Tony Morgan

Tony Morgan is a very exciting Rogue. Not a single Rogue until now has has a higher than 3, which is strange when you consider than the class has had combat support since the core set (.41 Derringer, Hard Knocks). Before Tony, the most consistent way to build a combat Rogue was to take either "Skids" O'Toole or Jenny Barnes, upgrading into Chicago Typewriter and investing tons of resources into actions for the Typewriter or directly into Hard Knocks. Even more interestingly, Tony is the first Rogue with a stat of 5 in anything. This means the "succeed by X" suite of cards (Lucky Cigarette Case, Switchblade, "Watch this!", Quick Thinking) can trigger way more consistently in his Fight tests. And as if that weren't enough, Tony's an action economy Rogue. He gets a bonus action for fighting or engaging an enemy with a Bounty on it, which if you're conservative with your bounties will not be hard to keep up all game. Not only does that directly help with Chicago Typewriter, but it gives him the opportunity to run Colt Vest Pocket or Lupara even without holding Sleight of Hand all the time.

All of this is to say that Tony's suite of Rogue cards is fairly unique compared to his friends. There's a few Rogue staples that still work well with him, but you're not trying to turn your into damage. No Backstab, no Sneak Attack, no Ornate Bow, you get the idea. He might not be as versatile stat/test wise as Mark Harrigan, the other 5 investigator, but if you build him right, he can take incredibly long turns, fight really well, and get massively paid doing it. So with that, let me draw your attention to a few cards worth considering when building any version of Tony:

  • Kukri, Switchblade, Colt Vest Pocket, .41 Derringer, .45 Thompson - These are probably the top starting weapons for Tony. Kukri is my first choice level 0 melee weapon for him. Tony doesn't mind spamming actions at his opponent until it dies, and Kukri can let you do that in less tests. Combat boosts are generally more important than damage for him, both because of "succeed by X" cards and because closing out damage is not as critical if you have spare actions. Switchblade has the advantage of being fast and cheap, and is a good way to kill something with low fight and high health while saving ammo for important fights. The blade also acts as a good sacrifice to Crypt Chill while you have another weapon out. Colt Vest Pocket is sort of like a half as expensive .45 Automatic, and even if you only get half as many shots out of it before it leaves, it'll still save you in a pinch. .41 Derringer can be used on enemies with only 1 Bounty on them that don't benefit as much from Tony's .38 Long Colt, or to set up damage for a final Long Colt shot. Finally, if you're playing at higher counts and need to more reliably have bullets ready to go, the .45 Thompson is an easy 7 and unconditional 2 damage for 5 shots. It's harder to afford on initial set up, but it gives your deck longevity it otherwise might not have.

As a caveat here, I don't personally recommend Knuckleduster. It offers boost and the consequences for failure are quite high. Extra damage, as I said above, is not as valuable for Tony since he's fine spamming actions with his melee weapon until the monster dies. You simply can't do that with Knuckleduster without heavily paying for it in health or sanity, and there may be worse consequences than even horror in certain campaigns.

Phew! That's a lot to go through. But wait, there's more! Tony gets to pick between Guardian , Seeker , or Survivor as an off class, from which he can take up to 10 level 0-1 Skills or Events. The temptation of course is to go straight to Guardian and maximize his combat potential. The trick however is to understand that he's a fairly capable fighter even just as a pure Rogue. What you really want from this suite of cards is defense and versatility. Again, let's go through a few cards for each subclass that I think are worth looking at (note any double icon card also benefits well from Crystallizer of Dreams:

With so many choices, the hardest thing about Tony is pinning down a direction. If you're playing in a group, it'll be easier as you'll just take the path most open to you. One final tip: bring some way to track your remaining actions. You will very easily lose track otherwise.

StyxTBeuford · 418
We finally get a Rogue who can viably run knuckle duster and no mention of it? I take it over switchblade easily as I’d much rather risk retaliate at his native 5 than use switchblade to functionally swing at 3 for the bonus damage. And I’m still fine with the knuckles taking a chill to spare my guns. — Death by Chocolate · 12
Knuckleduster is solid also, probably a stronger choice than Switchblade on higher difficulties. Thompson is also a solid choice, especially with Act of Desperation. I had to narrow in on a few options. — StyxTBeuford · 418
I was considering doing an analysis of Tony but this review hits all the key points. I really think that seeker Tony is the best build by quite a margin, between that and some Lola Santiago / The Skeleton Key and he can be useful in any scenario under any conditions. You should mention Drawing Thin in the survivor pool because its the best red card in the game and has synergy with Well Connected and Streetwise; plus you'd want Resourceful to fish back your skill redo cards. Even with the possibly of the Chicago Typwriter I still think that he is yet another investigator who just rushes straight for Timeworn Brand as his first upgrade. — The_Wall · 112
Ah yes I’ll update and mention Drawing Thin, you’re absolutely right. I forgot about it because of the recent taboo, but I should still call it out. Timeworn is also a great Tony upgrade, you’re right. — StyxTBeuford · 418
Please don’t update to mention Drawing Thin. It’s an asset. — Death by Chocolate · 12
Jeez, yes you are right. This is why I shouldn't react to comments right as I wake up. — StyxTBeuford · 418
I'm not expecting it to be an optimal build or anything, but I'm really excited to use the upgraded .41 Derringer with this guy. That is a pretty cool card that has been waiting a really long time for a suitable investigator. — CaiusDrewart · 1492
It's a fun time. Borrowed Time, Quick Thinking, Ace in the Hole, Leo de Luca, Derringer, and then Pay Day just because. You'll never have to worry about chasing your Quarry again! — StyxTBeuford · 418
Easy Mark

This is an interesting one. Absent the reaction ability it’s already very close in function to Emergency Cache but with a draw ability in place of one card.

Now the set costs 1xp, the full set (which you will want) is 3 card slots and that reaction ability is pretty crucial. If you do not use the reaction it is effectively 2r for one action and a minor deck thinning. Begin to use the reaction and the card scales, 4r for an action as well as 2c thinning at two cards - 6r and 3c thinning at all three in hand.

Now the statistics are weighed against you if you’re trying to hold out for all three. Frankly you have even odds of even getting more than 1c in the first half of your deck, so that ability is quite unreliable. That’s mildly troublesome, as it means this is an economy card for the late game - generally when you want to be spending resources, not gaining them. The dream of getting all 3 is.... overly optimistic at best.

That being said a thin deck is a reliable deck. In addition this zero-cost economy card combos really well with certain recent additions to the Rogue pool. Double double makes even a single copy into a very potent card on its own, and crystallizer of dreams is happy to snap up extra icons for you.

I think it’s a good addition for an event rogue deck thats running double double and perhaps a bit sketchy outside. Probably pass on Sefina for whom it’s not a particularly high impact event, but slightly better for Tony, Skids, and Wendy.

Bonus points for anyone who get a Wendy deck to infinitely recur this for infinite cash.

Difrakt · 610
How does Wendy infinitely recur this? Her Amulet puts it on the bottom of her deck (not discard) so it’s not a valid target for itself? That said, you could still play it three times from hand, drop Amulet, and play it three times from discard for a total 12 resources and 6 cards in three actions (minus Amulet cost). — Death by Chocolate · 12
If you get to the condition where your deck contains 1-2 easy marks, have Wendy’s amulet equipped, and one copy of easy mark in hand you can keep playing the marks as you draw them. It’s actually not as hard to set this up as it sounds, if you get to 1 card in deck and three easy marks in hand it is almost guaranteed to happen. — Difrakt · 610
Okay, that’s fair. Run enough card draw to rip through your deck and then loop it. Nice. — Death by Chocolate · 12
Stargazing

This is a very interesting card. You can't talk about this card without talking about this one here The Stars Are Right which gets shuffled into the encounter deck after it is played. Arkham Horror LCG now has various types of cancellation options to choose from within the game. It is almost getting to a point where I would restrict myself to the number of cancellation effects except when playing Diana Stanley. But, I wouldn't classify this as cancellation.

In all technical sense, this card doesn't "cancel" an effect. When it comes down to it though, you are not drawing an encounter card on the turn that this causes you to draw it's counter-point card The Stars Are Right.

Ward of Protection is the standard often referenced when discussions begin with cancellation effects. So, let's see what this does in comparison even though there are many others. By comparing these two cards we can see the differences and benefits of each.

Ward of Protection is actionless, whereas this card will cost you an action. Ward of Protection on the other hand costs you a resource and a sanity (offset often with other cards that protect you or help you with Agnes Baker, but it is still a cost) whereas Stargazing has no resource cost associated with it. In that sense, the action is somewhat offset by wards other costs. You also will get this action back later when you run across The Stars Are Right and gain a resource and card. So, you could argue that it is actually action efficient. It could be another investigator that decides to take these bonuses, so it has some flexibility there as well.

Ward is useful at almost any point in the game though, whereas this card is only useful when there is enough encounter cards left in the deck (you could get lucky of course and put it on top). So, you might draw this and find yourself not able to play it. In smaller player games such as solo, this could be the 10th card down for instance and there are only 9 turns left in the game. So your action would be wasted if you were to play it. In larger player games, if you see this early then great, you will likely see it being fruitful in your game. But in the larger player count, you also dig into the encounter deck and might find it unplayable for a couple turns mid to late game. So there are some dead-opportunities associated with this card in either situation. These cases that could happen are one of the draw-backs of this card.

It's icon is something that is nice to see here but ward also has this going for it.

Some might argue that you don't know what encounter card you would have drawn in its place with The Stars Are Right. This is where using the term 'cancel' associated with this card isn't appropriate. It is basically saying that in the future, you just don't draw an encounter card that phase and you will get your banked action you spent earlier back (or something will since it is targetable).

Ward of protection is there to keep you from that "Oh sheeet" moment. This doesn't protect you from the cards you know are in that deck waiting for you. It at best delays those cards one turn later into the game.

I think that this is a nice support card for mystics to slow the dangers that are ahead of you and I think I feel better about it in multiplayer scenarios rather than the solo play and just relying on lady luck.

Bronze · 98
It's not especially powerful I think, but it is great fun. You're going to want to include a copy for sure. Also, I wouldn't sleep on the fact that you get to choose which investigator gets the benefit. That could be huge if it gets drawn at the right time. — Sassenach · 53
If you can get it early it becomes solid action economy in solo (since you're seeing one less encounter card that game, you save roughly 1 action overall). I think it'll work best in off class Mystics who are either weak in combat or weak in will. Patrice might like it, as even if she gets it too late to be worthwhile it gives her a wild icon to pitch. Sefina I believe can copy it, though if I'm not mistaken you only get 1 copy of The Stars are Right per Stargazing in your deck, so you'll be making the original card a dead effect. Mandy's Will is just okay and she's quite afraid of enemies, so it could work for her as an early upgrade. — StyxTBeuford · 418
There are two copies in the box, and it's a bonded card so it wouldn't go in the deck anyway. I do kinda wish this could be played 3 times though, it would be incredible with Dayana Esperance. — Sassenach · 53
Right but to have two copies of Stars are Right set aside, you need two copies of Stargazing in your deck, otherwise you'd only have 1 copy of Stars are Right set aside. — StyxTBeuford · 418
Has there been a ruling on that ? All that it says in the rules is "if your deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of the game", which can be interpreted differently to the way you described it. I don't see that it would necessarily preclude one copy of Stargazing from being used twice. — Sassenach · 53
I think that's how I would play it for now. It makes sense that if you buy one Stargazing your bonded cards only include one copy of Stars are Right. — StyxTBeuford · 418
The Stars Are Right has bonded to this, but not the other way around. If you had one copy of this and played it twice through various shenanigans, you would add two copies of The Stars Are Right to the top 10 cards of the encounter deck. — The_Wall · 112
Kleptomania

I love the design of this card. All the new basic weaknesses are great actually, I can't wait to play them. This is genius though. Arguably it's not even a weakness. Imagine having this in a group that includes Preston or Jenny. You can turn it into a resource engine. At the same time it opens up some serious grief tech combinations along with "You owe me one!", "You handle this one!" etc, if you want to have fun screwing over your friends. Probably not recommended, but it's great that this exists.

Sassenach · 53
Our Sefina Rousseau whose already got two of Another Day, Another Dollar drew this late in our campaign. The rich get richer. — StyxTBeuford · 418
Mandy Thompson

I remember all the times

Needing what I couldn't find

One-ofs in my deck, like Cunning Distraction

Wasting all my time on draw actions

People say that I should choose

Cards that search for what I use

I tried No Stone Unturned but it needs to dig deeper

I tried out Mr. "Rook" but he drew my Amnesia

Oh Mandy

When you're near you make search cards worth taking

Don't move further away

Oh Mandy

Now I have no frustration locating

The cards that I want to play

Oh Mandy

You can use Old Book of Lore

Not just Daisy anymore

And when I want to find those crucial three items

My Backpack searches nine so it's easy to find them

Oh Mandy

Well your weakness can stop you from searching

Get it out of the way

Oh Mandy

Then you're free to do occult researching

Testless clueing all day

Oh Mandy

I bounce Renfield when I play a Calling

Two more allies for the team I'm forming

Oh Mandy

Well you don't modify Scroll of Secrets

It says to "look at" you see

Oh Mandy

If you don't want to trigger your weakness

Play your Eurekas on me

Oh Mandy

You can put 50 cards in your decklist

That's too many for me

Oh Mandy

But you help me find cards that my spec missed

So I need you

Jaxtrasi · 9
You cannot put Renfield. Only skills and events for your secondary class. — Ezhaeu · 17
The singer isn't Mandy, the singer is singing *to* Mandy. You're right that it's confusing though. — Jaxtrasi · 9