Leather Jacket

That might be just the right choice for a body slot for Dexter Drake. It saves an action and solves one of the issues of Dexter - low health. It does directly compete with a very Dexter-ish Living Ink. It may depend on the campaign and how your team is composed, but in true solo pure 6 health is a bit low and occasionally you may find yourself dead. Is the extra +1 from Living Ink enough to cover your weak body? Depending on your other deck choices it may go both ways. For now I think I'm more happy with the Leather Jacket, providing extra protection and extra action.

Onetribe · 331
I would run both in dexter a lot of the time personally, both of them are only temporary effects, and ink can move to a new slot. — Zerogrim · 292
I built a Dexter Drake that runs Hallowed Chalice to solve his low health problem. If you're taking Arcane Research (or two copies of it) and In the Thick of It, and maybe even Charon's Obol, Hallowed Chalice looks amazing (especially if you can tutor 'Charm' with Molly Maxwell. — Innsmouth Conspirator · 57
Amnesia

This is a weakness I let new players redraw if it's a starter (mid campaign is still fair). As a starting weakness, this card is absolutely crippling for most classes. If you are new to the game, itll wreck you for most characters. If you know what youre doing you can manage with a few.

Guardians are hit probably the weakest as they tend to play asset heavy and low draw. Survivors are probably next as they have high recursion. Mystics can also handle this ok.

Many seeker and rogue builds, or any fast draw, however are completely destroyed by this card. It'll not only destroy any momentum you have and make you dump your hand, but will also ruin combos and be back around to punish you once again when you get the draw engine going.

For that and in those classes, this is probably the worst starting weakness you can draw and isn't fun or thematic in the slightest. For that reason, I let most players redraw this one.

Now mid campaign... it's hilarious and often a damning and very Lovecraftian punishment.

drjones87 · 189
Mk 1 Grenades

Comparison between the leveled up dynamite

Pros: -Cheaper resource cost than Dynamite with more uses. -Doesnt hit you. -Same experience cost as that card.

Cons: -Does 1 less damage than dynamite. -Cost an action and requires a skill check. -Campaign specific. The amount of times you're going to be swarmed routinely in most scenarios that aren't Innsmouth or TFA make a regular use AoE somewhat pointless. -Can't be attached to Stick to the Plan.

Overall compared to the level 4 version of dynamite, this is far inferior. Compared to the level 0 version, it's just slightly inferior.

Tldr is dynamite sticks win.

drjones87 · 189
I would see more uses in TDE, where you can be literally swarmed, than in either TFA or TIC. — Susumu · 362
You forgot that the Dynamit is played as a fast action and can target a connecting location. And the grenades cost 1 xp more and can recharged by the leveled emergency cache or a venturer. The grenades are also items so scavenging, backpack and other item shenanigans works. — Tharzax · 1
Scrying

I just realized how good this card is, it has so much depth and nuance as the game's core design depends a lot on encounter draws. The 4 phases are designed around reactively fixing unknown problems, then use whatever remaining actions left to go forward as much as possible. This card flips the phases around and now you are instead actively making progress that at the same time minimize the impact of now-known incoming problems.

Scrying is rather dependent on your team, so it is not commonly seen on decklists here that focus on card combos inside a single deck. I would like to review situations where this card gets good :

  • Overlapping roles. (Should occurs easily on 3 players+) This is so you feel like using on Scrying is better than other things and the progress is still going forward by other players. It often won't feel convincing until you get to spend to see the result of it for a few times.
  • A balanced party so you always have high affinity encounter assignment. This is mostly achieved automatically by not using the same faction and having 3+ players (I think 3 is the best as you know all assignment targets), for example :
    • Having 4-5
    • Having 4-5
    • A fighter with 2 damage weapon
    • Someone with clues (so they can drop/spend to get a milder punishment)
    • Mix of high health and high sanity
    • Someone that an entire card type (asset/event/skill) does not matter
    • Someone that don't need as much resources / cards on hand
  • You should scry early in Investigation Phase so other players can change their course of action.
    • Many encounter cards can be nullified just by moving to advantageous location. (e.g. harder the higher shroud, you are going to drop clue, the location is going to get locked down)
    • Some other cards has condition that lands on the "worst" place judging from some value (e.g. most remaining clues, furthest/nearest location, empty location), and you can go do prep work to force ties so you can select a better one.
    • They can simply group up and try to gather commit icons ahead of time. I think this is one of the most elegant use of same location commit rule and it shows why this card is in a core set.
    • If enemy has Spawn you often can take advantage of it because you can choose engagement. For example, even if the fighter get arranged a treachery test, a Seeker that got arranged a Spawn enemy can group up with the fighter ahead of time and make it drop to engage the fighter anyway, appearing as if the fighter draws 2 encounters and Seeker gets none.
    • There are locations that the effect draws treachery inside investigation phase.
  • You can disrupt "treachery combo" by rearranging. For example one treachery that adds doom to enemy, followed by an another that uses those doom for something worse. Or one that spawns an enemy, and the next one that forces that enemy to attack immediately. Usually you cannot do anything with this, and it often occurs on 3 or 4 players. You can also make some card Surge (and arrange what it surges into) or not Surge as you like as it often comes with a criteria you can play around.
  • Improves the Resource and Draw action. This is not obvious to me at first that Scrying is an enabler of these actions, just like Fight / Investigate / Move gets better with other cards.
    • When playing with expensive Event (like Backstab, Will to Survive, etc.), chance that you are lacking resources to play while you already got them on hand. Normally, you would feel spending action to gather enough resources ahead of time, just in case, won't be the best course of action. Better to wait for Upkeep income drip feed.. or is it? If you know the future though, getting resources suddenly make a lot of sense sometimes.
    • If arranging an investigator's deck, likewise you can make Draw action more compelling for someone.
    • The same for someone needed to setup multiple Asset to get going, it makes priority clearer. e.g. If you have .45 Automatic and Beat Cop to setup and having 7 resources, with a strong enemy coming, getting 1 resource and play both to end your turn may better ensure swift dispatch of that enemy.
  • You can talk about Peril / Hidden cards. (This is very thematic for having a Mystic in your team when it happens!)

Here are some more minor combos, but they should not be the main criteria whether to take this or not, this is still good even if you don't have any of these :

My friend is playing Akachi Onyele with Dragon Pole and is only including this for slot filling and Angered Spirits fodder. We were pleasantly surprised each time he decided to drink some tea, entire encounter draw is mostly neutralized using just 1 action of 1 player... This is a game with high chance of spiraling down, when you did not get spiral down, the situation at the end looks very different from the other sequence of treachery drawing. Fighter just fight. Seeker just clues. Any dump stats of anyone gets promptly patched up with grouping up and helping commits. Unspeakable Oath we just cleared was noticeably unlike any other plays without Scrying I started wondering if I missed any rules, there are so many rounds left!

5argon · 9597
I like a new (praising) view on an old card! A couple of things I would like to mention on top of your already extensive review is: I used this card sometimes with Sign Magick (3), so that if I do not need the reaction on a fighting/investigating spell, then it is always put to good use on Scrying. Secondly, I think it works also much better in solo as the action cost per mythos phase impacted is much better. Finally, one mention to the fact that you can also look at your own deck, which can be great in combination with Parallel Fates (2), Scrolls of Secrets and Foresight (1) to do some active weakness cancelling. — Valentin1331 · 67455
Underworld Support

An interesting card in Edge that was completely decimated by the release of Scarlet Keys.

The initial choice is whether you want to lower deck consistency to increase deck consistency. I'm not going to pretend to have run the numbers to see whether it's worth it for that, but Rogues' specialisation in Exceptional cards adds some amount of efficiency for finding those.

But then, rather than supporting the 'highlander' archetype a little more, Scarlet Keys came very close to destroying any reason to run this card at all.

A consistency tool like the similarly-named Underworld Market comes close to blowing it out of the water. It isn't hard to stack 8-10 weapons in that deck and focus on economy or niche cards in a fighter. It's a little harder to do so with investigation tools or evasion tools, but not impossible. And you can mix and match any of the three. The problem is that this is very hard to reconcile with Underworld Support, which would make your Market deck far, far less consistent.

Then we have the other Rogue consistency tool, Friends in Low Places. As a customisable, running a single copy makes it considerably less cost-efficient, costing 10 to fully upgrade one copy rather than two. On top of that the card itself benefits from running multiples of the cards you want to catch with it. As it only digs six (or nine) cards, if you can run two copies of what you're searching for, you're much more likely to hit it. Even in the best case of using it to dig through a smaller, Underworld Support deck, for exceptional items, you've still made it much less efficient to upgrade.

There's also the other two inefficient upgrades, Damning Testimony and Honed Instinct. While Damning Testimony isn't especially bad with Support beyond the inefficiency, using Support completely locks you out of what's probably Honed Instinct's best upgrade, letting you run it as a pseudo-myriad card.

On top of that, there isn't a single card in Scarlet Keys that makes you look twice at Underworld Support positively, except, perhaps, the limit-one Dirty Fighting, or wanting to quickly cycle Clean Sneak and not waste a whole 8xp on two copies. The only exceptional in the set is the Market itself. Even the high-cost ally is non-unique, so there's little reason not to buy two of him if you want him. Something like Embezzled Treasure is much better if you can manage to stack two copies.

It's especially a shame because the other permanents from this cycle got at least a small boost. Down the Rabbit Hole is great with customisables. Salvage is a pretty considerable boost to Short Supply decks. Guardians at least got a handful of interesting items which you can consider with Geared Up, and Vincent is an excellent new user of it regardless. Though there's little for Forced Learning decks, you can at least make the case that an extra investigate tool or a way of searching for your key cards can add some consistency to such a large deck.

I really would like to see a card or two boosting the 'highlander' archetype, perhaps even explicitly, in the next set. So here's hoping.

SSW · 209
The issue with Underworld support is that, while in theory you could sidegrade a bunch of stuff, in reality one of Rogue's best qualities is digging really fast using some specific tools (ex: Lucky Cig Case), so even if you were running heavy on exceptional cards you probably lost deck consistency. However, if anything, the existence of multiple consistency tools in SK *increases* the value of Underworld Support. Underworld market, for example, lets you very consistently get cards like Pickpocketing out, as well as getting weapons and clue tools *without* having to run 'second best' copies. It still isn't GOOD but I would actually consider running underworld support MORE post SK, rather than less, because 'more consistency tools' actually stack together, rather than conflict. — dezzmont · 210
But they don't stack together. They actively conflict. — SSW · 209
How do they actively conflict? Your deck goes down to 25 with underworld support. You then use underworld market, add 10 cards to your deck, and take those 10 cards (which, yes, need to be singletons, but that is fine), and shove them into underworld market. You still have a 25 card deck, you now just also have a 10 card side deck that lets you solve a major consistency problem for certain specialized draw tools (which, again, is the main weakness of Underworld support). — dezzmont · 210
The odds of drawing the specific card you want in a singleton underworld market deck isn't even that much worse: you see each card you desire 1 turn later than you would if you could run 2. That is a cost certainly, but that is a cost underworld support is applying to underworld market, not a cost underworld market is applying to underworld support. Underworld support is not made worse by underworld market, its just undeworld support's effect is almost always harmful to your deck in *every context* already anyway. — dezzmont · 210
You spelled out how they actively conflict, then pretended that that isn't an active conflict. — SSW · 209
They actively conflict in the exact same sense every single card in the game actively conflicts with Underworld support... yes... You have not specified why underworld market makes underworld support worse however. — dezzmont · 210
If you were intent on running an underworld support deck, underworld market *makes it better.* Your review is framed as if SK cards hurt underworld support, when literally the opposite happened. Underworld support was not decimated by the release of scarlet keys, it was *greatly enhanced.* — dezzmont · 210
I'll bite: I think dezzmont's take is correct, and also that I don't think Underworld Support is even trying to be good; it's a cute little restriction and reward for the class with the most Exceptional cards, and will likely not be a harbinger of a singleton archetype. — Hylianpuffball · 27
No, my point was that it's a shame that they printed consistency tools that further disincentivise Underworld Support rather than reward it, which they do. You seemed to read this as the reverse, somehow, that Underworld Market makes decks it's in worse? This obviously isn't true, but nobody ever made that point. Underworld Market is bad in Underworld Support decks because most of its benefits are massively reduced, so you would be better off spending the exp on something else - the same way almost all 'bad' cards are bad. You seem to understand why Market is significantly less efficient in Support decks, so I'm not even sure what point it is you're trying to make. — SSW · 209
The mistake your making is imagining the 1 extra turn it takes to draw a specific card in underworld support decks as a more significant cost than the time you gain in drawing it. In an underworld support deck, underworld market is actually BETTER in the way you care about: how much faster it gets you your cards, and in underworld support that effect is LARGER than in a standard deck, even though you get the card on average on turn 3 instead of turn 2. It also is better because its reduces the total copies of a capability you need, for example if you need a weapon as an evader you can just take a mauser and .25 in a market, while to get weapons consistently in a main deck still requires 2 more cards. — dezzmont · 210
For example in a standard deck where you can run 2 copies of pickpocketing or dirty fighting, you will find one 55% of the time in your mulligain, and on turn 4 on average if you didn't. Underworld market only gets you it 1.5 turns earlier, assuming only upkeep draw.In underworld support you will find your copy in 9 turns (and your ability to tutor and on turn draw is weaker). This means underworld market, far from being worse, swings your rate of finding it by MORE than 4 turns. The take that underworld market isn't worth taking in underworld support is just wrong, its literally one of the most impactful cards you can take. They quite literally were made for each other. — dezzmont · 210
I think a better argument would be that in term of consistency, it is market > both > support > none. In other words, yes adding market to a support deck make it better, but replacing support by market is even better. — MoiMagnus · 63