Shortcut

This card is awesome in Joe Diamond's hunch deck! It immediately saves you an action, and then another action every time you use it again. It wasn't hard for me to place it on commonly tread locations when I used it.

jmmeye3 · 631
It is still situationally useful in a hunch deck. Sometimes you will only be in a spot that has one or two exits and you don't plan on leaving it again. Due to that, I don't think it makes the cut in a hunch deck. Play it in your normal deck. — Myriad · 1226
Even if you only use it once, it's still somewhat useful (saves you one move action for free)! Therefore, it's less situational than most of the options for the hunch deck. That's why I was so happy with it's performance in the hunch deck. It's so sad when you have to let the hunch go... — jmmeye3 · 631
For me, the problem is that for many hunches you want to be on the right location (have a clue on it or have an enemy on it). Then Shortcut is very useful to have in your hand. It enhances your flexibility a lot and therefore also helps playing the hunches. — trazoM · 9
I agree with trazoM - the flexibility it adds to your hunch deck by being in your hand seems much stronger than the value of it being in your hunch deck - especially if you are running the chunkier (but high impact 3 and 4 cost situational insights in your hunch deck). — Death by Chocolate · 1489
Plus it's actually easier to draw this in your opening hand than it is to draw it from the hunch deck. At the start of the game, 2/11 chance you draw it from your hunch deck versus about 3/10 you draw at least one in your opening hand before mulligans. After mulligans, and combined with Studious, NSU, Rook, Eureka!, etc. and it's not even close. You definitely main deck this in my opinion. — StyxTBeuford · 13049
Esoteric Atlas

Esoteric Atlas takes a hand slot, so to be usable and worth an XP it must be good. It gives you 8 moves for 3 resources, a card, a play action and 4 moves actions (9 clicks), so you lose -1 net economy overall (not worth using only to get more moves). If you use Daisy Walker’s free action, the math changes to +3 net economy, which is quite good, but only if you didn’t need to use her power for a different time. The major benefit it offers is it allows you to skip locations, thus avoiding enemies that are present. If you just want to turn resources and a card into moves, Pathfinder and Shortcut are more reliable way to get free moves.

Overall, I think only Daisy is excited about this card. It helps to balance her poor combat. Given relatively limited options for tomes, she may want to take 1-2 of these as early upgrades.

jmmeye3 · 631
Daisy loves it. It also is great with the event that came out this cycle. Really solid upgrades for Daisy abound. — Myriad · 1226
"I've had worse…"

Just a great addition to the card pool. Guardians that were previously interested in "I've had worse…" now have a stepping stone, and Diana Stanley can also take this.

For most of our Guardians, this card can serve as protection against horror and economy, two things they really need. For Mark Harrigan, he might be interested in avoiding damage sometimes, just to make sure he doesn't flip Sophie.

For off-class Guardians, I've already mentioned Diana, who can use this as a canceling effect. Otherwise, "Skids" O'Toole, William Yorick and Joe Diamond can all take this. I don't think any of them combo particularly hard with this card, but I think all of them could take it and have some us for it.

Finally, as this is Spirit traited, Calvin Wright can take this... and that's amazing. From what I've seen, Calvin is all about riding the edge, pushing your damage and horror up high without dying. This lets you avoid two points of damage or horror, letting you stay alive for just a bit longer.

Veronica212 · 300
Nice review! I'm especially interested in using this with Diana, who really needs the resource boost. — jmmeye3 · 631
Probably should have saved some XP for this in TCU. Hypnotic Gaze is one of her weaker cancel cards, and I would've happily upgraded into this instead. — StyxTBeuford · 13049
the max outcome would be 2 resources or 4 resources ( 2damage +2horror)? — toriano · 3
I've played one scenario with this in Diana, and it was great. — Katsue · 10
@ toriano: the card says "and/ or", not "and", so that clearly means a total of 2 (two damage or two horror or one damage and one horror). Regarding Diana: I think, it is not a coincidence, that the 4 XP version is from Dunwich, while this one is from her cycle. They intentionally downgraded the card, so that she could take it. — Susumu · 381
Decorated Skull

To analyze the skull, we consider the cost and the benefits. The effect of the skull is that each time you spend a charge, you gain a resource and a card. But anyone can spend an action for a card or a resource, so the real benefit of the skull is that it gives you the other one as well. This means the skull gives you one of whatever you least want at the time – if you really want a card, you could have spent the action getting a card even without the skull, the benefit of the skull is that you also get a money. If you wanted a money, it gives you a card, and if you really wanted an action, you aren’t going to spend that action on the skull, so the skull is useless. So the upfront cost of the skull is a card and an action to play now, and the benefit is to gain one of whatever you least want, in the future, for each time you use it. So using the skull 3 times is kind of breaking even, you would want to use it 4 times to feel excited about taking the card. And since the skull is useless when drawn late, if you draw it early you want to use it at least 5 times to think it is a good card.

In my experience, it is very possible for a combat character (in a 4-player party) who plays the skull early to pick up 5 charges – indeed, to pick up all the charges they can handle. The real limitation is the actions you have to spend to use these charges. The analysis above is that if you would have to spend at least 5 actions gaining cards and/or resources, after you start gaining charges, to be happy with the skull. And that assumes you would have been happy spending the actions even without the skull (otherwise the skull really isn’t practical at all). But in my experience, most characters are kept very busy, and don’t spend that many actions over the course of a scenario drawing cards or gaining resources – and when they do, it is often at the beginning of the mission when the skull wouldn’t have charges. It is a special sort of character who has that much free time during the mission.

The Decorated Skull isn’t the sort of card that is really going to blow anyone away with its amazing power, you aren’t missing much if you never use it. But it can be fun and useful for a very specific type of character – a dedicated monster killer (so you put yourself in the right place to get lots of charges) who can’t investigate (so you have free time) and who is in a party with plenty of ways to deal with monsters (so you aren’t under constant pressure to save your friends, and thus have more free time), and who doesn’t need the accessory slot for something else.

ChristopherA · 113
It's worth noting that Akachi can take this card. In her hands it's a lot more useful because it stats with a charge as soon as it hits the board, it can be discarded with Spirit Speaker as a free action to liberate all its charges as resources and it also serves as a handy charge bank for if you want to play Torrent of Power. The only drawback is that it competes with other powerful cards for the accessory slot, but I think it is probably worth it. — Sassenach · 180
I finally found the combo where I prefer Decorated Skull to LCC. Haste combos with Decorated Skull. Typically you need two Fight actions (using weapons) to kill an enemy. I rarely have other cards in play with other Action --> activations on them but Decorated Skull has one and you can use the free Haste action to collect your card/resource. I really wanted to like this card but I rarely had enough actions to get it into play or collect but Haste changes that. — The Lynx · 993
Henry Wan

While Henry falls direly short of playable on his own, he's intended to synergize with Mystic cards that manipulates the chaos bag such as: The Chthonian Stone, Protective Incantation, and Seal of the Seventh Sign. You can potentially modify a chaos bag to have only a 10% chance or possibly 0% chance of drawing a symbol. Henry could, given the right circumstances, draw/gain 10 cards/resources in any combination of your choice. Henry's more of a theoretical 'this is very unlikely but amazing when it does happen' rather than reliable and generically powerful ally like Leo DeLuca.

Agreed, but outside of multiplayer combo comps, we’re probably not going to see much of him since the only Mystic who can run him is Jim - and his ability strictly incentivizes wanting more skulls in the bag - not fewer. Sefina is also a consideration at the moment, but she can’t run SotSS. — Death by Chocolate · 1489
The problem is you have to seal 6 or so tokens to pull off a good combo. For every token you pull out, you lower the chances, but there's also less to pull from, so in a bag of 16 if I pull all the symbol tokens out aside from the autofail I've got a 1/11 chance of pulling the autofail, then if I don't it's 1/10, then 1/9 etc. To really make this card go off you have to get every single one of them out, otherwise it can too often whiff. So you'd need a Seal of the Seventh Sign which is already a mathematically terrible card to run) , 2 Cthonian Stones, 2 Protective Incantations (which on their own are costing you resources) and one other sealing effect (might require another set of cards, I'm not certain). After all that you get to dump the contents of the bag on the table and grab 10 resources/cards per action, which for the sheer investment and opp cost required is still terrible. So I guess early on in a campaign it's more doable (if someone runs Mateo for Seal) given that there's less symbols in the bag, but even there you have to rely on drawing all of these cards that, largely on their own, are not very good anyway. The only time I see this working is in a team of 3 Mystics (one of whom is Mateo) + Sefina, all of whom have their own set of cards. So... basically never. — StyxTBeuford · 13049
The Cthonian Stone is unique, so we only have access to 4 total spooky seals in a party. — Death by Chocolate · 1489
Yeah the problem is the cost/benefit ratio. A Protective Incantation will cost 1 resource but unless there's a critical mass of tokens out of the bag will in return gives Henry less than one extra draw so the net is negative. Chthonian stone and the Seventh Sign both help, and some campaigns run fewer bad tokens, but all told he just isn't worth it with the current card pool. The odd thing is like most rogues he has a potential to go nuclear with enough combo pieces but there's always risk there at the cost of one action unless someone can get ALL of the negative tokens out of the bag (it's scary enough drawing one token out of the bag, and Henry needs you to draw 4 or so to be worthwhile). — pneuma08 · 26
Wow yup Cthonian can't even be duel wielded so that limits things even further. So yeah, I don't see this happening any time soon. — StyxTBeuford · 13049
I've seen it happen, but I don't think it was really worthwhile. Or rather, the part of it that was worthwhile was not having to deal with the autofail and whatever the worst symbol token was. — Katsue · 10