Ancient Ankh

Now that our pal Stella is around, along with Granny Orne, failing by one becomes even better. If you have the Ankh, or even better, someone else on your team is wearing it so you can keep your rabbits foot, once return you can succeed automatically. Not just some of the time, not just if nobody draws the tentacles, but automatically with an Orne/Ankh combo.

But it’s probably not worth doing an entire side mission for that. So now consider other things you can do when you fail by just a little: use oops, which lets you auto hit, even better if you are using your chainsaw. In that case, deal three damage and get another supply on the chainsaw, or deal four damage. Or use live and learn for a similar effect, resolving a failure for the supply then immediately attacking again without taking another action.

Maybe you’re holding down the fort on clues, you can use look what I found! with your Ankh, to get two clues for two bucks. And if you’re drawing thin, you can make sure you fail the test the first time, get paid for it or draw cards, then pass. Booyah.

MrGoldbee · 1487
Sorry, but Granny Orne can’t make you succeed. She does NOT change your skill value. She changes ‘the amount you fail by’ - which many tests care about. If you were failing by 1, she can make you fail by 0 or 2 instead. Failing by 0 is NOT the same as succeeding. — Death by Chocolate · 1489
@Death by Chocolate I think that’s true of the level 0 Orne, but the level three adds to a skill value directly. The combo with Ankh still wouldn’t work, though, because it (like Orne (0)) specifically says you still fail. — Kergma · 11
@Kergma True, Orne (3) can add to your skill value, but there’s no interaction with it and Ankh, since the Ankh has changed the amount you fail by but hasn’t changed your skill value at all. — Death by Chocolate · 1489
Scroll of Prophecies

I've been messing around with a hyper-draw Sefina Rousseau that uses this and 2x Quantum Flux. So far I'm loving it. I'm also using 2x Pickpocketing to give me even more draw. This means I get to have multiple uses of many key events for getting clues or fighting. To enable the Pickpocketing I start with Stealth then move to Suggestion. Since i'm drawing so many cards its not uncommon to have 2x Pickpocketing. I combo my evades with Double or Nothing, "Watch this!", and Gregory Gry. This often nets me 18 resources.

From here I pay may way into winning with Intel Report, Small Favor and once I have xp Lola Santiago

Each Scroll of Prophecies can enable me to grab 12 cards from my deck. I discard what I don't need right now and it's not much of a downside because of the reshuffle from Quantum Flux

Sefina Rousseau is pretty fast and doesn't need much setup since she is so event heavy. Scroll of Prophecies helps to ensure you're even faster since you can just pick and choose what you need right now from your deck.

I might replace these with All In at some point and grab some Spirit Athame but for now they are doing work.

Tacomental · 21
I agree that this is a pretty underrated card! — Zinjanthropus · 230
Do you have a link to your deck? — acotgreave · 887
All In

The existing reviews have already touched on the bonkers combo potential that this has with Double or Nothing. Indeed, it is the core (along with Quick Thinking) of the well known Rogue infinite actions combo. In spite of these cards being tabooed, it is still quite possible to go infinite, it's just easier for it to be disrupted by a . My tip, for those who want to engage in this degeneracy, is to take Swift Reflexes, as it gives you a bit of a buffer zone on this disruption, and Three Aces, which allows you to guarantee the full payout on (usually) every other test. Unfortunately, the resources and cards from Three Aces can't actually be doubled, but they're still good.

I wanted to add a few points on using All In that don't require DoN:

For one thing, All In allows you to basically draw a whole new hand if you want, while cashing in on various skills. This is actually pretty great even without DoN. You could quite easily get +6 or more to the test without actually depleting your hand, or with very minimal net loss of cards. That might even be enough for you to pass a test in some cases, while still profiting handsomely from succeed-by effects. This works best if you have a lot of s in your deck because you're basically replacing generically useful cards with other generically useful cards, while drawing through your deck. Did I mention that any weaknesses you draw get shuffled back into your deck? Yeah, it's really good.

Another point about All In is about its synergy with Ace in the Hole. Ace in the Hole is an extremely powerful card that gives you +3 actions! This can be clutch even if you only draw it once. Those 3 actions can be the difference between being defeated by some treachery and defeating a boss to advance the final act. If you have All In in your deck, along with a few other sources of card-draw, it is not unlikely that you can see Ace in the Hole several times in one scenario. I would even go as far as to say that Winifred Habbamock, with a high-xp deck, (going into Shattered Aeons, for example) that includes both Ace in the Hole and 2 copies of All In, feels completely busted. This is even true without DoN, but with, it's even more insane.

The other side of that synergy is that getting 3 extra actions can help you play or commit any excess cards you have in hand from All In, so that they don't just get discarded. That's generally the only drawback of using All In, IME.

The final point is that, because this card lets you shuffle back weaknesses, if you have a nasty weakness that shuffles itself back into your deck unless there are 5 or fewer cards left in it, All In can help you get through the part of your deck that is most vulnerable to repeated draws of that (perhaps between 5 and 10 cards). I'm not sure how likely you are to be able to actually wait to get to that point, but even without that benefit, this is still a good choice for Sefina, because she runs a lot of events, and so wants to keep her hand full, anyway.

Zinjanthropus · 230
Honestly, I think the biggest addition to the infinite combo is level 0 Will to Survive completely removing the risk of the autofail on the All In/DoN/Kitchen Sink test. Jenny can run it instead of the Premonitions that deck already runs, and anyone else can take with Versatile. — Death by Chocolate · 1489
Oh yeah! I did see that card preview, now that you mention it. Had not yet made that connection. — Zinjanthropus · 230
Manual Dexterity

Manual Dexterity (2) is definitely a solid upgrade to Manual Dexterity. +1, likely +1 card. Ironically, I think this card is probably least useful in Winifred Habbamock, for the following reasons:

  • She already has built-in card-draw.
  • She already has 5 (6 if you're running Lola Santiago or Delilah O'Rourke).
  • Her ability is easiest to trigger if you prioritize skills (and Rogues have a lot of these).

    • As a side note to this, if you draw a lot of cards you will often have to discard cards during upkeep, particularly if you can't commit all of your cards to any test. This is another reason why I prefer skills in Wini. Extra action generation can also help with that, though.

That being said, I liked it a lot in a very comboey Finn deck that needed many different cards to function properly (Here it is, if you're curious). It was a decent supplement to Pickpocketing (2) to try to dig out all of those combo pieces. I do think that the Level 3 version of Lucky Cigarette Case (which will also come with the Winifred Habbamock starter deck) will probably go a long way toward helping Rogues put together elaborate combos, though.

The one place where I did like it in Wini, was when taking Versatile. It's definitely a solid deck-thinner. Other options include Daredevil, though it's a little risky, and All In, which is a 5xp card, but incredibly powerful. You might want to take All In anyway though, as it's worth , can't draw your weaknesses, and can refill your hand even if you're committing your entire hand to a single test.

Zinjanthropus · 230
Segment of Onyx

Here are some piloting notes once you put Segment of Onyx in an appropriate deck (e.g. Mandy Thompson).

Typically, if you draw 1 or 2 Segment of Onyx's in your opening hand or early few turns, you will aggressively try to get the last 1-2 by searching. If you don't get any early on, it's often better to search out other cards and let the Segment of Onyx's concentrate into a smaller deck.

When your deck is large, you should use the charges only when it really helps, because when they are gone it will be difficult to collect the Segments again. Conversely, when your deck becomes very small, your threshold to use the charges becomes smaller and smaller (e.g. you might use a charge just to move 2 locations), because if you can use them all the Segments go back in your deck, and you can get the Pendant of the Queen much faster. That being said, remember that each Segment cost you 1 card and 1 resource, so you really want to get at least 2 "action equivalents" or an important time-sensitive effect (like evading an enemy that would otherwise cause trouble) from each charge, or you are not getting any net benefit. Nonetheless, I usually used Pendant of the Queen twice each time I went through my deck with Mandy Thompson, with a maximum of 6 completely spent [Pendant of the Queen](/card/06022/s in 1 game (The Blob that Ate Everything).

jmmeye3 · 631
You arent losing actions- the segments are fast. — StyxTBeuford · 13049
Sorry, that was supposed to be “one card and one resource” — jmmeye3 · 631