Savant

I have a feeling that this might be good in Finn, to get a +3 Willpower, which also could double as a +1 if you really need it. Haven't tried it out though. If you have a way to boost your Willpower or Strength value, it get's even better, but that's probably not that easy in a typical Finn deck.

elfstone · 1
It's actually +4 Willpower and +2 for anything else, because it adds Wilds in addition to the Wild already present on the card — Nenananas · 267
I've never played Savant outside of low Willpower Rogues. Outside of covering your lowest stat I'm not sure it's worth the xp, but man has it saved me against Frozen In Fear a bunch of times. — Pseudo Nymh · 67
Jenny can also use this — Jota · 7
Spirit of Humanity

This also pairs well with Charlie Kane.

Decklist: arkhamdb.com

You can use a bunch of cheap allies with a Rogue/Survivor build. Priest of Two Faths, Treasure Hunter to stack the bag with Bless.

Merrlish · 47
Lucky!

Its not new to say this is one of the best cards ever printed, its not even really original to say this is a cornerstone of survivors to this day, both are things I feel strongly about but today I want to say something else great about lucky.

Its one of the first and best examples of a card that wins you the game by doing nothing at all besides changing your approach while its in your hand.

I have many times run lucky and held it back in my hand for rounds, sometimes half an entire game, never committing very highly on tests, sitting at a gentle 60% pass rate and never actually failing to a point where it would matter, the sheer amount of energy you save, the resources, the cards and the mental strain to just play super reckless and worry about the consequences later, you will win so much faster playing that way if your luck is at least marginal.

I can't count the amount of games I've ended with a lucky in my hand staring at me, gathering dust and looking back at how demolished the level was.

Its gotten to the point where lucky is SO good at making me win, I don't even include it in decks any more, it is perhaps to me is the only card in the entire game that simply by having had it in a previous deck (and no longer running it) I still get a massive benefit from it, simply by allowing myself to experience that risky, devil's gambit play style.

Lucky, it used to make me win games by sitting in my hand doing nothing, now it sits in my collection, and still is making me win games.

I'm curious what other cards can say the same for other players.

Zerogrim · 295
Doomed

I've been running this as house rule alternative text on The Bell Tolls for awhile now and been having a ton of fun:

  • Revelation: Put The Bell Tolls into play in your threat area. At the end of your turn: Discard The Bell Tolls. You are defeated. Suffer 1 mental and 1 physical trauma.
  • Log, under your investigator's earned story assets / weaknesses: "But somehow, you've defied your fate..."
  • Remove The Bell Tolls from your deck and search the collection for Overzealous and place it on the bottom of your deck.

The two main changes:

  • Gives you one last turn, instead of outright death. Have had a ton of fun with this in multiplayer as the person who draws it gets to plan our their final blaze of 3 action glory!
  • Does not outright kill, but simply replaces itself with another weakness. I chose Overzealous because it's generally regarded as pretty annoying. But, narratively, I always adore the idea of a doomed investigator surviving their fate against all odds... and get a bit cocky after ;)

In defense of the original:

  • I will say, that playing it in the above way has actually made me somewhat love this weakness and appreciate the original as printed text.
  • Recently, with the right / more experienced play group, we sometimes do opt to go with the text as is and simply plan ahead for the player who drew it to ready up a 2nd investigator. Oddly enough, the act of planning out that 2nd deck, sometimes makes them eager to die and switch! :P

TL;DR: they're your cards, have fun!

iBis · 3
I like your thematic narration, but I would rather remove the weakness from the collection, should somebody be uncomfortable with it. The consequence of just taking 1 or 2 horror and loosing out on the card draw without an action tax is just too little for at least the first half of the campaign, if all you get is an "Overzealous" down the line, which you might have drawn for your level 0 deck as well. — Susumu · 381
Forewarned

There will be scenarios where its downside won't even be a true cost. I've been playing dunwich right now and in most of scenarios you don't advance the act by collecting x clues, but instead use clues for other things or just have to clear some specific place to get to the next act, so you won't even lose one action by dropping clues. Fantastic card!

Dimerson · 8