First Aid

I am no fan of the level 0 First Aid. It's one of the least efficient cards in the game.

With that said, I could see this upgraded version having a place in a Mark Harrigan deck, especially one that is running two copies apiece of Ever Vigilant and the upgraded Beat Cop. Ever Vigilant makes First Aid reasonably cheap, if you draw both of them, and if you're healing the Beat Cop, the action cost is easily worth it. Plus, you can solve Mark's horror problem at the same time. And in multiplayer games Mark sometimes finds himself with a little downtime, so to speak, when there aren't any monsters on the board and the rest of the group is just trying to get clues. This is a nice use of that time. It also looks a lot better if Mark has already taken some trauma, of either variety.

I wouldn't rush out and buy this first thing. I think you need to buy Ever Vigilant and Beat Cop first for this to start looking good, and I would probably grab the supremely efficient Stand Together and "I've had worse…" first, not to mention an XP weapon or two. But as a late-campaign purchase once you have the appropriate infrastructure around it, I kind of dig it.

CaiusDrewart · 3253
First Aid

I keep finding First Aid a huge sink of actions for very little. It costs 1 action to play, 3 actions to use, and 2 resources, for 3 damage or horror. Compare that to Uh oh, Bandaid Time, which heals 2 damage for 1 action, 2 resources, and can be used to heal Allies. Seekers can run Armchair Counseling, and Rogues can run Delicious Booze. And those are just for healing others; #Opium and #Heroin can shove that damage onto allies, Fearless for Mystics, Ted and Leather Coat for any Survivor... So much out there that just completely blows away First Aid. Maybe we can get an upgrade that lets you spend resources to turn it into a shocky ability instead. (Fast triggered. Sideways lightning bolt. Sith handshake, I dunno)

... The upgraded version of First Aid is already there. They just posted it (Pallid Mask). — aramhorror · 714
Jim Culver

Jim is frequently under-estimated, and for two main reasons:

  1. Most people play on Standard, where his special ability is not as important.
  2. People miss the single most important thing to know about Jim!

The single most important thing to know about Jim is that the particulars about his character make Grotesque Statue super powerful. There are 3 key reasons for this:

  • Jim can use Scavenging to pull Grotesque Statues Back
  • The fact that =0 shifts the mathematics of the chaos bag in such a way that you are extremely likely to prevail when you get two draws. In fact, since =0, you are very likely to prevail by 2 or more, and since Grotesque Statue goes to your discard pile immediately, you can actually use a Grotesque Statue pull to get a Grotesque Statue back!
  • Double the draws means double the chances for tokens. This is less important now with Carcosa out, but earlier it was very important to get to activate Jewel of Aureolus. Now, with Uncage the Soul, this is less important.

Once Jim gets a statue, he is essentially (invincible) [arkhamdb.com

FBones · 20130
"Now, with Uncage the Soul, this is less important."...could you explain this statement a bit? — KillerShrike · 1
KillerShrike: If I may speak for FBones, I think he's suggesting that triggering Jewel of Aureolus was previously really important for the sake of Jim's economy, but now that Uncage the Soul exists, Jim's economy doesn't need the help as much. — CaiusDrewart · 3253
I think the suggested Grotesque Statue + Scavenging build is super clever, but it's also slow and XP-intensive. Other investigators can be more effective at less expense. Overall I can't say that Jim's special ability is good. Compared to what other investigators get, getting better results (often only slightly better) on 2 or 3 tokens is not much. — CaiusDrewart · 3253
Sefina Rousseau

I'm writing this review because there is one critical thing that no one else has mentioned:

The Painted World is a Spell. This means you can pull them using Arcane Initiate! If you get a Hot Streak in your opening hand [60% chance if you have 2 of them and no story assets], this means you will often get to play 4 Hot Streaks in a game. This, along with the availability of Uncage the Soul) makes Sefina richer than Jenny Barnes.

With Streetwise and either Moxie or Arcane Studies, this means Sefina can pump any stat except . With a Spirit Athame she can investigate for 2 clues with a skill of 6 using Rite of Seeking once a turn [which is the most you want to do anyway since you should always use Rite of Seeking on your last turn].

Similarly, with a Spirit Athame, she can attack for 2 damage with a skill of 6, but only once per Athame. If you need to take down a big creature, you would dip into your massive resource pool for the second attack.

The fact that she can copy tons of awesome cards (Drawn to the Flame, Ward of Protection) along with Hot Streak makes Sefina the first super-powerful non-seeker in the game!

FBones · 20130
I just don't think this prediction for Sefina holds up, sadly. I think her power level is still quite low at the moment. She's also wildly inconsistent scenario to scenario. If your whole plan depends on getting Hot Streak in your opening hand and at least 40% of the time that won't happen? That's a big deal. — CaiusDrewart · 3253
Recharge

I've used this card in my sefina deck for 3 games so far and noticed the following:

  • Has a ~2/3 chance (depending on chaos bag) to function, so can be like a cheap 3rd or 4th copy of Shrivelling or Rite of Seeking.

    • Don't use it on cards with charges left, as this may kill the card with the charges
  • As a spell, Arcane Initiate can "find" it
  • It has two icons, so it's nice to commit to most spells
  • As event, it can be used with Sefina Rousseau ability
  • Grotesque Statue can be used to increase the chance of recharging the spell (but sefina cant play the statue)
Django · 5243