Heavy Furs

A limited use Lucky Dice in a much less contested slot at 0xp, and gives health soak too.

This one is great. Seekers would love the uncontested body slot and health soak that they lack in-faction. The ability to cancel bad tokens is also incredible for a 0xp card. Special tokens can spawn enemies, drop clues, and add doom, being able to cancel them twice is insane value. Did I mention that it's only 0xp?

It's not an autoinclude. But it's a silver bullet for many decks that lacked health soak at low levels. And it's value increases further with anything that can heal it: Lonnie Ritter, Call for Backup, and Forbidden Tome.

Edit: It's also an additional cancel for Diana.

suika · 9508
I agree. This card is flying a little under the radar imo, but it's quite solid for a 0 XP neutral. If you have health issues you're happy to see it, and if you don't it's still plenty usable, paying 2 resources to redraw two non-autofail tokens in the future is not bad at all. And notably it doesn't exhaust so you can redraw twice if needed on a single test. You can also repair it with Lonnie Ritter, essentially paying 1 resource to heal and horror and redraw a future token whenever you want. That's pretty solid. — Soul_Turtle · 495
Interesting combo with Forbidden tome (Dark knowledge) as you can then move the damage to an enemy to heal Heavy furs. Probably in a Harvey or Daisy deck with Abigail Foreman. — AlexP · 293
And as a cancel for Diana is it legal to place this card beneath Diana after deal the 2nd dmg but before this card would go into discard pile? — Joannes · 1
@joannes yes it is, but since it's an asset you couldn't replay it with your knife — emmy_starlight · 7
Wither

Things have changed a bit here, and so I'll throw my two cents in for wither. There are always better options.

Yes sure, in theory with Arcane Research, its effectively a 2xp spell, but in practice it's not. To use arcane knowledge you have to have Wither which is just awful, and for most mystics in most situations is a blank draw, or worse a 2 resource 1 actions sink. So until you can upgrade both you lose 2 decks slots. Now let's say you know this and decide to use your first 6xp to get two Wither, then and only then is it somewhat viable. Not to mention using your Arcane Research on Wither instead of Shrivelling or Azure Flame is lunacy.

The cons to Wither:

1) Costs 4-8xp. 4xp means you have to waste the first two scenarios on Wither taking up valuable slots.

2) Takes up an arcane slot. If for some god forsaken reason you have been chosen to be the fighter as mystic, then you want both hands for Shrivelling and Azure Flame, which you can upgrade for 8xp by scenario 3. If you want something without charges then choose Sword Cane, though you lose two will.

3) Spectral Razor exists for the same cost, and action though its 0xp and can hit for 3, instead of maybe 2 likely 1.

4) Requires you to pull a specific token or does 1 damage, and doesn't help your next hits, essentially not doing its job.

Now I know this seems grim, but there are some pros that make it sort of viable? The pros: Wither

1) Infinite use, your the fighter and need an infinite use back up weapon but also need +2 will to consistently land hits.

2) Want to only use wither (to save deck slots) to assist your fighter by going first getting off wither hits (or misses) but dropping the enemies fight and health value.

3) You have built an entire deck around it, though it is not at all powerful enough for this to work well.

At the end of the day you have to look at your options, instead of upgraded wither what can you do for; 8xp, two spell slots, and two decks slots, that could help you win the scenario. The answer is a lot. Drop wither for more test-less clues, for upgraded allies, Charisma and summoned hound, Twila Katherine Price and Charisma (1xp more and gives infinite Shrivelling, Charisma and Dayana Esperence + Spectral Razor, the list goes on. Wither is never worth the price of admission, nor the cost of building a deck around it, though I would be willing to admit that Jacqueline Fine already builds decks around revealing tokens, so there is natural synergy. For every other mystic there is always a better option.

, · 574
Unfortunately, there's even less upside to be had - assisting your fighter would only work if the debuffs lasted until the end of the investigation phase, but the card states "for the remainder of the turn", which means that they no longer apply on the next player's turn. It's close to useless and makes me wonder whether the card was printed as intended. — Sorden · 1
You missed the best part: if you don't kill within the turn, your "bonus damage" is completely wasted. — suika · 9508
Even the option to kill an acolyte or a rat without using a charge has gotten a better option with the sword cane — Tharzax · 1
I think with a taboo of -2xp -1 willpower boost, would help by providing a middle ground between Sword cane, and Shrivelling. There is a slight boost in will and a chance to make the fight quicker/easier, at the cost of 4xp (for 2) AND an arcane slot.. — , · 574
Sign Magic (3) says this never takes an action to get free damage, and True Magick says you never even have to play it to make attacks when its out of charges. turns out cards have uses when you look for them! — Zerogrim · 296
That particular combination of 8xp cards (16xp of you get two of each) is capable of making the worst spell look usable. And even in that case, the only real marginal advantage Wither (4) over Wither (0) is a +2 to the check. Even in that case, I'd rather have literally other 4/5xp combat spell instead. The new Brand of Cthugha looks pretty good. — suika · 9508
In response to Zerogrim, I make a mention in my post that a deck could be built around using it, that doesn't mean it's a good card. You are sinking 6-10xp ON TOP OF the 4-8xp for Wither(4). instead of...adding; timeworn brand, red gloved man, empower + enchanted blade, summoned hound, azure flame, Knowledge is power for some and on and on. Regardless you are sinking a minimum of 10 exp and 4 deck slots to make a card work. I appreciate the attempt at being condecending though! — , · 574
so you'd rather spend 5/10xp on brand to fight at 4/5 than 4/8xp on wither to fight at 9+? you'd rather run cards with limited uses rather than cards that give infinity return on investment?, you'd rather take up ally slots rather than Arcanes?, yea wow you guys really showed me. the condescending tone was brought from the veiled insults in the pro list fyi, plus just sick of people pretending to give both sides on cards they clearly hate and not bothering to think outside the box. — Zerogrim · 296
You are taking your anger out in the comment section of a review of a card. This is not the appropriate method nor place to attack others, nor vent frustrations about a pro list. No one is trying to show you anything, we are simply speaking on our belief of the card. There is no one right way to play Arkham, and anyone who wishes to run Wither (4) can. This is a place for us to make out review of cards we have played with. I think you should reassess why you have chosen such an agressive approach to this review. I will not respond further. — , · 574
To set the record straight, I was referring to the new card Brand of Cthugha (a 4xp spell that fights at will+2) not the Timeworn Brand (a 5xp weapon). The Brand of Cthugha has 9 charges on it and you can spend a variable number of charges to do 1 damage per charge spend. So you can use it like Wither 9 times which is more than enough over the course of a game, with the flexibility of spending additional charges if you need more damage. — suika · 9508
To be entirely fair to Zerogrim, it's a bit strange to compare it to Empower Self and Enchanted Blade or the Timeworn Brand...I definitely don't appreciate the tone, though. — suika · 9508
Geared Up

This card can be amazing if you chain it properly.

There are two things that can bring an end to your turn 1 item binge: running out of resources, and running out of items to play. Here are some cards that can extend the party.

Another Day, Another Dollar: This is especially helpful if you're looking to put down expensive assets, like 4 and above.

Studious: Reaaaaally helpful. For this card to really be good, you want to be able to put down at least three items. And for every additional card you're able to start with, you increase the chances you start with those three items. As a side note, if someone else goes first, maybe they can help you with card draw with a card like Scroll of Prophecies.

Schoffner's Catalogue: Here's the way to REALLY gear up. If you're lucky enough to pull Schoffners in turn 1, it goes straight into play at 1 cost, taking up no slots. And it gives you five resources to spend on other things, for a net gain of 4. This means that if this card shows up in your opening hand, your funds for that first turn spending binge increase from 5 to 9. That likely enough to pay for everything else in your hand.

Backpack: If you get this in your opening hand, you put it right into play, and possibly gain three more playable items.

In sum: if you are running this card, don't think you're at the mercy of your opening five-card draw, and that 5 resources is your ceiling. Load your deck with cards that allow you to start with MORE resources and MORE cards, and you can really go gangbusters in that first turn.

still waiting on an FAQ to confirm it works with backpack, it for some reason doesn't include ever vigilants "one at a time" which makes it work with backpack and catalogue, does it lack it because it doesn't need such a phrase or is it meant to be "pick any number of items, play them all at -1 price" which wouldn't allow you time to trigger backpack/catalogue. — Zerogrim · 296
Yeah, some clarity on that would be nice. In my view, one at a time would be the default. Imagine if the card said, instead of items, "play any number of events, ignoring their 'action' costs." Obviously it would be weird to "play" all the events at simultaneously, but then resolve their later in some order. It messes with our natural sense of timing. I don't see why the same wouldn't apply to items with "when X enters play" type effects. — Mordenlordgrandison · 464
The old reliable SttP + Astounding Revelation also extend the party for those able to use them, granting ADAD's +2 dollars as well as peeling 4 non-asset cards out of your deck before draw. — HanoverFist · 756
I just realized that this also plays nicely with Black Market. If you can get it in your opening hand, you effectively have 9 cards to play with while gearing up... but it works even better in MP if you can get an ally to play it instead. You get an effective 10 card draw, plus your ally can potentially hard-mulligan for it, whereas you would likely not want to discard any initial assets to look for this. — HanoverFist · 756
Zerogrim is understating the lack of confirmation. As written, you cannot use the Backpack on turn one. You also cannot use the Shoffner’s. The rules for pay8ng costs then resolving effects are clear, as is the word “after”, which appears on Backpack. If you want to play it differently, you are issuing a little “home errata” on this card under the premise that MJ meant to phrase it differently. The idea that “one at a time” is the default is specious because it would mean that Ever Vigilant has an entirely wasted, redundant clause, which is rare. They put that clause on Ever Vigilant because they thought it needed it. They didn’t put it here so it’s peculiar to insert it. — Eudaimonea · 5
Entirely wasted redundant clause seems reasonable when compared "forced immediate advance" where immediate is already redundant. But playing all at once causes serious trouble. Having cards in play but with no effect happening so far makes you question whether you can interact with those and whether you can use their effects or target them for stuff like Corrosion. When they all get played and the effects happen afterwards this here leads to major questions: Pantalone let you draw cards and therefor can draw Overzealous. This can let you draw Corrosion while dealing with Pantalone but having played another item simultaniously and then not knowing whether this second item can be discarded. For this reason always(!!) play cards one at a time — Scythe · 1
Snipe

This is a pretty cool card, I think, with a few notable synergies and applications.

Probably the most notable part is that Snipe can cancel an . That is very worthwhile if you're going all in on a test, which is very likely with, for example, a Shotgun or Sawed-Off Shotgun. Or anything else with limited ammo but a big payoff.

Outside of mitigation, it is greatly increasing your odds of drawing a 0, but I don't know if you want to spend two actions to fight when you still have something like a -4 failing your test, much less a -2. However, with the help of some cards, you can play with the odds even more with stuff like Recall the Future and Olive McBride. The fact that you actually treat the tokens as a "0" is particularly spicy with Recall and Olive.

It also has a particularly nice synergy with the taboo .35 Winchester, as "0" tokens have a non-negative modifier. Considering that this play style already wants you to be running bag control, this might be the most interesting place for it. It's unfortunately out of reach for Jim Culver, but perhaps Sister Mary or even Jenny Barnes might want to play with this.

As a final note, Chuck Fergus can make it fast, thus mitigating the main drawback.

Zinjanthropus · 231
I can totally see myself using this with M1918 BAR to ensure a big hit on something terrifying. Too bad that in EotE I can still draw two Frost tokens and fail through them. — thinsilver · 14
Notice that non-taboo Winchester also works with Snipe. Since Snipe make the token as "0" token, you can get +2 damage with non-taboo Winchester. — elkeinkrad · 498
Parallel Roland can also play this as fast since it's a tactic. — tactis · 22
You probably shouldn't use this card because it's going to seriously hurt your upper arm the moment you shoot, and you will be lucky if the bullet escapes the bent barrel. I'm not even sure what the dude is looking at but it certainly isn't a method to ensure a well placed shot. — thekinginperiwinkle · 134
Close the Circle

This is by far the most interesting of the new Synergy cards. There are a number of ways you could view this card:

  • A source of extra actions. At a cost of 2 resources, a play action, and the card itself, you need to get all five charges to unambiguously have a net positive (in terms of "click economy"), but if you have extra resources or actions anyway -- unlikely but possible for most mystics -- this card can be a solid way to do more things over time. It also lets you bank actions for the future.
  • A source of actions. With multiple investigators, it's not uncommon to find situations where you want gator A to do some things before gator B, and some things afterward. This gives you a chance to have your cake and eat it too by letting you interleave some of their actions. The actions from this card don't provoke attacks of opportunity either, so you could also use it to, for example, move off a location that makes it harder to fight monsters before laying into them. EDIT: My understanding of the rules was incorrect. Since you are instructed to "Take" the action, the action you take will provoke AoOs. Compare e.g. Ursula's ability.
  • A way to substitute for other attributes. Mystics generally like pumping their willpower anyway, so getting a chance to substitute it is always a good thing. It reminds me the most of Sword Cane in that regard; it's a handy way to evade with , or fight a 1-health monster. You could also use it to investigate, though this forfeits the action compression of spells like Rite of Seeking and secondary effects of spells like Sixth Sense. It's a good way to save a charge if there's only one clue left, or if you really don't want to worry about drawing a symbol token.

When you consider that you'll often get several of these benefits simultaneously, this card seems really potent. So what are the downsides?

  • Obviously, this card requires you to run cards from several different classes (ideally, all of them) in your deck, unless you plan to manipulate charges some other way. Furthermore...
  • You need to not only have multiclass cards in your deck, you need to have them on the field. This means that (1) skills and (most) events don't count, so you need to run assets, which might start to tax your slots, and (2) the order you play your cards matters a lot. If you draw this before drawing any of your multiclass cards, it's likely to just take up space in your hand for much of the game.
  • It takes up an Arcane slot. This is a really big ask, since most mystics want to fill their arcane slots with some combination of an investigate spell and a fight/evade spell. Fortunately, there are many options for getting more slots, but I don't think I'd ever consider running this card without at least one of them.
  • It's not a Spell. This is a surprisingly big deal, because it means it lacks synergy with most of the mystic suite. You can't reduce its cost with Robes of Endless Night or Shining Trapezohedron, and at 2 resources it's an inefficient use of Uncage the Soul. Most recharge options don't work on it (there are a few, like the newly-released Winds of Power, or Eldritch Sophist if you have access). It also can't be tutored by Arcane Initiate.
  • You can only take basic actions with it. The EOTE expansion contains an FAQ (not on arkhamdb yet, to my knowledge) which defines basic actions to be those without a bold action designator on a card. So you can't use this to trigger e.g. Rite of Seeking, but you could use it for a normal investigation. This is only a minor downside in my opinion, since you take dozens of basic actions per game, so you'll have plenty of opportunities to use this.

In summary, this card has the potential to be quite useful in the right circumstances, but requires a fair bit of support (multiclass cards and extra arcane slots) to see the full effect. It's certainly worth a look for anyone who's planning to run multiclass decks anyway -- in fact, it might even be better for off-class mystics, since their arcane slots are usually less contested.

There's one mystic who really loves this card, though, and that's Akachi Onyele. She already had access to strong out-of-class cards even before Edge of the Earth dropped and she works great with "bling archmage" builds (The Hierophant • V plus Relic Hunter plus Sign Magick) which take care of the slot problems. Most importantly, though, is the fact that this card uses charges. As a result, not only does she get an additional charge each time she plays it (essentially refunding the play action), she can keep playing it over and over with her signature. Not only does this mean she can just keep getting extra actions than usual, but she can play it early (before her multiclass cards are out) without mourning the lost charges. Other mystics might be a bit skeptical, but I'm probably always going to consider this card when building an Akachi deck in the future.

AnEnding · 6
The main restriction of this card may be that you can only use the charges for basic actions. — Tharzax · 1
That's a very important point, yes. I've added it to the review. Thanks! — AnEnding · 6
I love the Akachi synergy. Antiquary would work well to make replaying Close the Circle free. — housh · 171
I'd probably prefer to run prophetic over antiquary, since spells are just so much more common, and you can use the resources saved when replaying Close the Circle. I don't think either of them has more obviously useful off-classes though. — AnEnding · 6
Carolyn can take it, if she's running high WP. — MrGoldbee · 1495
Carolyn can take it even if she isn’t running high WP. The Will substitution is optional, and there are plenty of actions she might take with it that don’t even care - draw, resource, move, play... Extra actions are still extra actions! — Death by Chocolate · 1484
(Also activate actions without bold keywords are still basic actions, such as First Aid (3) or Hypnotherapy - both popular actions for Carolyn to take. — Death by Chocolate · 1484
I love that they use a rule word which is not yet defined "basic action". But what it is? Everything in the rulebook is basic actions? So play and activate too. What is not? Maybe those with double action designator? Play+Fight, Activate+Fight? — vidinufi · 69
Action don't provide AOO. You do take an action, but as it doesn't use up an available action there is no AOO. Its a fast effect. There is a part about this in the FAQ — vidinufi · 69
With brute force and the other survivor skill card from the dream eater circle they had used the working of basic actions already. But there where no misunderstandings due to their symbols — Tharzax · 1
It's worth trying on Patrice, I think. — suika · 9508
@vidinufi -- There is a definition of basic actions in the EOTE FAQ specifically for this card, but I don't think it's made its way to arkhamdb yet. They're defined as any action without a bold keyword written on a card. Using these actions actually _does_ provoke AOOs. I was wrong about this myself, but it seems like effects which instruct you to "take" additional actions implicitly grant you bonus actions which are then immediately spent. This is the same reason that, for example, Ursula's investigator ability provokes. — AnEnding · 6
According to https://arkhamdb.com/rules#Ownership_and_Control you control all the cards in your hand, deck and discard pile. — david6680 · 66
@david6680 While true, this doesn't matter since abilities can only interact with cards that are in play unless they specifically mention working with an out-of-play area. As such, this is only checking cards you control that are in play, and your hand, deck, and discard pile are not in play. See https://arkhamdb.com/rules#Ability and https://arkhamdb.com/rules#In_Play_and_Out_of_Play — Lasiace · 23
It feels worth mentioning that Move is a basic action, so you basically always have a use for it if you're not worried about the substitution as well. — Lailah · 1
Is drawing a card or gaining a resource a basic action? — yadyam · 1
"drawing a card or gaining a resource is a basic action" but if you're doing that with this then things have gone wrong. Things do go wrong but you shouldn't be including this card with those actions in mind unless you are playing the whole rainbow (even then there's mostly going to be a better option). — Timlagor · 6
I can't seem to find a list of what counts as an 'basic action' (or even a list of 'actions'), only clarification that they don't have bolded designators. So it seems like things such as draw or resource would count as basic actions. I think then that also would allow play (helping get assets out). And 'activate' as long as it's not a bolded modify trigger. For example, I I'm playing the Taboo'd Lola, I could use it to switch her role, no? — khoshekh · 8
That's correct, Khoshekh. Anything you could normally do on your turn spending an action 'without using an additional player card' is generally a basic action. One simple exception is bolded action keywords. For example, I don't believe it's possible for a Parley action to ever be basic since there is no implicit "Parley" action. — Zarkhamgauntlet25 · 1