Underworld Market

This is the best card ever printed. Every guardian who has ever run Prepared for the Worst on Stick to the Plan should immediately understand the significance of a side deck that can be stacked with weapons.

In a normal deck, you would hard mulligan for a weapon and forgo most economy cards, but with Underworld Market you can safely mulligan however you want. Let's say you choose to run 6 illicit weapons in a rogue deck, which could include any of (Chicago Typewriter, Beretta M1918 , Colt Vest Pocket, .41 Derringer, Switchblade, etc.). If you put all of them into your market deck and 0 into your main deck, the odds that you do not see a weapon in the first two turns are:

(4/10)x(3/9)x(2/8)x(1/7)x100% = 0.48%

In other words, without focusing on mulliganing at all you can reliably draw a weapon within the first two turns 99.5% of the time. Going a step further, if you choose to make 100% of your illicit deck cards weapons, you can guarantee a weapon draw in your opening hand.

Separately, combo decks that might work off of cards like Fence or Pickpocketing can now reliably be drawn within the first five turns of the game. This is incredible given that the Rogue class struggles a lot with card draw. Effectively you can run a deck that does not have to worry about its starting hand and can now solely mulligan for economy cards like Faustian Bargain, 21 or Bust, or...whatever the other Rogue cards are.

All of this is nice, but what takes this card from nice to incredible is the fact that both abilities on this card are reaction triggers, meaning that you do not have two reveal the top cards of your illicit deck if you don't want to. Let's say you know what the top two cards are and don't want to reveal them since it would change the order of cards in the illicit deck, well, since this is a reaction trigger, you can simply choose not to.

All in all, this card means that you can effectively guarantee that your primary card type is drawn (weapon, utility, Colt Vest Pocket, etc), while simultaneously allowing you to stack your deck in favor of important cards.

SorryLaurie · 575
Your maths doesn't do it justice. For 6 weapons the only situation where you don't see a weapon by turn 2 is 4/10 * 3/9 * 2/8 * 1/7 which is 1/504 or less than 0.2% — NarkasisBroon · 10
No, I messed up as well :-P 24/504 — NarkasisBroon · 10
Ahhh stupid enter... 24/5040 = 0.48%... for real this time. Final answer — NarkasisBroon · 10
Ah yep - thank you! — SorryLaurie · 575
That is detail but to be sure to see a gun on turn 1, you only need 9 guns since it shows 2 cards at once. Alternatively, that also helps tremendously with the « Lockpicks at the bottom » syndrom, since investigating rogues are even more relying on their (illicit) tools to function properly. — Valentin1331 · 66801
I love the card too. The question I have is if you buy this card during the campaign, do you have to buy the extra 10 cards? That makes it a whopping 14XP with only level 0-1 cards... — nonobstant · 11
You do not. If your deck ever falls below its required size either by increasing deck size or exiling a card, you can fill those empty slots with level 0 cards at no cost. See: https://arkhamdb.com/rules#Exile — SorryLaurie · 575
What happens if I buy this and fill my deck up with level 0 cards and only 4 of the 40 cards in my deck are illicit? Does my market deck only have 4 cards in it? — belphagor · 8
I think arguably that means you just can't trigger its ability, on rereading. "Choose 10..." is part of a cost, so... — Lailah · 1
Right - if you increase deck size and choose not to add 10, then you cannot make the illicit deck, but I think the above questions was about the cost of those 10 cards in terms of experience. — SorryLaurie · 575
Ope - missed the follow-up, Lailah is right. — SorryLaurie · 575
Guys One big important question, does this card trigger astounding revelation? — Shuruikan · 7
It does not — Nenananas · 251
If I use this card and happen to need to discard a card from the market after use, does that card go back to the bottom of the market pile? Or the discard pile? — Maegic · 1
The Discard pile. Once a card is drawn from the Illicit deck, it's treated the same as any other card in your investigator's deck, and goes to the Discard pile after use. — Telosa · 53
Does anyone know how to handle getting ArkhamDB's upgrade/edit functions to respect the rule cited by SorryLaurie above? That is, I'm buying Underwrold Market after my first scenario, but ArkhamDB is still charging me 1 point per level 0 card I want to add to pad out the deck to full size. Or does the rule only apply to padding the deck after a loss of a card due to exile, specifically? https://arkhamdb.com/rules#Exile — rleduc · 1
Sorry to add - this is under Deck in the FAQ: — rleduc · 1
(Added in FAQ, section 'Game Play', point 1.18) If 1 or more cards are forcibly removed from an investigator’s deck and returned to the collection (such as when a card is exiled, or when a campaign effect forces an investigator to remove cards from their deck), that investigator must purchase cards so that a legal deck size is maintained. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached. This rule also applies if an effect alters an investigator’s deck size, deckbuilding restrictions, or deckbuilding options such that 1 or more cards must be removed from or added to their deck as a result — rleduc · 1
I overlooked the fact that this card does not change your deck building requirements to include 10 Illicit cards. Something with which Bob Jenkins could have had a problem complying. Now he has even worse problem since he won't be allowed to swap illicit items in for free to comply. If he doesn't plan ahead and safe some xp for illicit cards level 1-5 he will be stuck with a deck where the "cost" before the colon in the first reaction can't be payed and therefore the card would do nothing except make your deck bigger I believe. — Kvothe · 2
Mechanic's Wrench

Hola, me parece potente la carta pero tengo 2 consultas sobre la llave de mecanico: 1 ¿puedo usar la accion de combatir despues de agotarla? 2 ¿que significa "COMBATIR: Usa esta capacidad únicamente contra un Enemigo que te haya atacado desde el final de tu último turno"?, ¿es decir que puedo COMBATIR con la llave recién en la siguiente fase de investigadores después de que un enemigo me haya atacado??? Entiendo que al final del turno implicaria recibir un ataque en la fase de enemigos, mantenimiento y mitos, para que pueda combatir con la llave en mi siguiente turno. Por favor si me aclaran algunos escenarios de uso de esta accion. Gracias

Jargandona · 8
Hola, primero, por favor no utilices revisión de cartas en esta manera - hay mejores lugares (canales de reddit, discord etc.). Pero para contestar. 1. Sí puedes usar la llave agotada para la acción COMBATIR. Pero no la puedes usar para la primera (no la puedes agotar otra vez). 2. Lo puedes COMBATIR justo después de que te ataca (puede ser por la rápida acción de la llave), Si el enemigo te ataca en la fase de enemigos, lo puedes usar en tu próximo turno. Si el enemigo apereció en la fase de mito, no lo puedes combatir con la llave (o tienes que usar la acción rápida) para permitir el COMBATE. — Trady · 167
Book of Shadows

The card has been deemed (one of ) the worst card(s) in the game. I do feel why - using so many actions and resources to recharge spells is very poor and there are so many better ways to put extra charges on your asset.

With that being said, I have a feeling we're missing a good interaction here. Maybe due to the fact, cards are pretty old - Daisy can take it to poor endless charges into Archaic Glyphs, particularly the Guiding Stones version. Since it;s a free action, she can produce endless charges at ease. While it might've been a minor thing in the past - for 2p there hasn't been that many multi-clue locations, thing change a bit in the recent campaign as Antarctica contains a lot of 2p and more clue locations. Granted, they sort of slow down towards the end of the campaign, but even then a free deduction each turn feels quite nice. Not sure what the community says?

Eruantalon · 104
It's not a bad combo, but Winds of Power probably is just better for recharging your glyphs. Both are 1 XP, but Book of Shadows eat up your Tome actions (and a lot of resources), plus a hand slot and you have to spend an action playing it. Winds of Power has no such problems - you can draw it off of Old Book of Lore, play it without spending an action, and get 2 charges. If you do that twice you have 7 charges on Guiding Stones which is likely enough to win the scenario. It's just way more resource and action efficient - playing Book of Shadows and using it twice costs 5 resources, a play action, a hand slot, and two tome actions. Playing Winds of Power costs 2 resources and that's it, maybe an action if you drew it during upkeep instead of off of OBoL. It's so much more efficient. — Soul_Turtle · 434
Exactly why I put it in my Daisy deck ...then looked at the comments and laughed ...I can empty out all clues on any location every turn with Archaic Glyphs : Guiding Stones and Higher Education . And its not really hard to get this out with my 2 Research Librarians lol ..Worst card in the game ! OMG lol . And who cares about using up my tome actions if I am winning the game so fast that we can collect every objective with time to spare . Its much better than Winds of Power as I only need one and my RLs will dig it up if my Books of Old lore do not . And its a Tome ! — Dugbo · 1
Research Notes

Have you ever wanted to trivialize a few high-shroud locations? Look no further! Just drop a few clues for some cute effects, then pick them right back up with Research Notes! Got two on the table? Even better, pick up twice as many as you dropped! See a high shroud location? Drop the clues in a easy-to-reach location, bend over a couple of times to clean up your mess, then waltz over to the enemy lockbox and just pretend that you had the key!

Want to also ruin the entire experience and just win A LOT, while you're at it? Try including Knowledge is power!
Just ignore spending that evidence, and go straight to the "pick up clues" part. The best part? You don't even need to play this then, you can keep both of your magnifying glasses in your hands for those additional clues!
(This works the same way the interaction between Old Book of Lore and Knowledge is power which was ruled by Alex Werner to ignore the "spend 1 secret" cost to play the card immediately - this hopefully gets changed in the near future)

tokeeto · 33
Yeah the knowledge is power trick is what makes this truly disgusting — tactis · 17
Does that mean you could use Abigail Foreman to ignore the evidence cost and just put one of these on her and never have to worry about the evidence? — White Liger · 3
I guess not because she just resolves the effect again which isn't quite the same as ignore all costs? — White Liger · 3
The card doesn't say "you may spend 1 evidence FROM RESEARCH NOTES to discover 1 clue at your location," so does this mean I can spend the evidence off of Hawk-Eye Folding Camera or Darrel's Kodak when I use this ability? I think so, but I want to be sure. — Scud · 1
Great observation @scud, that would mean that Darrell could back this up with his Kodak, use Empirical Hypothesis and the Hawk-eye Folding Camera to pay for the action. — Wittebaard · 319
Each card bearing this keyword also has an ability which references the type of use established by the keyword as a part of its cost. When such an ability spends a use, a token of that type must be removed from the card bearing the ability. — damirius · 1122
^^ That's a ruling for cards with Use keyword, but there is no Use keyword present, so not sure on it. Really weird interactions with this card. — damirius · 1122
pretty sure it should work like a gun that just says "spend one ammo." You can't spend ammo off of other guns — robo224 · 1
I think the fact that they have set a precedent of having cards with uses (0) indicates that you can use them from other cards. — EclecticGamer · 2
I'd argue that's not how "costs" work. The rules state that there are 2 different kinds of costs: resource and ability costs, the latter being framed in a "cost: effect" format (like exhausting or spending uses BEFORE the colon). As it pertains to KiP, the "costs" you're ignoring comprise the "payment" before the colon (which, it then goes on to articulate, excludes the arrow cost). I think that's just the AH:LCG textbook definition of a(n ability) "cost", which is exclusively linked to triggered abilities. — TheDoc37 · 468
so they finally answered errata the interaction between knowledge is power and old book of lore and a few other cards to ground. how this impacted research notes is that research notes is capped at 3 clues and knowledge is power and abigail foreman would not ignore the secondary costs for spending clues. — tophmittydragon · 1
Finn's Trusty .38

First off, I can't believe nobody has written a review for an investigator signature card after 4 years after his release, so I suppose I'll give it a shot (heh). Second, Finn is a strange investigator. This signature card is a cherry on top of a weirdness cake for him.

With this gun, Finn is able to shoot eldritch beings 3 times at 5 . You always get the bonus +2 score, and +1 damage if the enemy is not engaged with you (i.e. evaded). It's fast, costs 2 resources, and is illicit.

Finn's gun can be closely compared to the .25 Automatic from the Innsmouth Conspiracy, which costs 2 additional resources, only gets the damage if the enemy is exhausted, and provides 1 additional ammo. Playing Finn, both of these weapons feel very similar in playstyle, since you're able to evade for a bonus action, you pretty much always get the +2 and +1 damage.

When searching your deck with Smuggled Goods, you are almost never searching for Finn's Trusty .38, but rather something like Pickpocketing, Lockpicks, Liquid Courage, or really any other illicit card. But when you do hit Finn's Trusty .38, you can say "Hey, I just found a Manual Dexterity!" That's often what I find happens to this card. It just isn't used, and is usually pitched for its skill icons.

Fighting at 5 is alright, but you'd really want higher numbers if your teammates are going to let you take shots at monsters engaged with them. I can see where this card can become useful (True solo, or if you've got boosting cards), but Finn's pretty much made for clue-getting, so this seems like a last resort. He can dip into seeker cards, he's got base 4 , he has lockpicks on-class, and the man's even picks up clues for Cthulhu's sake!

So, in summary, this gun seems like a wasted draw most of the time. Sure, it can be used in a pinch, but Finn was made to evade, get clues, and run away. You really want some good support for this card, like Sharpshooter or Hard Knocks (although "good" is a debatable word choice to use for this support). I'd say in most scenarios, you're better off leaving this one at home.

Hence no reviews? — MrGoldbee · 1443
.25 Automatic is really good, though, isn't it? The .38 has one less ammo but costs 2 less and has better icons and a more flexible trigger. It's a bit boring, especially now that it's so similar to his go-to gun the .25 (though not upgradeable), but I think it's mid-tier as sigs go, and efficient in a vacuum just by being fast. — housh · 176
Cheaper than the .25 and — fiatluxia · 65
if i didnt hit enter by mistake I could write the rest of my review. This is a weapon designed to snipe at enemies engaged with other investigators, definitely more team bent. — fiatluxia · 65