Enchant Weapon

Hey, it looks like Mary's weapon was in fact a 2-piece kit !

I mean since the beginning it was weird for Blessed Blade NOT to have the Relic trait and now it's done. Plus it gives Mary the possibility to have a potential once per turn 3 damages attack almost always successful.

I assume this card will also be helpful for decks with a 2-handed primary weapon which can have simultaneously this primary weapon and a secondary one to deal with Poltergeist, Wraith, ... Now Mark Harrigan can burn all the Wraith he encounters with his Relic Flamethrower with no fear of seeing them raising again due to their haunted effect. Plus once per turn he can perform an attack with a skill of ... 13 !

You can also play it on a Sawed-Off Shotgun used by a rogue (ideally Tony Morgan). The added willpower is only 2 but you can increase that dependant on who played Enchant weapon on the Shotgun (4 - 5 I assume) and you still have the +1 damage.

And last thing I have for now: as you add 2 skills you could as well increase both, right ? For example making your new Relic Reliable or committing Steadfast (if you need Tony to succeed by 6).

AlexP · 268
Its the owners willpower not the controllers, so tony would get whoever put it on him as a boost, that could easily be +5. — Zerogrim · 295
Oops, fixed. — AlexP · 268
Committing steadfast only gives max +3 as well, only matching icons are counted on committed skills, the fact that you add heads doesn't change the fact that it's a first check. Reliable works though, and in class, so nice thought — NarkasisBroon · 11
The fact that the enchantment's power depends on its owner makes this an interesting support option as well. It's level 3 so generally only actual Guardians can run it (notable exception: Parallel Agnes Baker), but Mary could run 2 for reliability and still make use of the second when it shows up, for instance. — Thatwasademo · 58
Marie Lambeau can also use this card to support her group. — Tharzax · 1
Add to .25 auto. Free attack on dodge at +6 plus fists. — MrGoldbee · 1484
I am confused, its a 3xp asset, which really limits it to people with spells as an option or guardians. how would a rogue get it? — brkndevil · 19
@brkndevil: You can play it on any investigator's weapon, so you could have e.g. Marie bring it and attach it to Tony's Switchblade or whatever. — Zinjanthropus · 229
If Player A puts it on Player B's weapon, Player A still controls the Event right? Since the reaction says "When YOU perform a fight" (i.e. YOU = the controller of Enchant Weapon), won't Player B not actually be able to trigger the reaction since they do not control the upgrade itself, even though they control the weapon? — slyguavas · 49
Nevermind, read the rules on Ownership and Control, makes sense. — slyguavas · 49
A Watchful Peace

EDIT: A WATCHFUL PEACE IS GONE (CRAB EMOJI)

Taboo, please.

How to ruin the game: Pick Stella or Silas.

Upgrade into 2x Quick Learner, 2x Drawing Thin, Grisly Totem, Signum Crucis, 2x A Watchful Peace.

Add even more draw to set up faster.

When the drawing thins and totem are down and you have a signum and peace in hand: do the hardest possible test on your first action, increasing its difficulty by 6, adding 8-10 . You fail, so Signum Crucis comes back to hand, and you have an infinite bless generator. Use survivor BS (Resourceful, True Survivor, Eucatastrophe for Silas) to recur A Watchful Peace nearly every round.

Already tested this personally with Stella, and around the halfway point in the scenario we just stop drawing encounter cards, only faltering once or twice when my recursion is exhausted - but I draw through my deck so fast that I get the pieces back quickly. It gets quite boring. Compare this to Hallow - that card wants 10 just to pause the clock, but this card eliminates threats completely, so doom doesn't even matter because nothing comes to slow your progress on objectives.

Erdjo · 328
So a five card combo with two permanents totalling 27xp is good, stop the presses! But seriously you have to build an really specific deck, generate a ton of blessing, have a whole bunch of sacred covenants to insure you don't just draw out all your blessings, and this allows prevention of encounter phase, but seems like with this much effort constantly being spent you probably could just solve anyones encounters anyway. — Zerogrim · 295
I’m with Iron on this one- this is an incredibly easy and efficient card to use and reuse. 5 bless is hardly an ask when Keep Faith already gets you 4/5 of the way there. You don’t need all the combo pieces for this to be exploited. This card was an instant taboo as soon as I saw it. But the good news is, it’s pretty easy to fix. Just have it remove from game, done. Because the real abuse of this card is that you can feasibly stop every encounter draw with disproportionately low effort. Skipping one draw is already worth picking this card up, because encounter draws are the main method the game uses to stop you from winning. — StyxTBeuford · 13043
This card is so dumb. Even if you restrain yourself and recur it just a couple times per scenario it's still way too strong in my opinion. And of course it is possible to recur it far more than that. I'm really surprised this card made it to print like this. — CaiusDrewart · 3183
Mistakes happen. Like I said, this is probably the easiest taboo ever- RFG puts this card exactly where it needs to be imo. — StyxTBeuford · 13043
Agreed. Maybe they could take the opportunity to reign in some of these recursion loops at the same time... — CaiusDrewart · 3183
Yeah, I'm with you on "playing this card every turn is dumb" but the problem isn't this card, it's that survivor can pick 2 survivor events of pretty much any cost, and play them every turn. That engine is what needs taking apart (forbidden taboo on drawing thin shuts it down massively, for example — NarkasisBroon · 11
@Zerogrim - I don't see what point you're trying to make. What does the amount of xp have anything to do with what this card is capable of? It's not like these 5 cards are your entire deck; you still have a lot of room for fighting and cluing and whatever else you're interested in doing. And "needing a bunch of covenants" is completely wrong, it's very rare that people will draw out all the blesses you've added. And you can just go last every round. — Erdjo · 328
"survivor can pick 2 survivor events of pretty much any cost, and play them every turn" I feel kinda dense, but I don't understand how that's done. I can see 1 event with Silas, 2 times with 0xp cards, and 2 times with any survivor cards. I must be missing something as I don't see where Drawing Thin comes in. — khoshekh · 5
@khoshekh Resourceful can be recurred with True Survivor. Silas can Eucatastrophe and occasionally just elder sign his Resourcefuls. — Erdjo · 328
@khoshekh DT serves as huge card draw and as a way to add +4 difficulty to add a huge amount of blesses every turn with Signum Crucis. — Erdjo · 328
Yeah Drawing Thin's effects are subtle but massive. Being able to force any test into almost certainly a fail makes take heart so much more powerful, and massively powers up grisly totem 3 and lucky rabbit's foot 3. Any survivor with 3 XP (9 if you play taboo) can have 2 drawing thins and a grisly totem 3 down, and take heart in hand. This means as an action they can go "I'll investigate this location, it's shroud 2 so I'll make it difficulty 6, commit take heart and trigger grisly totem, I fail because I'm books 2, so I can gain 4 resources or draw 2 cards from drawing thin, gain 2 resources and draw 2 cards from take heart, and use grisly totems ability to return take heart to hand after the test fails. So now every turn I can, as an action, draw 4 cards and gain 2 resources, or draw 2 cards and gain 6 resources. Then at 6xp (12 with taboo) you add in a copy of true survivor which can recur 2 copies of resourceful, and another skill for 3 resources, and those resourceful a can recur true survivor and any other survivor card, so you can use that other card every time you run through the loop. And then you add in the other survivor recursion abilities, which are many and varied. The reason drawing thin is what makes the difference is that it provides a draw engine, a resource engine, and a way to guarantee really difficult tests which survivor thrives on. Honestly if drawing thin didn't give cards or resources, just allowed you to increase the difficulty by 2 once per turn it would still be really powerful — NarkasisBroon · 11
Drawing Thin is tabood already and not the issue here. It’s as Iron is saying- True Survivor, Resourceful, Silas’ ability, etc. — StyxTBeuford · 13043
Do you even need to recur this for it to be stupidly powerful? Even played once, it's four ward of protection (5) in a single card. The bless requirement is just a formality in the class with the best bless generation. It's only natural that recurring an incredibly strong card becomes stupidly broken, so I don't think it's the recursion that's the problem, it's just this card being over the top. — suika · 9498
I think the topic of recursion is important here because it is the main enabler for a lot of good cards being pushed into taboo discussions. But I do think that conversation is one that exists outside of just this card. I agree that Watchful Peace is already a 3XP worthwhile card if it worked exactly once per game. — StyxTBeuford · 13043
I also wouldnt say it’s directly equivalent to 4 wards. You play Ward in response to a draw, you play this without knowing what you’re avoiding, and presumably you will draw them next turn (if this worked only once). — StyxTBeuford · 13043
I'd say a good comparable for this card's effect is the Gold Pocket Watch--you don't get the Doom prevention, but you do get what is usually important effect of that card. So, I expect this to be really good for 3 XP, even if played as a one-off. — CaiusDrewart · 3183
*usually the most important effect, I mean to say. — CaiusDrewart · 3183
@BigIron because XP is measure of power, if a combo takes say 100XP it doesn't matter how good it is, no one can play it, if you can break the game at 0XP Taboo should approach without question, so there is a line there, how much XP do you have to spend to break the game before its fair, because wendy's 2XP break never got taboo'd and it requires a fraction of the setup this does. — Zerogrim · 295
Right, I get that. It is fair to say that a broken combo deck that takes say 30 XP to run a crazy combo is a different story from any single card breaking the game. Watchful Peace is absolutely in the latter category though. Resourceful just to play this 4 times per deck cycle instead of 2 is really strong value for little effort (essentially no actual action expenditure) and very little XP investment at all. — StyxTBeuford · 13043
Yeah, 9/10ths of a GPW - that doesn't remove itself from the game - for about 1/3 the cost feels broken. Never mind that the bless token "cost" is completely negligible in a deck that's interested in this. — SGPrometheus · 841
generating 20 blessing and then spending them on peace is not trivial to get those four peaces, especially in a multiplayer game where you would be denying anyone else using blessings for your combo to work. — Zerogrim · 295
& You still get a doom. — MrGoldbee · 1484
@StyxTBeuford, in response to "It’s as Iron is saying- True Survivor, Resourceful, Silas’ ability, etc". And how do you pay for true survivor and watchful peace every turn (4 resources, while simultaneously getting 5 blesses in the bag (1 or more of your actions) and playing true survivor (another of your actions) leaving basically one action spare per turn for economy. Because I'm pretty sure you pay for it with Drawing thin. Drawing thin is the reason Silas can 1. Have the draw to get all the pieces of the combo. 2. Have the economy to keep the combo going, and 3. Put 5 blesses in the bag every turn with signum crucis. — NarkasisBroon · 11
I was just referring to recursion in general. You can recur a lot without needing to pay for all of it immediately, recursion is still very strong. I’m not advocating for a Resourceful ban or anything like that, I’m just pointing out the strength of recursion is what makes cards like this that dont RFG worth looking more carefully at. — StyxTBeuford · 13043
I promise you DT is not required to make recursion worthwhile, nor do you need every combo peace to make recurring things a good idea. — StyxTBeuford · 13043
Piece* — StyxTBeuford · 13043
I actually doubt that RFG will balance this without an additional Chain or a limit X per game. Multiple investigators can play this card, after all. — suika · 9498
suika might have the right of it, maybe it has Delve Too Deep's (max twice per game) mutation — NarkasisBroon · 11
Stupid sexy Silas! — Zinjanthropus · 229
Limit twice per game is likely, as thematically investigators shouldn't have this much power over the Mythos. Sylas can effectively turn off the mythos deck, at which point its just a game of pick up the clues while Sylas repeats a combo. — darkernectron · 8
Evil Past

I had this in play and drew the last card of the encounter deck, which was also Evil Past.

I resolved it this way: Forced Effect of the Evil Past in play triggers first, I take the horror and make the test and passed it, discarding Evil Past. Then I shuffled the discaed pile back into the encounter deck and afterwards the second Evil Past resolves and enters my threat area.

Please let me know if that is correct.

CATS · 2
As I know, that's correct. — elkeinkrad · 500
Flute of the Outer Gods

This card is unfortunately severely overcosted in my view. An asset that allows me, for an action, to do 1-3 testless damage against a non-Elite only, is useful in some circumstances. Big beefy non-Elites like Mindless Dancer, Eater of the Depths, or Deep One Bull can be taken down more easily with this pickup. But is this honestly the best choice of tech for those situations?

Let's go through all the negatives. First, it's exceptional, meaning you're paying 8 XP for a one of in your deck. With enough draw, this isn't inherently too much of a problem. You need curses to Seal. This is more of a problem as Mystics don't have much in the way of either Bless or Curse gen. Tides of Fate paired with a Bless investigator might be the way to go here. Now it is worth noting that part of the benefit of this card, presumably, is that it can seal curses for you in the short term. Unfortunately, this is hampered by the additional resource cost, where if you want to seal lots of curses, you need to pay a heavy upfront fee, and that too is another major negative as Mystics are one of the most resource starved classes. I think worst of all is that this exhausts. I would love the opportunity to spend several actions trying to manipulate enemy placement to get the best damage numbers possible, but the exhaust clause severely hampers this, and I genuinely don't understand why it's even on the card. Flute's uses are already severely limited by three(!) other things: resources, curses, and actions.

I would love to be proven wrong by this card. I think the movement opportunity and the ability to have enemies hit one another, or themselves, can be useful. But honestly, this card is severely hampered by one other element, which is the hand-slot. Traditionally, not a big deal in Mystic. But we just got Sword Cane this cycle, which costs 2 resources, doesn't require any curses, and gives you an immediate use when you play it. It also exhausts, but it allows you to evade an enemy or ping an enemy for one damage using willpower (not testless, but still your highest stat in Mystic most of the time). If you like directing where enemies are on the board, evading one and then running will have the hunters enter in and group together with the evaded enemy. If you want to do damage, 1 is not far off from the amount Flute would normally do, and it's perfectly fine to follow that up with a few Shrivelling charges for 3/5 health enemies. They're not exactly the same, but in practice I do think Sword Cane is a much more flexible card that has similar functions with significantly less investment. Now you do have two hands, so there's no reason you couldn't run both, but hand slots are at a higher premium than they used to be thanks to the taboo'd version of Scroll of Secrets being pretty good draw.

It's a bit of a shame, as I think this was meant to be the big Curse payoff for Mystics this cycle, but it misses the mark pretty badly in my opinion. But again, I would love to be proven wrong. There may be way more situations than I'm able to realize where this card just overperforms anything else.

StyxTBeuford · 13043
Agreedo. Seems like 4-5xp would be fairer — MrGoldbee · 1484
I'd rather see them miss low than high, as when cards that testlessly deal with enemies get too good, it takes a lot of spice out of the game. The Ancient Stone and Pendant of the Queen can testify to that. Still, I agree that this seems awfully clunky for an 8 (!) XP card. Not even sure it would be that tempting at 4 XP without exceptional. — CaiusDrewart · 3183
I think it's maybe a recurring pattern that cards that move enemies around really suck (see: Bait and Switch.) The designers seem to put a really high value on this effect. — CaiusDrewart · 3183
Important clarification: You can deal the damage to any enemy, not just non-Elite. It's the enemy whose damage value you're using that needs to be non-Elite. — Thatwasademo · 58
... Which, come to think of it, might make an interesting boss-slaying combo with Handcuffs if there's an appropriately beefy Humanoid enemy in the scenario to cuff and drag around to fight for you. — Thatwasademo · 58
And that would be a pretty neat combo. I appreciate that idea. The problem there for me is that it’s a massive investment to do usually about 2 damage/action, which is something most combat spells already do. — StyxTBeuford · 13043
So you put Tommy Malloy in Handcuffs , then send him out like a Pokémon to fight Ancient Ones. Very thematic. — suika · 9498
If you want to take a swim in the jank tank, Dexter could use it to trigger Under Surveillance, fill the bag by breaking Geas, and probably has better resource-gen than most Mystics. — Zinjanthropus · 229
Why does it exhaust, lol — MrGoldbee · 1484
Yeah...either we're missing some combo or this is grossly over costed. I mean very grossly over costed. Not sure what they were thinking on this one. Imagine what It'd be if it was a Seeker asset! — LikeWise · 1
No Stone Unturned

With the advent of Astonishing Revelation, I have completely come around on this card. It has evolved from 'nice card to play if you can draw it', into a genuine wild-card that you want to try to mulligan into. If your deck is dependent on a particular card for a combo, you now have an additional copy of that (or those) cards. AR may end up getting drawn, sure, but if you get this one first, you are taking 0 actions and paying 0 resources to take any card out of your deck. Talk about consistency! If you are particularly insane about min-maxing, you can include 2 AR's, and 2 NSU, and use one to pull out the other, and then use the second NSU to pull out the card you want. I think 2 is the sweet spot for AR, unless maybe your deck size is large, and you can always add Practice Makes Perfect to help weed them out.

If you're running a seeker with more experience than you know what to do with, I recommend giving this card a try. Maybe even with a versatile to add in the AR's. You might be surprised at how much fun it is....or your might draw all your researches on your mulligan and come back to complain!

endoviking · 21
I recommend still going for 3 Astounding Rev. The more you have, the more likely you thin your deck and gain resources on search, and a deep Search like NSU 5 to grab the second and third copies works beautifully. Use PMP and the like to get the first copy. — StyxTBeuford · 13043
5xp aint cheap tho. — MrGoldbee · 1484
Nope, but this card is definitely worth it, at least for Joe and his Hunch deck. Mandy as well for retrieving any 2 cards you want. I typically use it on others, but it can be worthwhile to use it yourself for deck searches. — StyxTBeuford · 13043
Be careful using this with Mandy, if you haven't already discarded Shocking Discovery. Otherwise, your 5XP card will fail and you'll be drawing an encounter card as well. — thereelaristotle · 18