Prepared for the Worst

I'm am firmly in the camp that this card is a must-add to literally every deck, (ok, not Carolyn.) Tutors like this are just so efficient and smooth out clunkiness. It isn't a splashy or fun card, but you'd rather run this than a less apt weapon for your deck. Run 3 to 4 weapons and a playset of this card. Yes, you can run it with 3 weapons just fine, you'll hit a weapon a vast majority of the time and you're not building your deck fretting over 5% ~ 10% chances. It makes upgrading into better expensive weapons like Flamethrower better at every stage of the game. It helps you fetch any character-specific weapons. If you're playing at higher difficulties, it really is necessary.

LordHamshire · 861
Every Guardian deck? Even Carolyn? — StyxTBeuford · 13049
I’m not a big fan of this in a starting deck if I can just run 6 level 0 weapons. Certainly as you pour xp into weapons and ou want to increase your odds of getting your better weapons, it’s good, but the power difference of lvl 0 weapons isn’t enough to justify the extra resource and action to play this. Especially on Leo, Skids, and Jenny who can easily pick up a copy later in the campaign through Adaptable. Okay, the other two aren’t Guardians, but can certainly be played as them. — Death by Chocolate · 1489
The fundamental question is whether the 3rd level 0 weapon is equal to or better than a machete or a .45. If yes, then this card is just a 1 resource tax. If not, then this card wins out (save for the fact that it is possible to completely wiff). I'm way behind on new tech, so I don't know if there's a third valid weapon option for most guardians. — Ergonomic Cat · 53
I strongly disagree that 3 weapons + 2 PftW is a good idea. That leaves you with a very high chance of PftW completely missing. The odds are NOT "5% or 10%." That is just untrue. They are actually about 30%. That's really high! — CaiusDrewart · 3185
Now, I do think this card has a good niche in the mid-to-late campaign, when you have 1-2 high-XP superweapons plus 3-4 backup weapons in your deck. PftW will then increase your odds of hitting your superweapon (not guaranteeing it, but still, it helps), while being very likely to hit something. It's nice on Stick to the Plan, too. — CaiusDrewart · 3185
But yeah, I agree with Death by Chocolate that this is actually a rather poor card in a level 0 deck. If you're playing without the Taboo list, the Machete is enough better than the other level 0 weapons which provides some reason to play this. But if you're playing with the list, running 6 level 0 weapons is a lot better even than 4 weapons + 2 PftW. Just drawing a weapon is better and more efficient than PftW -> playing a weapon, and just running 6 weapons also reduces the risk that you end up weaponless (because you don't have to deal with the possibility, however slim, of PftW missing.) That said, I could see including 1 in a level 0 deck, because it will become good later in the campaign. — CaiusDrewart · 3185
Well let's assume you hard mulligan for a weapon: You have about a 70% chance of getting one of your three weapons in that opening hand. So given that you land on that 30% and you have Prepared for the Worst on Stick to the Plan (the best place for it), then using it you have an 80% chance of drawing into your weapon (since SttP cuts your deck size by 3, so it bumps the odds here). So altogether with 3 weapons, Stick to the Plan, and a single copy of Prepared for the Worst, the chances of drawing your weapon within the first turn is .7 + .3(.8), or about 94%. So a single copy with SttP is good, but I wouldn't run SttP just for Prepared for the Worst. There has to be other tactics or supplies that you want, like Custom/Extra ammunition. And without SttP you shouldn't fall into the trap of hard mulligan-ing for Prepared for the Worst OR your weapons, because a 30% chance of whiffing while losing a resource, an action, and a card is too high risk. — StyxTBeuford · 13049
Yes, that's right. And the synergy is nice here, because Stick to the Plan + Prepared for the Worst + Extra Ammo + a high-XP weapon (preferably Flamethrower) all combine for a really nice, synergistic build. I just think this card is mediocre in a level 0 deck. Granted, if I'm planning on that aforementioned build, I will take a copy right away rather than spend 1 XP for one later. — CaiusDrewart · 3185
And in fairness it has two very relevant icons, so it’s not the worst lvl 0 card. — StyxTBeuford · 13049
Sure. I'd call it mediocre rather than bad in the early going, but then a very nice one-of in the later campaign once you have enough XP support. I do think that cutting two weapons from your starting deck and replacing them with two of these is a big trap, though. — CaiusDrewart · 3185
It’s also more than just a one resource tax - it also taxes an action which is a pretty big deal. As far as other viable level 0 weapons, Enchanted Blade is solid, and Survival Knife is a reasonable 3rd weapon. Leo can get away with rogue weapons, since he probably runs beat cops. Roland and Tommy have a signature gun. The .45 Thompson is usable too. Mark can get away with the .32 Colt. Tommy can also run Meat Cleaver. — Death by Chocolate · 1489
"I'll see you in hell!"

This card actually has a very specific space where a single copy is strong add, one that you're not even likely to cut when upgrading: playing an investigator in multiplayer who uses a playset of Taunt (like Zoey Samaras or possibly other in 3 to 4 player games) on Expert difficulty. Outside of that, the card isn't amazing. It's never as terrible as it seems, but it's probably not as good as building for survivability and consistent damage.

LordHamshire · 861
Deny Existence

Outright the most insane defense card in the game. Very good. If your deck didn't have space for Deny Existence at 0xp then absolutely grab Deny Existence if at any point you're overflowing XP.

The thing that makes this card so good is that it is such an end-all solution to so much pain. Scenarios tend to throw a limited amount of pain your way (a scenario is only going to last so long, you'll only draw so many treacheries and face so many enemies), cards that single-handedly solve a defensive problem are very strong, for the reason that they are very effective for their slot. First Aid for example (probably) completely negates your risk of death from damage or horror (or both), although it will cost you 4 actions and 2 resources. Hallowed Mirror does the same with some slot restrictions and the need to draw the cards, but completely solves either damage or horror as a problem for that investigator or a friend.

Deny Existence not only saves you pain, it removes it! An effect that deals you 2 horror, heals 2 horror instead. This is a swing of 4 horror! Often enough to get you out of the risk-zone for the rest of the scenario. Also this is just a fairly average scenario, the crazy crap that starts to happen when you're negating the loss of resources, instances of 3 horror or damage ETC it can get brutally good. Also note that those other cards are generally doing this in 3-4 actions, Deny Existence is free to play and "fast".

This is the very best emergency button card in the game, barring perhaps only Ward of Protection in the instance where it discards a big enemy.

Tsuruki23 · 2577
Ward of Protection cannot discard enemy cards, only non-weakness Treachery cards. — Ezhaeu · 50
I think he meant to link to Ward 5, not Ward 2 — StyxTBeuford · 13049
Yup :P — Tsuruki23 · 2577
Forbidden Knowledge

I can see the appeal of this card in a Carolyn deck running Peter, but even if you do include it, I think it's a card that's due to get replaced pretty quickly. Depends if you're planning to go with Ancient Stones. If you do, you don't need this card once Ancient Stones (Healing Horror version) is up and running by scenario 3. Which begs the question...if it's going to take up a slot, why not find something more interesting to put in there? You'll make money with Peter solo anyway in the meantime. And if you're running Painkillers, this makes this card even less appealing. Carolyn deck building can be tight, but I favour trying out some esoteric cards that could help now and down the road...maybe a True Grit for versatility or Inspiring Presence to heal up and ready Alice Luxley if she's in your deck. In short, this card feels like 'immediate gratification' and even a bit superfluous, and would be neat to try other strategies with Carolyn.

Krysmopompas · 366
I dont follow as to why this card is redundant with Ancient Stone. It doesn’t take up a hand slot and Ancient Stone can heal the horror this dishes out if Pete isn’t around. I’d argue if you’re going Stone that it’s Pete who becomes redundant, in which case Carolyn could afford to run Xavier or Alice instead. — StyxTBeuford · 13049
I just ran Carolyn through Return to DL and TCU, and using Charisma with the Alice/upgraded Pete combo early gives a nice +1 to Will and Intellect, as well as the Agility bonus. That's more of a boost than 4-8 resources for me....with Pete doing double duty on stat boosts and sanity heals, plus Ancient Stone healing everyone, the resources were starting to roll with scenario 3 both times. I didn't miss this card from then on, although depending on your strategy I can see a case to add them in the early going. But I had a couple of Delve too Deeps in there instead; the 15 max seeker/mystic cards were a factor in weighing best fit. — Krysmopompas · 366
I still disagree. This alongside Pete or Ancient Stone is equivalent to Lone Wolf. You spend one card and one action for 8 resources across a scenario, about what you would expect net from Lone Wolf most of the time. Less potential than Lone Wolf, but twice as fast so drawing it late game is still good. The question becomes where you spend the resources, not if you need them. Dynamite Blast is resource hungry, and there's always Keen Eye. — StyxTBeuford · 13049
I also feel that I need to clarify you weren't taking resources every time Carolyn healed, She gives resources to the person being healed, therefore not always to herself. Forbidden Knowledge + Stone/Sylvestre is great for generating your own resources. — StyxTBeuford · 13049
You generaly NEVER take this card because it generates resources. You take it because it deals you horror. — Adny · 1
Painkillers also deals horror, maybe not as fast though. And it heals you at the same time. For the resource problem I just pick up one Emergency Cache that will eventually go on Stick to the Plan. One action = 3 Resources, 2x Let Me Deal with This to let you take the will tests of your colleagues, and the general horror of many scenarios and I'm still in the camp of not missing this card. — Krysmopompas · 366
Painkillers are very nice. But Forbidden Knowledge works without using an action, which is huge. There are action windows in every phase, so this card lets you trigger a damage during any phase that you want. But really free actions are the strongest thing you can have in the game, so the fact that you don't have to use an action to take the horror is huge! — Ergonomic Cat · 53
I dont see why I would ever run E Cache over this. 2 resources basically right now and then for 3 turns afterward versus just 3 now. It’s not even close to the same. — StyxTBeuford · 13049
Also it is worth noting that Painkillers also work without spending an action. There’s not really a good reason to not run both though for people who want horror. — StyxTBeuford · 13049
you have to be hurt to use Painkillers. — Adny · 1
Yes, that's true. Partly why I prefer Forbidden Knowledge over Painkillers. — StyxTBeuford · 13049
Flamethrower

Flamethrower is, in my opinion, the best Guardian XP card by a large margin. Of course, I'm hardly breaking any ground with that statement. But I can't resist writing down in just one more place how amazing this card is.

A while back, I wrote an enthusiastic review of Lightning Gun, saying that 3 damage per action and massive bonuses to Combat were some of the most important tools for success on Expert. Well, Flamethrower outclasses Lightning Gun in almost every way. 4 ammo over 3 ammo is very nice. Costing 4 resources instead of 6 makes a huge difference and really accelerates your opening setup. But 4 damage per action instead of 3 is the real win. There are a LOT of 4-health monsters out there, and this card makes them seem pathetic. These are the most powerful enemies the game has to throw at you, and with this card you trash them in one action and wonder what to do with the rest of your turn! Vicious Blows start to rot in your hand, unused and unneeded. It's ridiculous.

And I haven't mentioned the upside of sometimes roasting two or more monsters in an action. It won't happen every scenario, but it's very nice (and very fun) when it lines up.

You also get very good skill icons. I don't care that much--I would play this card if it had no skill icons at all--but it does make for a nice combo with Well Prepared.

You do lose out on some to-hit bonus compared to Lightning Gun, but +4 from Flamethrower is still awesome and will get results on Expert.

You also lose out on a body slot. This means you can't run Bandolier. But I didn't like Bandolier with Lightning Gun anyway, so that's no great loss to me. If you have a well-stocked Flamethrower, you really don't need other weapons. You lose the ability to run a Flashlight or the like. In solo, that does matter. In multiplayer, I don't care about that at all. You'll help your teammates far more by efficiently roasting all enemies with Flamethrower than you would by investing in some dinky investigation asset. (Of course, you do want to have some other assets in play, so you don't lose Flamethrower to some Crypt Chill effect. But there are plenty of good options that don't take up hand or body slots.)

As for the "must be engaged" requirement: not a huge deal. Most of your combat was against engaged enemies anyway, the massive action compression of Flamethrower more than makes up for the odd extra action you might have to spend, and Guardians even have some nice little events like Taunt and "Let me handle this!" that can help out if you feel it's needed.

A good way to build around Flamethrower is to get Stick to the Plan, and attach a Prepared for the Worst, an ammo card, and an economy card to it. Another very good support card is Beat Cop II, which not only helps your Flamethrower attacks land, but also saves ammo and actions by taking out small enemies for you. And I would be remiss if I didn't mention Double or Nothing...

CaiusDrewart · 3185
I agree. I actually think it needs Tabooed. I think the large upfront cost and the non-Lovecraft nature has meant fewer people have run this than they should. It is so strong it makes other end-game Guardian decks pointless by comparison. — duke_loves_biscuits · 1278
I agree on the Taboo list. I've recently build around this card in two separate Dunwich and Carcosa campaigns, and it was amazing how it just melts monsters and takes so much of the challenge out of Expert difficulty. It makes it so easy for a sole Guardian to cover basically all the monster-slaying for a 3-investigator team, something that was otherwise very hard if not impossible to make work. It's just so so strong. — CaiusDrewart · 3185