very bad. — StyxTBeuford · 8099
Agreed on Pay Day; Borrowed Time or some other shenanigans (Skids + Ace in the Hole) is the only place to consider Pay Day. For Easy Mark, I'll keep playing with it. Another "tender point" with the card is that it takes up 3 slots. Most decks are only 30 cards, and its hard enough pack everything you want into 30 cards. Now, you need to do the same in 29 cards. I am probably just under-evaluating Easy Mark. I'll keep playing it. — VanyelAshke · 13
Except it’s 3 slots that all replace themselves. You are making your deck tighter which is a major benefit. Mandy Thompson is considered incredibly powerful, but she gives you the deckbuilding choice of 30, 40, or 50 cards. All the most ridiculously OP Mandy decks opt for 30 cards because it makes it way easier to find your best cards sooner. Easy Mark is a small version of that, as is Three Aces from the same cycle. — StyxTBeuford · 8099
Sacred Covenant

My initial analysis of this card wasn't great. Sure, it adds a lot of tokens to the bag, effectively, but I am still not really sold on the power of bless tokens. There are a few things worth noting here though, first, it triggers on a test at any location, as opposed to the other covenants. Second, Diana Stanley. Her ability places things below her as an effect, not a cost, and Sacred Covenant uses the word 'ignore'. This is notable, because though the explicit ruling is not that permanents can't be placed beneath investigators, every ruling thus far has been along the lines of "permanents can't leave play" and cards beneath investigators are not in play. So you should be able to trigger her ability, get the card and resource, and keep your covenant in play. This is silly, if you are doing some bless things. You could even double down on it with Dayana Esperence and Radiant Smite so that you get some good benefits out of the tokens, making a poor woman's Flamethrower.

h9uu · 14
Dang, yeah. I can't find any RAW reason that combo doesn't work. Hilarious! — Death by Chocolate · 487
Also, I think ArkhamDB just let me like this review 13 times by accident? — Death by Chocolate · 487