The Harbinger

In case any of you were thinking of using Transfiguration on Norman, this card prevents that. Once Transfigured, as per the FAQ, his weakness goes back on top of his deck face down every time you draw it, preventing you from ever drawing cards in your deck again, unless someone can help you shuffle your deck or discard the top card of your deck. i.e. Scroll of secrets, scrying, foresight, parallel fates are ones he has access to.

kongieieie · 26
Also split the angle. One of his signatures. Also anything that searches and shuffles his deck will buy you time to draw one of the above cards. Some deck searches are eureka, old book of lore, practice makes perfect, to name a few. — NarkasisBroon · 11
String Along

This card should be a good addition to an evasion build, as its core strength is that it can combo with evasion events and assets to boost the test and add a card draw. This helps with succeed by 2, and especially good if you are trying to drag an enemy around to locations with clues.

Some particularly good in-class card combos to try:

Disguise

Slip Away

Sneak By

Blur

Looking forward to testing this out in an upcoming || Jenny Barnes run.

Time4Tiddy · 249
Disguise and Slip Away are the best examples in my opinion, since you bother even less about not disengaging :) — AlderSign · 391
Doppelgänger

Dirty Fighting doesn't specify "at your location" so ... you can trigger Doppelgänger to evade an enemy from an other location and then trigger Dirty Fighting to fight it, right ? Even if this enemy is Aloof.

On the opposite, Lucius Galloway gets the clue at his location.

I think a more standard use is to put it in a deck that gets clues thanks to the presence of an enemy (Fake Credentials, Followed, ...) : you lay Doppelgänger on high-shroud locations and when an enemy enters one of them, you teleport there to try to get the clues. And you can eventually combine it with Obscure: teleport to the location, engage, evade, and then get your clues.

AlexP · 277
I think what's really (too?) strong about this card that it goes back into your hand. — AlderSign · 391
Indeed: Myriad already gives 3 uses per deck cycle. — AlexP · 277
Mob Connections

There are a lot of targets for this card: arkhamdb.com

But as all Ilicit assets are almost all Object assets (and all for the ones with uses), I think Mob connections shine with Joey "The Rat" Vigil: use Joey to discard the asset and get 2 resources, attach it to Mob connections, spend an action to draw it, and then use Joey to play it for an additionnai ressource. So 1 action and 1 resource to replay an empty Illicit asset.

See for example my review on Gatling Gun.

Sadly, it doesn't work with Fence (as Joey doesn't care if the asset is fast or not) unless the asset in fast, in which case you pay 1 resource less.

AlexP · 277
Gatling Gun

I have never been a fan of guns with a bunch of ammo as they usually are not very impressive when you math the damages / enemies killed per "magazine": up to 8 with a .45 Automatic, up to 16 with a Flamethrower ... and up to 12 with a Gatling Gun. But a Venturer gives you 6 damages / 12 damages /3 damages respectively.

I Think the only good thing I see with this card (apart from Sleight of Hand if you don't use the taboo list): Joey "The Rat" Vigil + Mob Connections:

  • play the Gatling,
  • use it,
  • use Joey to discard the Gatling and get 2 resources,
  • attach the Gatling to Mob connections,
  • spend an action to draw the Gatling,
  • spend a resource to play Gatling again with Joey.

So basically 1 action and 1 resource to get from "I have an empty Gatling" to "my Gatling is full of ammo".

But I'll probably keep fighting mainly with Tony's Colts, Mauser C96, and a couple other ones, with Vicious Blow, Delilah O'Rourke to get more than 2 damages.

AlexP · 277