Silas Marsh

I am not sure if someone has ever brought this to the wider audience... but I am pretty sure no investigator comes even close to Silas when considering the capability to build a combo that absolutely brakes the game [and he needs no more than 7XP to do that]. [Disclaimer: taboos are disregarded.]

Hear me out.

  • Cards required for the combo:

Sea Change Harpoon

Quick Thinking x2

Resourceful x2

Inspiring Presence

Helping Hand

Schoffner's Catalogue x2

Eucatastrophe

Versatile x2

"Watch this!"

Joey "the Rat" Vigil

  • Setup:

one available action

five resources

in play: Versatile x2, Sea Change Harpoon, Schoffner's Catalogue with five secrets, Joey "the Rat" Vigil

in hand: Quick Thinking x2, Resourceful x2, Inspiring Presence, Helping Hand, "Watch this!", Eucatastrophe

in discard: Schoffner's Catalogue

  • Execution:

initiate Fight action from the Sea Change Harpoon,

commit all the skill cards from hand [including three resources with "Watch this!"],

with combat value of 17 and Eucatastrophe thirsty for the auto-fail token, failure is nonexistent [unless playing on Expert difficulty and using a very curse-heavy bag - when failure is only almost nonexistent],

succeed at the Fight action resulting in: Dealing two damage, Gaining three resources, Gaining two actions, Adding Schoffner's Catalogue from the discard pile to hand, [Adding Eucatastrophe from the discard pile to hand if it just needed to be played to counter the auto-fail token], [Healing one point of damage/horror from Joey "the Rat" Vigil]

take Sea Change Harpoon along with all the committed skills back to hand

play Schoffner's Catalogue and Sea Change Harpoon using Joey "the Rat" Vigil's ability, two resources gained from "Watch this!" and five secrets from Schoffner's Catalogue

[use an action to gain a resource if there are fewer than five resources available because of the just played Eucatastrophe]

  • New state of play:

two available actions [one available action if Eucatastrophe had to be played]

six resources [five resources if Eucatastrophe had to be played]

in play: Versatile x2, Sea Change Harpoon, Schoffner's Catalogue with five secrets, Joey "the Rat" Vigil [potentially with one more health/sanity]

in hand: Quick Thinking x2, Resourceful x2, Inspiring Presence, Helping Hand, "Watch this!", Eucatastrophe, [Potentially an extra skill card if an Elder Sign Token or Auto-fail token was drawn]

in discard: Schoffner's Catalogue

  • Repeat for as long as there still is anything alive in range and enjoy the free actions and resources.

P.S. Taking realistic odds into account, the combo does not require all of the above cards to start working. Building a deck around the combo isn't very difficult either, it just needs to draw as much as possible and potentially keep Silas alive.

Seems like a lot more setup than just putting Quick Thinking in Amanda. — SSW · 213
and Will to Survive(3) using "You owe me one!". now auto-fail is prevented. — elkeinkrad · 497
If we're disregarding Taboo anyway, why not just loop A Watchful Peace and never have to worry about anything again instead — Nenananas · 258
Agreed, without taboo silas can, for all intents and purposes, remove the encounter deck from the game, if you want to build a dumb tabooless silas, do that. My friend ran it as soon as awp was released because he was like "quick. We've got to do a campaign before they errata or taboo this nonsense." 10/10 — NarkasisBroon · 10
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 · 343
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 · 294
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 · 63
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 · 193
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 · 193
I would see more uses in TDE, where you can be literally swarmed, than in either TFA or TIC. — Susumu · 371
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 · 10730
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 · 73624