Frozen in Fear

The bane of Rogues everywhere. This card, along with Rotting Remains, make Finn have trouble sleeping at night. You're going to be doing those sorts of tests more often than not, so having an answer for this card is important. Notable interaction: Momentum - Use Lockpicks or something to oversucceed by 3 as your last action, then test Frozen in Fear at difficulty 0!

KasaiAisu · 41
You could also include Logical Reasoning to deal with it as well. Finn and Tony can both manage that. For Preston, well, I hope you packed some "You handle this one!"s or else pump a bunch of resources into Dig Deep (or save them for Well Connected, but that might take a long while to clear if you get this early). Wini's 1 will, I've said before, is more like 3 because all of her stats go much further than normal (due to her high draw and desire to commit). Wini can reliably break this. — StyxTBeuford · 13043
Momentum says "This Phase." — MrGoldbee · 1484
"At the end of your turn" is still within the Investigation phase, so this seems absolutely legit. — Susumu · 381
@ StyxTBeuford: a 3 vs. 3 is still a terrible test. And I don't think, Wini would like to pack lots of will icons into her deck, so she would have to sacrifice valuble wilds on a test, she likely fails anyway. Preston on the other hand can safe up some resources to push the test reliable, or if he is Dark Horse, push himself up to 5 with "Rise to the Occasion". I think, the Momentum-trick is a great find, particularly for Wini. — Susumu · 381
You commit a little extra for Wini if you really need to is what I was getting at. I wouldn’t commit 2 to get 3v3, but if I commit 3 cards to get me to maybe 2 up, that’s not too bad, and you still draw a card. Her draw makes it so that high committing on a 1 isn’t that costly. Plus her signature is great for these kinds of tests. I do agree that Momentum is the best way to go. — StyxTBeuford · 13043
Plus Wini takes Momentum typically anyway. — StyxTBeuford · 13043
Just rush for two Sure Gambles as the cheapest and most reliable way to break this on Winifred or Finn. — suika · 9497
Obscure Studies

Amanda wants upgraded perception and deduction in her deck. The problem is, even with practice makes perfect, you can only play these cards so many times. ... so why not use obscure studies to loop them? Play them twice, then use obscure studies to put deduction(2) back in your hand. If you’re feeling frisky, or have control of the encounter deck (teaming with Gloria for example, or people with First Watch), You could even use your favorite skill card three times before replacing it. If you’re finishing up clues in a scenario, five uses of deduction(2) should do it for you, even if you miss a few times. Consider Cryptographic Cipher also gives you a fast action.

Another use of studies is to get rid of your weakness! The forced effect of whispers takes place at the beginning of a turn, so as long as you can apply whispers to a skill check before next round, you can get rid of it.

MrGoldbee · 1484
I did not understand how to play futa card before reading this review. — SGPrometheus · 841
*this, not futa. Whoop. — SGPrometheus · 841
What an unfortunate typo! — StyxTBeuford · 13043
*shrug* No way to delete comments, apparently. — SGPrometheus · 841
It's ok, we all have comments we wish we could delete. But I'll reinforce your point- very fair to point out the different ways to play with this card. — StyxTBeuford · 13043
Grisly Totem

I like this card a lot in combination with A Glimmer of Hope, which becomes three additional Unexpected Courage with "buyback" in your deck with the totem, and you don't mind committing them before totem is out because you can get them back at any time.

Wendy Adams doesn't like this combo because she'd rather play Wendy's Amulet, and Abandoned and Alone ruins the ability to bring glimmer back from the discard pile (unless you get it before committing glimmer of course).

This also turns Resourceful into Perception, Overpower, or Manual Dexterity, with a recursion rather than a card draw, which I think can be better depending on what you have in your discard pile.

Any investigator who can take this and doesn't have strong competition for the accessory slot can use an additional skill icon when committing cards, and the upgraded Survivor Grisly Totem returns the committed card to your hand if the test fails - easing the burn when failing with a committed Resourceful - while the upgraded Seeker Grisly Totem lets you draw a card if the test is successful (like those fore-mentioned skills).

Also worth noting that it upgrades into a Survivor form that returns the committed skill on failure and a Seeker form that rewards a draw on success. I find both versions to be pretty strong, and they work well in the obvious skill based gators of both classes- Amanda for Seekers, Silas for Survivors. Also a solid pick in Minh, and for Glimmer specifically I would turn towards Ashcan Pete. — StyxTBeuford · 13043
.32 Colt

So one deck I've tried to get of the ground for a while now is Cho with boxing gloves and a weapon, bandolier style, My logic was always that cho often runs out of steam given each card in his deck basically only kills one enemy, adding a gun (or other reliable weapon) would give much more gas, the issue I always run into is this:

I have a .45 in play with 3 ammo, I then draw boxing gloves, what do?

A) If I keep the gun in play I lose out on the efficiency of getting draws when I kill.

B) If I play the boxing gloves (without waiting for bandolier) I lose three bullets that my deck has no way of getting back and sacrifice total killing power.

Now my collection has the colt (2), unlimited bullets on a card that can return to hand at any time, I think it solves both issues instantly to the point of probably just not bothering with bandolier at all.

And this probably works with any two handed big weapon, play the colt as soon as you can, when you need to play your big "thingie" you just bounce the colt, then you wait till you run out of ammo/spirit cards in your deck and just replay it.

what if you get near the game and you aren't out of spirit cards/ammo, well then, this card just became an overpower, and that's the worst it can ever be, which to me seems like a bargain for a card subclass characters can take.

Zerogrim · 295
The Cho running out of steam problem is one that I've heard of often, but I've never experienced it in my own runs as Natcho. If basically every card in your deck is a cantrip, a spirit, or an asset, he ends up in a state where every card in his deck is a cantrip or a spirit, and thus will never run out. — suika · 9497
If you are gonna run Cho with Bandolier, may as well go all in and run him with Bandolier 2 and 2 sets of boxing gloves :-P when you get 9 fight while fighting and 2 tutors per enemy killed :-P — NarkasisBroon · 11
Man, I legit forgot this cards exists. It's definitely interesting, but it suffers from the same issues that many level 1-3 weapons do: mid-range weapons are a luxury that most decks can't afford. As far as Cho with bandolier, I usually pick survival knife as my third weapon. Upgrading that to level 2 feels a lot more valuable to me than upgrading this. — SGPrometheus · 841
It's really clever to combine this with Boxing Gloves/Bandolier as it gets around a significant weakness of this card, namely its lack of Combat bonus (pretty bad for an XP weapon.) But I have to think it would be better just to run a stronger weapon alongside them. — CaiusDrewart · 3188
I'm just not big on spending overall 5 resources (or 8 if the scenario goes that long) for what amounts to a less risky Knuckleduster. Granted, they're not upfront, which is a big deal, but still. I think the og Colt is a fine choice in high commit decks, but I don't see myself upgrading to this over Machete if I am going to take a mid-XP weapon. — StyxTBeuford · 13043
again, I think every single post misses the point, if you run colt (2) you don't need bandolier at all, so if your so dead set on comparing it to other card that don't do the same thing then compare it to bandolier. — Zerogrim · 295
I’m mostly comparing it to melee weapons because that’s kind of how I think of both versions of Colt, as it’s a lot of uses but with a small boost. — StyxTBeuford · 13043
I think I'd rather have a ranged option in the form of a Colt(2) than another melee weapon due to some interactions that enemies could provide. — D'Card · 1
Grete Wagner

So, this is half a review half a question.

First the review, you are paying 1 resource more than beat cop (and having a unique ally which matters sometimes) to trade "deal 1 damage" for "gain 3 clues" (or gain 2 clues and keep the fight bonus), beat cop is good because untested damage is good, but is 1 untested damage worth 1 clue?, is it worth 2/3 clues?, probably not. Her expense is not something you can ignore, but she got introduced with a ton of guardian economy cards and just before guardians got the most balanced economy card at level 0. (rite of hot streak)

Now the question, say I kill an enemy, as say...yorick, and I trigger her ability and she dies, I then trigger yorick's ability to bring her back at that moment I then trigger her ability again responding to the fact I am still "after I defeat an enemy" is there something in that chain of events that doesn't work?

1: Defeat Enemy. 2: Trigger Grete and pick up Clue. 2.5: Grete Dies. 3: Trigger Yorick's Ability, Play Grete. 4: Trigger Grete again.

Zerogrim · 295
Yes, because you are still in the same timing window of "After you defeat an enemy". It's a potent combo, especially now that Yorick can actually afford to play Grete multiple times with Rite of Sanctification, and is every bit as strong in play as it sounds on paper. — suika · 9497
as a yorick fan what I am about to say hurts me but I think yorick is getting a little "too" nuts, its not long till he unlocks never failing on tests ever ontop of infinite money and testless clues. — Zerogrim · 295