Living Ink

I will dedicate some writing to the non-clear points of the card and possible ways to exploit it.

  1. When its bonus ceaze to work? Once it is discarded. It is still almost 3 (5 with Imbued ink) full rounds. It starts working the turn you have played it, at the beginning of your next turn you will discard the first charge, and once you have discarded the last charge it is discarded and its bonus isn't applied anymore (but you still had the bonus during the mythos phase before this turn).

  2. Subtle Depiction as a perfect mythos protection. You don't spend the charge and ignor the ability till the end of the round. So the bonus isn't applied since the beginning of your turn, but it IS applied since the beginning of the mythos phase till the beginning of your turn. Therefore you can boost your and for the mythos and don't spend charges during your turn to prevent the card from being discarded.

  3. Imbued ink allows to have two copies in play at the same time. The card is not unique, so you can use your both arcane slots for it. This way you can manage to add +4 and +4 for the mythos protection using the tip above, while 10 charges total allow you to use only one of the card for the boost during your turn, alternating them to make it last longer.

  4. Static stat boost is always good for the cards that use fixed stats like Summoned Servitor or Summoned Hound. This way you can get some really nice numbers for your free tests.

chrome · 59
Binder's Jar

Another item designed for Lily that she can't take. I'm going to say that Lily's deckbuilding parameters are a complete mistake and make her unfun to build. She's the only investigator we've just house ruled to be Guardian 0-5, Mystic 0-2. She's just a waste of potential otherwise.

nen · 2
How is this designed for Lily? It's designed for the archetype of having lots of arcane slots, the bulk of which are levelled cards anyway. Lily likes Dragon Pole but with 4/5 combat she really doesn't need to fill more than the 2 or 3 slots it gives her. How about you try doing the stuff you think Lily is designed for in Mary? — SSW · 213
Attack cancel sounds like a Diana thing to me, no? — LaRoix · 1645
I don‘t understand how this is a card „designed for lily“? Of all the EotE Investigators Lily can be the happiest one, since the card actually designed for her (dragon pole) gets a 3xp upgrade that is double-classed. Daniela didn’t get the same treatment for guard dog… — niklas1meyer · 1
Plenty of Mystics are capable fighters. — snacc · 995
What do you see as the use for extra arcane slots in Lily? — Pseudo Nymh · 61
Pocket Multi Tool

Yet another good card for "Ashcan" Pete. Between this and Ice Pick from EotE, Pete and Duke are continuing to get nice support for both clueing and fighting with every expansion. 200 characters yet? Not sure....

Krysmopompas · 360
Brand of Cthugha

I don't disagree with the reviewers above that there are very advantageous aspects of this card over the other Big Damage Mystic spells out right now, but my enthusiasm for the level 4 Brand is marred by the same irritation I have with many of the top-level Mystic spells. Namely, the ratio of benefits to consequences gets worse instead of better between level 1 and level 4 of this spell.

In this case: Level 1 Brand: you get +1 skill value and risk losing 1 action. Level 4 Brand: you get +2 skill value and risk losing 2 actions.

It superficially seems like you are getting twice the boost for twice the risk. The problem is that skill boost doesn't happen in a vacuum. It's a percentage of your baseline skill, so going from +1 to +2 doesn't double your chance to hit. And since the bigger modifiers are more rare in the Chaos bag, you have even more diminishing returns in terms of odds for each skill point you add. For example, if you have +1 over the skill test, your chance of success on normal is usually around 30%. If you boost by 1, to be +2 over the skill test, your chance of success is usually around 60%, a big increase. If you boost again, to be +3 over the skill test, your chance of success is typically around 75%--a much smaller increase as that first extra point was (even though you definitely want the increase!). The exact percentage would depend on the test, your stats, and your Chaos bag, but compared to level 1, you are essentially risking 200% as many actions while getting somewhere in the range of a 20-50% increase in your chance of success.

In many of the top-level spells, you accept that you are making a bigger bet in order to get a bigger damage payout all at once. Sometimes it's worth doing 3 damage at once so that monster can't hit you back. In this case, though, you can do equivalent amounts of damage with both cards, because the amount of damage is determined by the charges you spend, not the level. You do get 3 more charges to spend at level 4, but I'm not convinced that's worth 3 more XP versus running another recharge card in your deck.

You don't just get more charges and to hit bonus. You also get the option to spend an additional charge. So this is also a 3 damage per action spell, like the other high level combat spell assets. But one, that lets you spend less charges on a low health enemy. Recharge options are general inferior on these dual class spells than usual, because one charge is considerable less worth than similar other options. — Susumu · 371
End of the Road

Very tough card to rate as it's extremely scenario/campaign dependent before you even consider how it fits into your deck. Obviously strong when you can actually play it, but how often does that happen? How often is the scenario result decided before this becomes playable?

Personally, I think this card is a bit of a trap in most cases. In a lot of scenarios, the toughest part of the game comes early, and the result usually comes from which way the game started snowballing. Either you easily handle what the encounter deck throws at you, get your engine running, and cruise to victory, or you suffer some setbacks, waste resources, and get stuck until your doom is assured. This card isn't needed to win in the first case, and does little to prevent the latter.

As much as I like the idea behind the card, I very much agree that its impact is just too little. Stragazing does more and still is not seen as a particularly strong card. Would End of the road be too strong if it also healed 1 damage and 1 horror? Probably not. And maybe a wild icon, so the card would actually offer some help when you need it? — Trady · 173
Does stargazing do more? It lets you pick who gets the actions, and sort of blocks an encounter, but actually costs an action and and exp, and you have to wait to get the benefit rather than playing it when you need or want to. — SSW · 213