Recharge

Any of the “reveal token, if it’s bad take a punishment“ pair extremely well with adding blessings and curses to the bag. At the same time, these make cards that are “draw a token, if it’s bad get a reward“ less effective.

MrGoldbee · 1483
Unfortunately gate box is not a permanent, Luke simply starts with it in play much like Duke. — Zerogrim · 295
Quantum Flux

So one thing the other review aren't trying to tackle is how efficient is this as horror "healing"

Let look at the facts, Quantum flux replaces itself in your hand so it does not cost a card, so its true cost is 1 resources and 1 action (to play the card), given it is only an insight (outside of Joe) I don't think there's anything special you can do with that tag so you are probably always paying full price for this.

Would you use a location that had the effect "1 action, 1 resource>Heal 1 horror" and the answer is "sometimes!", sure its probably not worth doing but "sometimes!" it might be the difference between insanity and being king of the deep ones!. (I'm not sure what this game is about)

So Pro's can be listed to: Recharging a search heavy deck Diluting Weakness Avoiding Punishment for decking out 1 Beautiful point of horror prevented

I think this card is obscenely good in Dunwich and as a one of that just shuts down the main punishment mechanic its efficient at its job but not a card that should be instantly dismissed elsewhere, because a card with art that pretty needs to go into decks.... "sometimes!"

Zerogrim · 295
Shards of the Void

As @ChristopherA said in his review, this card is good if you need additional spells in your combat mage build. Maybe you have a limited collection where you only have Shrivelling or Azure Flame

But if you have a large collection that includes both Shrivelling and Azure Flame, then Shards of the Void should probably only be considered if you're playing a chaos bag manipulation deck. The math indicates that Shards of the Void performs better than Shrivelling and Azure only if you manage to draw at least one "0" token AND you keep at least one token sealed for all the charges.

Here's the math behind my statement.
Shrivelling and Azure Flame give you 4 attacks, at +2 and 2 damage per attack.

If you don't draw a "0" token, Shards of the Void gives you:

  • 3 attacks at +2 and 2 damage per attack (if you keep the "0" sealed on)
  • and 1 attack at +0 and 2 damage
    OR
  • 4 attacks at +0 and 2 damage per attack (if you immediately spend the "0" sealed)

Verdict: That's worse than level 3 Shrivelling / Azure Flame!


What happens if you only draw one "0" token during all of your attacks with Shards of the Void? Here's the math:
if you keep the "0" tokens sealed on, spending them as your last two attacks:

  • 1 attack at +4 and 3 damage
  • 2 attacks at +4 and 2 damage per attack
  • 1 attack at +2 and 2 damage
  • 1 attack at +0 and 2 damage

Verdict: That's better than level 3 Shrivelling / Azure Flame.

OR
if you immediately spend the "0" token, draw one "0" token on your first attack and immediately use it after:

  • 1 attack at +2 and 3 damage
  • 4 attacks at +0 and 2 damage per attack

Verdict: That's worse than level 3 Shrivelling / Azure Flame.

As others have stated, remember that sealing a "0" token is probably bad for your team, as it removes a good token from the bag. So consider whether this card is providing your team with enough value to be worth the cost of sealing "0" token(s).

VanyelAshke · 181
The other minor detail is there is no backfire mechanic on shards of the void, buuuuut now we have Armageddon so I feel like shards of the void may wither down outside of specific support for it. — Zerogrim · 295
Armageddon is also more expensive AND you need a way to compensate for the -2 from the curse token you draw (in assuming you probably shouldn’t take it unless you want to trigger the curse token effect). I’d argue Shards is very good as it can refill itself, has no draw back, and no one should be counting on the 0’s to pass tests. Really the only downside is it doesn’t scale well on higher difficulties in which you definitely want those zeros — LaRoix · 1645
I think this is actually better on hard mode. Usually an extra zero in the bag (most campaigns yank the +1) — Mordenlordgrandison · 462
Right, expert is the one you wouldn’t want it. Only one 0 in some cases if I remember right. — LaRoix · 1645
So, there are 2 basic places where you have 3 0s in the bag, they are: All Non-TFA Campaigns on Hard (IIRC), and Standard TFA. With Olive and 3 0s in the bag you'll probably hit them reasonably often, especially in a campaign with a smaller chaos bag like TFA forging your own path (before Depths of Yoth), which only has 15 tokens. Maybe also Dunwich and TCU if you avoid adding tokens to the bag. — Zinjanthropus · 229
One-Two Punch

One seemingly overlooked thing by other reviews is that the upgraded version says "You may fight again" while the basic version says "you may fight THAT ENEMY again".

So the upgraded version allows you to attack two different enemies, which is really nice considering it would be easy to one shot an enemy (even a very strong one) with the first automatic success and then you can then follow up with a second attack on another enemy.

Er? What? Oh my. I am one of those who overlooked this. I like this intepretation. — acotgreave · 886
Yup. I personally consider that one of the most important pieces of text on this card. Otherwise you are spending 5xp for just +2 damage. (And, yes, some accuracy but a high combat guardian running this with Boxing Gloves isn’t hurting for more accuracy.) Especially on Nathaniel, the flexibility of the two attacks and his ability lets you take out two enemies with 2/3, 3/3, or 2/4health in a single action - or even just make a big wallop for 5 or 6. — Death by Chocolate · 1488
Signum Crucis

Double Quick Learner + double Drawing Thin + Signum Crucis on a base shroud 4 for example adds 10-[base intellect] bless tokens(you might miss the fact that it's still comparing to your base value, your passive buffs or commited icons do not change this). Pretty sick.

And why would I wanna do this you ask? Because Ancient Covenant is extremely strong, and the more people in your team that can take it the more attractive this gets.

Erdjo · 327
And a mere 20XP +2x per Covenant! — MrGoldbee · 1483
With the new August 2022 Taboo List, Signum Crucis is two less experience to purchase, so you can include 2 copies of Signum Crucis in your Level 0 Survivor deck. Add in a copy of In The Thick of It for a copy of Drawing Thin, and you'll only need 15 experience for 2 copies of Quick Learner, your second copy of Drawing Thin, and Ancient Covenant. You can earn 15 experience by the end of the 3rd or 4th scenario in most campaigns, so this combo is ludicrously easy to pull off. — Telosa · 68
Correction: Make that only 13 EXP (8 EXP from 2x Quick Learner, 3 EXP from Drawing Thin, and 2 EXP from Ancient Covenant). — Telosa · 68