Grisly Totem

There is a lingering question as to how this interacts with Take Heart. By rules as written, Take Heart's effect happens in step 7 of skill test resolution, same as the totem, and thus you can order the effects as you like in order to gain the benefit of Take Heart and take it back to your hand. Since there seems to be some uncertainty in the community as to this ruling, I'm going to consider this card both with and without this combo. Though my suspicion is that, since the rules as written support this combo, it is likely to stay.

So this is the long awaited (by me at least) upgrade to Grisly Totem. I think a lot of people were overly negative on the level 0 version of this card, which I felt was fairly powerful if not game changing. I think, on the contrary, most people are in agreement that both upgrades to it are strong additions to their respective factions.

The xp cost, the slot used, and to some extent the effect of this card make a comparison to Rabbit's Foot inevitable. Both are 3xp Accessories that go some way to insulate you against failed skill test. In the case of Grisly Totem this is by allowing you to "take back" a card after the result is revealed; in the case of Rabbit's Foot its by allowing you to draw a new card to replace the one's spent.

So where do they differ? Well, first of all Grisly Totem also helps you to pass the test, rather than just making failure less painful. In addition, Grisly Totem can be used in the aforementioned Take Heart combo as a way of generating cards and resources each turn. The Totem however costs an additional resource, while having for the most strictly worse icons. In addition, Grisly Totem only protects you from wasting cards on skill tests, it doesn't help you if you aren't committing cards to a test and it doesn't do anything to mitigate the wasted actions. Rabbit's Foot on the other hand can be used on any failed skill test, however important or unimportant it was. This allows it to be used on very high difficulty but low impact skill tests as a way to proactively dig for cards. Rabbit's Foot also has relevant combos, with cards such as Drawing Thin and Double or Nothing to allow it to act a pseudo-tutor effect.

I think that if you ignore Take Heart combo, Grisly Totem seems to stack up somewhat poorly against Rabbit's Foot in the general use case of softening the blow of failed skill tests. However, I think that Grisly Totem does have a niche where it substantially outperforms Rabbit's Foot. In my previous analysis, I was treating the value of a skill card returned to hand as roughly equivalent to digging for a card to draw. However, this may not always be the case. If you are for instance playing a Double or Nothing combo deck, returning your Double or Nothing after a is revealed is much more valuable than digging for a replacement card, for instance.

The other case where I think Grisly Totem outperforms Rabbit's Foot is when the additional skill icon is going to consistently matter. This means that you need to be playing a deck that plans on somewhat aggressively committing skill cards to tests in order to pass them. The obvious candidate here is Silas Marsh, which makes sense given that the second effect on this card is essentially a slightly different version of his investigator ability. However there is a case of diminishing returns here, since in order for this card to be maximally useful you would need to want that effect twice a round rather than just the once. Another investigator who often plays a lot of skill cards is "Ashcan" Pete, as he can use skill cards to boost his investigate actions with Duke, where other tools don't stack. It's also worth mentioning that due to the Blessed trait, Father Mateo can take this card. I'm not particularly convinced that this card does anything he wants, particularly since he has access to a lot of powerful accessories from his main class already, but its worth bearing in mind in future.

So all of this is assuming that the Take Heart combo doesn't work. However, as I said above, it currently does and likely will continue to. So in this case, it costs 2 upfront and then generates you 2 resources and 2 cards every turn from then on provided you fail a test. This is clearly extremely powerful. The caveat here is that unless you draw a treachery card with a test you're okay with failing then you are going to have to spend an action on doing so. Still, an action for 2 cards and 2 resources is well above the curve even for 3xp. For example, Jewel of Aureolus provides 1 card OR 2 resources once per turn on a 3xp accessory, for one more resource, and far less reliably. And that card is still pretty good! Of course this requires two cards, but Take Heart is already a staple and Grisly Totem is, as described above, at at least a pretty reasonable use of xp even without the combo.

So in conclusion, in a vacuum this card is a solid if not overly flashy choice for a few main class survivors, while also being part of yet another extremely powerful resource generating combo for the class.

birdfriender · 1241
Grisly Totem

The card is amazing for Minh Thi Phan. For a skill-heavy Minh deck, the difference between having Analytical Mind in the opening hand or not is huge. The card basically acts as a 2nd/3rd copy of Analytical Mind, drastically increases the opening hand consistency. Not only is that the case, it can also be played alongside Analytical Mind, and potentially another copy of itself with Relic Hunter (and trust me, it's worth it). With that setup, Minh can draw 4 cards a round extremely consistently. It also means she can commit 4 cards each round consistently, each with 2-3 icons. It's enough to cover every other test the party makes, if not more.

Not only is the card strong, it is also very flexible. Often when I play as Minh, conversations like this come out:
Me: I can give you 2 icons.
Teammate: Great!
Me: ...Or 3. Or 4. Or 5.
Teammate: @.@
Me: ...And with a draw or two. Or none. Which one do you want?

As a side note, the card combos well with Archaic Glyphs and Ancient Stones, which are strong cards you want to include in your decks anyway.

For other , the card is decent. decks naturally include skill cards like Deduction, Eureka!, Inquiring Mind and Perception, so the card will always have some use. However, the upfront cost of 3 resources is steep. It usually is not as critical as -buffing assets like Fingerprint Kit or Dr. Milan Christopher, so you may find yourself delay playing it often enough, making it a low priority upgrade.

ak45 · 469
I think there's a case for this in Daisy as well. If running Old Book of Lore, Daisy can have a ton of card draw, which makes skill cards attractive, which suggests a card for taking this card for even more card draw. It's another kind of engine to Dr Milan/Higher Education, and it's not Taboo. — Katsue · 10
I'm deep in a Return to Carcosa on Hard as Minh and my first 6 EXP was spent on two copies of this card. Regret nothing, intend to include this whenever I can. Icon-heavy decks are kept turning by their ability to draw cards, and this is quite the useful solution to keep your hand flush with options. — Swekyde · 65
.45 Thompson

Leo Anderson wants you to say hello to his lil friend... OK, he's reloading!

This upgrade (featuring more bullets in the artwork than the original) seems like it might be the real reason why Sleight of Hand made it onto the mutated list of taboos.

By itself, we now have a quality +2 weapon that will almost pay for itself over its 5 shots. This lets us use it early in a scenario to wipe up mooks without losing tempo in the long run, and those click savings mean it can get seamlessly replaced later on for a boss-killer gun.

An obvious combo with Venturer means that the ally essentially ends up costing 1 resource (0 in Leo). Likewise it turns Extra Ammunition (from under Stick to the Plan) into even more resources. It also turns on Bandolier in case you're Roland Banks with a couple Hawk-Eye Folding Camera or something.

This is the Dr. Milan Christopher of weapons. That should speak volumes...

The_Wall · 288
Agree with you but I think Sleight of Hand + the BAR was probably the reason SOH is in a taboo list:) — Krysmopompas · 366
It's SOH legal again! — MrGoldbee · 1487
Just how would Reliable work with this? I mean, is there any benefit other than the +2 fight?? — tasman · 1
Tennessee Sour Mash

I don't know how good this will turn out to be, but I wanted to point out that the art changes from the original on these upgraded cards; apparently 3 XP buys you a little shot glass ( survivors just get more whiskey).

The main changes here are the addition of the fast trait, an extra +1 on the defensive buff, making your molotov cocktail attack deal +1 damage, and the card has a icon in case you're in to pitching your XP cards for checks.

I can see an argument for Jenny Barnes taking this at some point because miss moneybags plays it easily, hits 6s on her stats, and it represents a nice slot-free attack that leaves her hands free for her guns or Lockpicks or wotnot.

I tried Tennessee Sour Mash in Finn Edwards and have been mostly unimpressed, although it is another illicit card to search out or recur with Smuggled Goods. The small changes here just don't feel worthy of 3 XP that could be better spent on a Lola Santiago or something.

The_Wall · 288
I'd disagree, because getting Finn to 4 is much better than getting Finn to 3, and fast means you don't actually have to play it until you need to use it — Chitinid · 14
Although never mind, I forgot that fast assets can still only be played during your turn — Chitinid · 14
Survivor folks drink straight from bottle, there is no need for classy shot glass — 5argon · 11192
I want this card to work, I love the theme, and after three years trying to do so with Finn- arguably the investigator who'd gain the most benefit- and it just never makes the grade. It feels like this here would have been appropriate for the 0XP version. But for 3XP, I think I'd rather have Moxie(3) every time; it gives nearly everything, with more versatility and less up-front investment. — HanoverFist · 746
Enchanted Blade

Enchanted Blade has been hailed as a decent backup weapon to Machete because its damage buff goes off under different circumstances, its relic trait splats pesky Poltergeists, and it uses an arcane slot that wasn't ever getting filled anyway. So how much better is the straight guardian version?

Rather than extra copies of Machete, it might be more apt to think of this 3 XP beatstick as a miniature Timeworn Brand. The constant +2 makes fighting easier in general, and the timing on the charge trigger is simply perfect. Ensuring that charges will not be wasted is fantastic. Then there is that horror heal & card draw rider that might actually tempt you into overkilling something just for some tempo or to help mitigate the traditional blue investigator sanity defecit.

This card also marks the first time that guardians legitimately have multiple paths to weapon upgrades, because previously the big two-handed guns outstripped melee weapons in performance at high XP totals, whereas now it would be perfectly reasonable to dual-wield this and the Brand (especially with Ever Vigilant helping setup). Big guns will still do better in bursts but melee weapons now have multiple +2 options and no ammo constraints so at last the power gap is lessened.

The_Wall · 288