Solemn Vow

The wording is MOVE damage/horror, so if you're playing Daisy Walker with The Necronomicon in play, you could just move horror action-free to the investigator who put Solemn Vow on you. Very niche but it's a nice cheese.

Erdjo · 325
I think it works : "Weaknesses with a player cardtype are controlled by their bearer". — Okami · 41
just don't do that to the last horror or daisy will never be able to get rid of it — zrayak · 86
Is horror on The Necronomicon a requisite to trigger the action on it? I'm not sure. If not, you can happily move all horror away from the card with Solemn Vow and then just use the action to get rid of the tome. — Lateralis · 7
"Then" requires the previous part to resolve successfully, so it doesnt work if there's no horror on daisies necronomicon. It's similar to self sacrifice where you only draw cards if the test fails (because that's the condition that needs to resolve "successfully"). — crayne · 3
That said, if you remove the last horror with Solemn Vow, the "It cannot leave play while it has 1 or more horror on it." clause in its revelation effect ceases to apply and you can just discard it to free the hand slot if you have enough books to carry — Thatwasademo · 58
And, notably, since Daisy controls when Solemn Vow is used to move things off of her cards, she knows if she has a hand asset to play to overwrite it before she triggers the Vow — Thatwasademo · 58
The Necronomicon

This card is one of the most insane cards seen to date. Combined with Sleight of Hand, Knowledge is Power and/or Scavenging you have a monster card.

  • It gets up 2 missing clue from anywhere
  • It kills 3 health enemies
  • It draws up to 6 cards
  • Or act as 6 Unexpected Courage

all as actions, combined with Sleight of Hand you can use it for an entire turn for only 1 resource. With Knowledge is Power you can activate anyone of it's abilities once. Once those cards is used up play it and use it again and then once it is spend overwrite it so it gets discarded and fetch it back using Scavenging.

Use this with Rex Murphy and only 5 XP you can get all of the above and with Research Librarian and/or Mr. "Rook" ensures that this combo is almost a sure thing.

It is not even unique so all seekers can get one in multiplayer.

Edit: Got the actual pack now and it turns out that the above was not good enough, so seekers got one more tool to recycle it using Library Docent and an extra tool to find it with Whitton Greene.

tdctaz · 48
I wonder if this will be the first ever card to get tabooed before release :P — Zinjanthropus · 229
Joe can use Well Prepared to get some use out of it even after it's empty, and use Well Maintained to get it back. Also, seekers with survivor access can literally throw the book at enemies using Act of Desperation. — jemwong · 95
Sleight of Hand no longer works. — MrGoldbee · 1470
Crystal Pendulum

The best comparison is to Holy Rosary. Same cost, slot, tags, level etc. The difference is you're trading away 2 Sanity for possible card draw each turn. The question is then how often will you draw the cards? If you are doing chaos bag manipulation then this card is great but what about a standard mystic? That depends on the bag composition.

Its important to notice that you will succeed on a Pass or Fail by that number so to figure that out you have to do some math. First off it fluctuates due to scenario effect tokens having different values each scenario but I'll create a bag as an example.

+1:2 0: 3 -1: 5 -2: 4 -3: 2 -4: 1 F : 1

Find the number you want to succeed on, then sum the qty's above and below, then again, and so on. If you are trying to succeed on the -3 then you can call 0 for 2/18; 1 for 5/18; 2 for 5/18 etc... If you are trying to succeed on the -2 then you can call 0 for 4/18; 1 for 7/18; 2 for 4/18 etc...

Though the bag may be quite different from this its not unreasonable to say that you'll probably succeed 1/3 of the time. So now you're trading 2 sanity for an unreliable extra card every 3 turns or so. I think it really depends on your deck composition and if you need that extra sanity or not. If you're taking the spells that give you horror then I'd recommend the Rosary. If not, then I think I'd probably prefer the Pendulum.

kamiidude · 63
It is also worth noting that this combos with Scrying Mirror. Since both trigger at the same time, "After a skill test at your location begins", you can revolve Scrying Mirror first and guaranty some draws. — Gnarls Apprentice · 1
it also combos with Premonition — Zinjanthropus · 229
I'm not clear on how this card works. Am I supposed to guess the token modifier that will be drawn, or the final amount I failed/succeeded by? EXAMPLE: Willpower test difficulty 3, Jacqueline has 6 Willpower. She currently is at +3 above the test difficulty. If I think I will draw a "0" token, then am I supposed to say "0" or say "+3" because I will be passing the test by +3? — VanyelAshke · 180
Other than Premonition which allows you to see the next token drawn, I'm not clear on how to make Crystal Pendulum reliable/good? Is there a certain number that is best to guess? Scrying Mirror and Premonition combo well due to the timing window, but what about the rest of the time, or if you're not playing Scrying Mirror? Olive McBride makes you resolve 2 tokens, so there's no way to know with certainty what to guess for Crystal Pendulum. Dark Prophesy is random as well, no guarantee. I struggle to understand how to get value from this card, outside of playing Premonition and Scrying Mirror. — VanyelAshke · 180
@VanyelAshke, Ritual Candles help. — FBones · 19152
Prophesy

Someone explain to me how this card is better than "Unexpected Courage." Or even as good. I can't find a good reason to include it in any deck. It is worse until Doom is at 3, then better when Doom reaches 6. How often does that happen? I'm building a Marie deck and thought it would fit in well with her pro-Doom tendencies, but on analysis it is just a poor version of a common, neutral card. Convince me.

crispy66 · 4
I'll do you one better: I think the whole cycle of these skill cards are unplayable, except the resource one for rogues. In general they provide worse support than the desperate skills. — SGPrometheus · 821
I dont know who is telling you it’s better than UC. It’s not, but if you’re someone like Patrice a usually worse but sometimes equal or better UC isn’t bad at all. It’s sometimes UC 3 and 4, and that’s ok. I definitely dont think the cycle is unplayable though. Even Curiosity, my og vote for the worst of the 5, has use now with the hand size archetype formed from Dream Eaters and Harvey Walters cards. — StyxTBeuford · 13028
Steadfast is amazing for most guardians, since they tend to have lower sanity and the early game boost of head commits (even staying as 2 heads for most of the scenario) is very good. It's better than UC because they now have plentiful tools to heal (e.g. Hallowed Mirror, Empty Vessel) to go back up above the threshold. — robert054321 · 1
This one has definitely never impressed me too much when I've included it, but I don't think being worse than Unexpected Courage necessarily makes it bad. Unexpected Courage is an auto-include in nearly every deck. — Zinjanthropus · 229
Occult Lexicon

This works well with Ancient Stone: Knowledge of the Elders. If you have the Stone out and 2 resources on hand, playing Blood-Rite creates 2-4 testless damage to any enemy at your location, no matter if it’s engaged with you, engaged with another investigator, or aloof. When you use it for 4 damage, you only lose 2 secrets from your stone, keeping more for later use. You could possibly have multiple copies of Blood-Rite in hand, setting up massive guaranteed damage, even against the toughest enemies in the game. Powerful combination, but it takes both hands!

mbooradley · 7