M1918 BAR

M1918 BAR is very strange weapon comparing other Firearm weapon. If you consider to use BAR, I recommand adding BAR-supporting cards.

BAR itself is not a good weapon. If you don't consider any supporting cards, you can easily find alternatives. I believe you don't use this weapon with spending 1 ammo(=1 damage) without anything. Then, you could trigger at most 4 times. Flamethrower has 4 ammos with 4 damage, and Lightning Gun has 3 ammos with 3 damage. If you want to find more continual weapon, .45 Thompson, Holy Spear, or Enchanted Blade exists.

However, BAR has high potential. BAR deals 5 damage with 1 action, which is the highest value among weapons. BAR has 8 default ammos, which is the largest among Firearm.

Supporting Cards

  • Supplying Ammunition: Contraband, Swift Reload. Here, BAR has and spends lots of ammos. Thus, the card adding flat ammunition is bad. Sadly, both cards are cards. Note that Contraband can be played by another player, so that you may find your teammate with Double, Double.
  • Extra Damage: Custom Ammunition, Enchant Weapon.
  • "Eat lead!": As I know, ammos spent by Eat lead also contribute the BAR damage. However, I'm not sure and it's still issue. It means that you can evade without any ammo loss. Additionally, you can deal more than 5 damage with 100% succeed if ammo is enough.

8 16 32 64 128: 4 Contrabands make BAR as infinite 5 damage weapon. I heard that someone did it with Sefina by playing Contraband and doubled Scrounge multiple times.

elkeinkrad · 498
Preston can't play Contraband. It's illicit. — MrGoldbee · 1493
Man, that combo with eat lead is legit; i hadn't thought of that. — SGPrometheus · 849
That "Eat Lead!" combo should not work either, ammo spent for that event is NOT part of the ability's cost to trigger the BAR. — toastsushi · 74
I thought so to @toastsushi but now I'm not sure, as Eat lead says "additional" which might mean it actually becomes part of the cost. But I could see it go either way. — Nenananas · 272
I don't think the Eat Lead combo works because EL says that play it after you activate the fight ability on a firearm. This means you need to have spent the 1-5 bullets on BAR to have activated it. Thus you can only play EL after you've spent the BAR ammo. — jdk5143 · 98
Hmm, I'm not so sure now either. I thought Eat Lead had some language like, "as an additional cost to activate that ability..." which would definitely make it part of the ability's cost (and therefore the BAR would care about it, no matter when it was spent), but I guess it doesn't. Blah. So close. — SGPrometheus · 849
The ammo Eat Lead makes you spend doesn't count, but not because of the timing instruction, it's because it's not a cost (let alone a cost for the fight ability), it's (part of) an effect. — Thatwasademo · 58
@MrGoldbee Thanks for checking my mistake. I asked the player and he told that he played Sefina and play with Versatile. I edit the review. — elkeinkrad · 498
I agree that the ruling with Eat Lead is not clear. Nevertheless, Eat lead (0) is still good with BAR, because 1 ammo is not precious for BAR and you can avoid auto-fail. — elkeinkrad · 498
Prophesiae Profana

Works incredibly well with Library Docent to switch from 1 go to location to another.

Daisy Walker can move a 4 player team to the locus in 1 turn.

No attacks of opportunity means lecturing stuff to monsters. Engaged monsters move with you. Hello helpy guardian friend, I brought a monster with me.

I don't understand your first sentence. "Library Docent" requires to play a different Tome by title. So you can't pick up one copy of this card and play the second to name a different locus. Or did you mean something else? — Susumu · 382
I think he want play the book afterwards and choose to choose a new location for the locus — Tharzax · 1
@Tharax: Correct — GrueneLupenAufheben · 142
Eon Chart

This is a spicy little card. Actions are how you win the game, and getting an extra 6 actions (before you get into secret shenanigans) over the course of a scenario is a big deal. 2 resources to buy more of the most precious resource in Arkham, Time, is quite the trade.

As a bonus, these are actions you often want to be taking. Moving is a necessary tax in most scenarios and being able to do it free massively ups your efficiency, Investigate is how you win the game and are the Seeker's main job, and Evasion can be empowered to be an extremely efficient action for rogues that can amp this up to being worth 9 actions a game with just one copy of pickpocketing 2 alone!

I think Seekers will want this more, simply because move-investigate is going to nearly always be amazing for seekers while move-evade is more situational (though it is a nice thing to pair with lockpicks, many lockpickers are apparently serial smokers), many seekers don't have great a ton of options for their accessory slots, and because seekers can more easily replenish the secrets with cards like Astounding Revelation.

The main thing this is in competition with is Pendant of the Queen but the anti-synergy here is actually really mild, and despite sharing a slot the cards actually work quite well together: Both reward you for running astounding revelation, due to the Pendant rewarding deck search and the chart rewarding secret recharge. Both are temporary assets giving you extreme mobility and action efficiency. And it generally takes a bit, even with good deck search, to get a Pendant going, so you can run an Eon Chart early, use it up in time for Pendant to come out, and then if you run out of your Pendant go back into Eon again to help close out the game!

dezzmont · 222
One question here: Do those actions have to be base actions, or is it allowing me to play an event with bold printed action type of the kind as an additional action? Eventually use burglary, flashlight, etc. — holandato · 2
Yes, you can use free actions to pay the action cost for investigate (or evasion I suppose) actions on scenario, encounter, event, and asset cards. However, in the case of burglary specifically I don't think there is much utility, as burglary is most often used as an easy cig case trigger if anything, though of course this does help out Rex a bit as well.. — dezzmont · 222
I'm assuming, despite this effect being embedded within a fast action, that the Actions taken here qualify for action-counting effects such as Haste and Payday, given that the text here explicitly uses the words "take actions"? — HanoverFist · 756
Not just spicy, it's also sick. :) — ratnip · 68
Bob: This (recur with Scavenging), Leo de Luca, Haste, Ace in the Hole, Red Clock, Pay Day= Holy Hell!! — Alaria · 33
They would count as actions, but can you pick the same action twice? — Alaria · 33
Alaria: No, you have to take two different actions. — olahren · 3586
@olahren: is that an official answer or your interpretation of the card text? — ratnip · 68
I assume that the move and investigate actions, provided by Eon chat, do provoke attacks of opportunity? — hun · 1
@hun yes, because it says "take the following actions" — ratnip · 68
Would this combo with Haste or Payday? From what I gather here it would... — Oriflam · 207
@Oriflam yes it did combo with haste and payday because it is a free 'action'. It will also be affected by ''Frozen in fear''. But the Pathfinder won't be affected by Frozen in fear since it's not a move action. — BoomEzreal · 8
@ratnip @hun no, definitely not. Free actions never trigger aoos (see the FAQ for Attack of Opportunity) — dr31ns5mf · 1
@dr31ns5mf you definitely do trigger aoos. Just look at the FAQ for Ursula. It's about the "taking". The FAQ für aoos just means that triggering the ability on eon chart doesn't provoke, the actions on turn do provoke. — Nils · 1
@olahren - Given the previewed Grappling Hook (Kymani's signature asset) explicitly states "different actions" and Eon Chart doesn't, does that change your position on whether you can take two of the same action with Eon Chart (4)? — dysartes · 1
@dysartes - I agree with that. As long as it is not specified, the actions can be identical — Kerigann · 1
Seems the Mythos Busters discord clarified with FFG that these actions are supposed to be different. See the encounter card "Baleful Welcome" for an example of different choices being needed without explicitly saying. — SnowOnACactus · 1
When FFG actually pull their finger out and update the FAQ, I'll agree with that ruling. Someone on a Discord *allegedly* talking to FFG isn't enough for me. — dysartes · 1
21 or Bust

This card is interesting thematically because, while Rogues have a lot of betting in their thematics, they tend to NOT gamble! A rogue, before this card, said "Gambling is for chumps" like the ace hustlers they were and what their cards were more about them being certain about the outcome and deciding to make calculated wagers, not gambles. They leave that for Mystics and Survivors!

It isn't going to affect the mechanics one way or the other, but it does make my rundown of Rogues for new players a bit less accurate!

dezzmont · 222
This is why you should try to cheat! Maybe ask your friendly mystic to see the ure — Goboxel · 1
This is why you should try to cheat! Maybe ask your friendly mystic to see the future or use especially lucky dice. Or maybe praying to the moon can help you? — Goboxel · 1
Such nonsense doesn't belong in a class that literally has a card called 'skeptic!' But yes that might be a good mechanical use for the card. There is also the fact that as the campaign goes on the bag will start to bias closer to five, and you can, IRL, 'count cards' here fairly easily. — dezzmont · 222
Underworld Support

"Highlander" decks in most games are interesting, because you are ending up with far more variance in exchange for some benefit.

This is an especially interesting highlander card because it is paying you off for rolling highlander... with consistency?

Lets take an opening hand mulligain, assuming a 33 vs 28 card deck with 2 weaknesses and 1 signature, where we ignore the weaknesses and are just trying to hit one, super specific card at all costs.

In a standard deck, if you 'hard mulligain' for the card, you have about a 54% chance of finding at least one copy.

In an Underworld Support deck, you only have a 35% chance of getting that copy.

This means this card isn't great for increasing your odds of getting your one specific card 'by default.' Deck thinning turns out to be fake, yet again...

OR IS IT?

Lets look for situations where it works better! Because this is not an unsalvageable situation

Firstly, there is the case where you have alternatives that are viable. Weapons are a great example. If your deck is normally running two copies of a weapon (As some of you psychos are!) and running Prepare For the Worst, and you happen to get the tutor rather than the weapon early, you have an 50% chance to find one copy in your 9 card search right away, and a 70% chance if you wait 3 turns (and draw 3 cards) before searching to see it in draws and searches, normally. But if you run both Prepare and Prepare with Health, and two DIFFERENT weapons, you have an 65% chance to find it right away, and an 80% chance to draw it 3 turns later.

Some pretty meaningful improvements, if not drawing your weapon in that scenario screws you, you will be salvaging 1 in 10 games that way, roughly. But you will notice the effect is more pronounced if you do it earlier. So as long as you can do this for most of the tools in your deck and bypass the highlander rule, you can get noticeably more consistent both draw to draw and for searches or other bulk draw scenarios.

Deck thinning is only fake if the cost is not worth the consistency, or if you are doing something dramatic and silly to get rid of the cards. In reality, deck thinning is VERY real (every card drawn is deck thinning after all), the question is 'does only running singletons of my cards noticeably make my deck worse more than it helps? It is going to be up to how dramatic the cost of running highlander really is in your classes. Mystic and Guardian Rogues have a lot of redundancy in their best tools, while a rogue hybrid (or anyone with access to level 0 rogue cards!) who have more specialized cards, like Survivors, may struggle to find alternatives for everything. It also limits more niche strategies: Sure guardians have a lot of weapons, but if you are going something more narrow like bless synergy it is harder to find replacements.

And, oh hey... wait a minute... isn't there a Rogue Mystic who doesn't mind having a diverse set of abilities because she can recursively play them as long as she can consistently get them into their opening hand, and who would love to more consistently nab one of her 3 copies of her signature?

Sefina goes from an effectively 38 card deck, down to a 36 card for the purposes of her opening hand. This means, despite her upshot of drawing 13 cards in her opener, her chance of seeing any specific cards she took two of is only 60%. But a lot of her staple tools have viable alternatives. Sure, everyone loves Shrivelling but would it really be such a nightmare to run armageddon in a non-curse deck if it let you ensure you open with a 'weapon' almost 20% more often? And that is just the really bad replacement! Sixth Sense and Rite of Seeking are downright fairly competitive with each other, and there are plenty of fantastic rogue and mystic event cards to populate your deck with to ensure you can cast your bag of tricks.

Sefina is probably most likely candidate for this card for that reason, though it isn't impossible for others to find value from it if they have enough fantastic options, and at the same time I am not holding my breath for this to be a "Sefina Standard" either.

The most 'valuable' aspect of this card though, is to do what Highlander as a format in MTG was originally intended to do: Force you to use more creative decks and explore more of your collection. While it is possible to really math out the benefits and say "Oh wow, a 14% higher chance to get the card I want in X situation" it is always going to be questionable if the increase in getting A tool for the job is better than always getting THE tool for the job.

The real value in this card, and why I suspect it will be popular no matter how good or bad it is, is that it is almost a voluntary taboo that forces you to really evaluate every funky 'offbrand X' in your collection, with juuuust enough reward behind it to make it a pleasant experience... and, maybe, just maybe, if you are a really clever deck builder, a card that can actually give you an advantage.

dezzmont · 222
Rogues have the biggest share of exceptional cards. Might be a reason to take this card, if you plan on going full into them. — Susumu · 382
Yeah. One thing I didn't mention is that for singleton cards its pure upside, ignoring the damage it does to your deck overall, which may be major or minor depending on what you are using. Assuming you are hard mulliganing for an exceptional card in your opening hand, your chance of getting that specific card jumps by 4%, which is not amazing. Your odds of seeing it in your mulligain or in the first 5 draws of the game go from 56% to 60% as well, or only 1 in 20 games, unlikely to make an impact on a specific card as well. Overall deck thinning gets 'better' the more hits you have because your increasing the proportion of the cards you could draw that are 'hits' more with each card drawn or removed, so you would need to be building around multiple exceptional or singleton cards to make it a meaningful moving of the needle, and need to not be running critical support cards that only have a single 'variant.' Many of rogue's exceptionals are either fairly generically strong or encourage your deck to have things rogues have lots of options on anyway, like events, so the main obstacle here is XP. If you want any of Double Double, Golden Pocketwatch, or Ace in the Hole to kinda force an extra turn into the game, your odds on opening with at least one go from 70% to 78% on a hard mulligain, which is way more noticeable, and the chance of getting TWO jumps from around 23% to 33%. — dezzmont · 222
I'm thinking this thing can be handy in decks that aren't highly dependent on any singular card straight away. 2 Luparas are nice! Is 1 Lupara and 1 Colt Vest Pocket(L2) significantly worse? Additionally, this card makes tutors a bit more effective... Backpack(L2), Calling In Favors, and Lucky Cigarette Case(L3) are more likely to hit valuable targets in a smaller deck. — HanoverFist · 756
I don't think Lupara and a Colt Vest work, not because the Colt Vest Pocket is a significant downgrade, or they don't fill similar niches, but they depend on specific support cards that are niche. Additionally, it doesn't make tutors more effective in most cases unless the card is already exceptional. Ex: Backpack, a 12 tutor, will hit a two of card 75% of the time in a 25 card deck (so post-mulligan, turn 4 if you never actively draw, a fairly reasonable point to tutor). In a 20 card deck (Which is where you would be in an Underworld Support deck!) you would only have a 60% chance to hit an important card! This is an important thing to understand about deck construction in general: Having more copies of something is almost always better than drawing more cards! — dezzmont · 222
Err, and having fewer cards in deck. All 3 help consistency in a vacuum, but the priority is Copies>Draw>Removing Cards in terms of consistently seeing cards. This is why most decks that really need something will try to figure out a way to effectively run 4 copies of it, and why even with good tutors in Guardian you don't run a singleton of your weapon even though doubling up the weapon is a huge XP cost and you often don't play both in one game.. — dezzmont · 222
Of course you're right, sorry, I didn't mean it helps tutors in the sense that it's superior to 2 copies of a given target- which is false the majority of the time. Rather, that it simply helps in a vacuum as you say- and in a few not-too-rare cases, it can actually be superior. I don't have the same skill with math to express the formula, but it more or less amounts to... the closer your tutor-depth is to the size of your remaining deck, the less difference it makes whether you took 1 or 2. e.g. Backpack(L2) with 17 cards remaining in your deck & 2 targets technically risks whiffing, tho not by much. With Underworld Support, the deck in this scenario would be 12 cards, and thus a guaranteed hit. It's tricky to express, but like I said, I feel like this would go great in decks where there's no single card that you need "immediately", but rather a lot of cards that you want to see "soonish", while possibly adding strength by eliminating drawing dupes of cards you don't want/can't have 2 of in play due to slot, unique, etc. (PS I've appreciated the mathematical breakdowns in your posts, keep'em coming!) — HanoverFist · 756
I wanted to add this as a review, but I'm not allowed, so I'll just add it here as a comment:I just finished a TFA campaign with [Winifred Habbamock](/card/60301) and had a total blast with Underworld support. With her special ability and [Lucky Cigarette Case](/card/60326) plus [Pickpocketing](/card/01046) she can cycle her deck really fast, and even faster with underworld support. And the good thing is, that I don't need to upgrade 2 cigarette cased, and 2 lockpicks and so on, so I had enough XP to also buy [The Gold Pocket Watch](/card/02305) AND [The Red Clock](/card/08053) and with a little bit of better upgrade planning I could have gotten [Ace in the Hole](/card/02266) too. And the punch of those exceptional 6+ XP cards is just so much higher with 5 cards less in the deck. In the later scenarios I cycled my deck 2-3 times, (that would have been 9 extra actions from Ace!!) With Lockpicks and [Anything You Can Do, Better](/card/60302) [Lockpicks](/card/03031) and and Lucky Cigarette you often look at 5-10 cards, wich is quite often the whole rest of your draw pile. With the [Backpack](/card/53011) holding your [Lupara](/card/03309), and 3-4 cards in or out of play your deck goes down to ~20 cards in your second time cycling. And the best thing is, it's so much more fun to spend XP to buy all the new shiny toys instead of spending XP to upgrade second copies of cards that you already upgraded before. It might not be the statically most solid or consistent approach, but it's really fun to try! — elfstone · 1
I once heard the horror story of someone having a Sefina with Underworld Support. They ran into the issue that she runs out of steam sooner AND you hit her weaknesses more often too. — Lemmingrad · 21