Wrong Place, Right Time

Contrary to another reviewer, I do not think this card is an auto-include on Tommy Muldoon. In fact I think the card is rather mediocre on him. You want to be placing damage/horror directly on assets on Tommy to get rid of them sooner. Wrong Place, Right Time encourages you to place damage on your investigator and then move them off of you to defeat your assets. Waiting until you can defeat multiple assets simultaneously with Wrong Place, Right Time seems counter-productive on Tommy. You could have killed off the assets yourself to gain resources sooner and then used the two actions (and 1 card) from playing this card to draw cards the regular way. Wrong Place, Right Time may help you later on in the scenario since some damage/horror will inevitably leak onto Tommy himself, but usually I'm not very willing to spend multiple actions to draw a couple cards late into a scenario.

Wrong Place, Right Time is however a lot stronger in multiplayer when played with Tommy, when another investigator can use this to place damage/horror on Tommy's assets to defeat them.

The best use of this card is in a deck that can take advantage of the big heal, and ideally plays a lot of assets that are expendable (e.g. Leather Coat, Cherished Keepsake, Improvised Shield) and assets you are encouraged to get rid of (e.g. "Devil", Hunting Jacket, Brother Xavier, Tetsuo Mori). Hank Samson is an example of an investigator who could run this, since you can even circumvent the "no healing allowed" on the bonded side of Hank.

I am also eager to try this out on Agnes Baker, who really benefits from being able to move horror off her. Agnes Baker can also conveniently run assets like Hunting Jacket and "Devil" which work well with Wrong Place, Right Time.

Overall though, while this card may have some niche uses, the high action cost really limits the playability of the card. On the plus side, it is also 2 willpower/2 agility commit card, which is rather rare for level 0 events.

flamebreak · 23
Library Pass

Done using Scroll of Secrets? Use Library Pass and play your second Scroll of Secrets. When the first copy goes to bottom of deck, draw it out with your second copy and continue the cycle. Scavenging might be better if you have access, but this is an alternative that doesn't require passing a skill test.

Wildcarde · 5
Why would first copy go to the bottom of the deck? — Demadragon · 1
Forced - When your turn ends: Place attached asset on the bottom of your deck. — MrGoldbee · 1481
I'm still not clear on how the first copy goes to the bottom of your draw deck. The one you have in play is not the one attached to Library Pass so it's not going to the bottom of your draw deck. — stinkytaco · 1
The one you have in play is your second copy. The first copy would be attached to Library Pass and then discarded to the bottom of your deck. — Jaysaber · 7
Fake Credentials

Just since I don't see much discussion- I think this card is a good deal for Trish Scarborough. She can reliably get 2-3 uses out of it, far more with Dirty Fighting or common boosts like Streetwise or Magnifying Glass. As an alternative to Obfuscation, it means you can reliably trigger your ability even on locations with high Shroud, where an investigation success wouldn't be guaranteed- with the nice side effect of gaining up to two clues on that location if the enemy's otherwise easy to evade.

Trish has some pretty fierce competition for Hand slots, so Obfuscation does win there, but Credentials goes down a lot easier with a Hidden Pocket to defray the slot cost, especially if you're running a Tool Belt deck with other rogue/seeker staples.

At level four, it just keeps getting better, all but completely replacing Obfuscation and Pocket Telescope and very nearly outcompeting a similarly-costed Damning Testimony and Breaking and Entering.

Magnifying Glass doesn't help you here. — AlderSign · 374
Fake Credentials (4) is amazing. (0) doesn't quite do it for me, even on Trish. Lockpicks and Mag Glasses are just too good. The first time you use this you're up 3 on the test (4 book vs. 1) but adding a suspicion every time makes it really painful to get more than 2 uses out of this. As a parley, it doesn't trigger AoOs and can be a decent way to auto-evade a very high foot enemy, but if you want to use dirty fighting for the skill bonus you need to exhaust them first anyway. And you can't use it without an enemy. I'd rather run Working a Hunch honestly, unless the campaign really punishes investigate actions such that it's worth carting enemies around so you can parley for all your clues. — OrionAnderson · 112
You might also wanna look into Cryptographic Cipher, does a similar thing. — AlderSign · 374
Transfiguration

Thanks to "You owe me one!" and Black Market, you can potentially turn anyone into anyone else. Having Norman Withers pick up a copy might be the best way to set up a guaranteed hit on Black Market, or let a teammate know when to play You Owe Me One without table talk. So what is this crazy thing actually good for?

  • Access an investigator's stats and ability without having to cope with their weakness

  • Combine one investigator's signature card or deck building options with another's abilities.

  • Swap in or out of Investigators whose abilities affect set-up, are one-shot, or have notably better value in the late game or early game.

  • Theoretically you could just take it as a toolbox card planning to adapt yourself to the needs of specific scenarios. But it's probably not really worth it without a plan.

What am I most excited for?

  • Turning Preston Fairmont into anyone who's not Preston Fairmont. You get real stats + a special ability + remove the handicap on normal resource-generation effects. The same "My ability is really a permanent" trick works to bring Lily Chen's disciplines or Luke's Gat Box into any other investigator.

  • Turning any mystic into Patrice Hathaway so you can draw 5 cards per turn with a lean deck and access to level 5 purple.

  • Turning other Seekers into Norman Withers or Monterey Jack to get their powerful abilities without thier deckbuilding restrictions.

  • Turning Sister Mary into Michael McGlen?

  • Turning anyone with a lot of healing directly into the second-stage versions of Hank Samson, or turning Hank Samson into someone else to get around his no-healing rule.

OrionAnderson · 112
I think you are missing a few restrictions here; Preston, Lily and Hank can't take it. And why the hell would you turn Mary into Micheal? — AlderSign · 374
You missed the first line of the review Alder. You owe me one and Black Market mean anyone could end up playing this card. — Spamamdorf · 5
Thanks, I kind of missed that everything afterwards is based on thosd cards. But still, why Mary -> Michael? — AlderSign · 374
More HP for a guardian! — MrGoldbee · 1481
Mary to Michael for the ultimate nun with a gun — Jota · 7
Preston to Jenny. Now that would be the ultimate big money build--get your minimum wage of $6 per round — liwl0115 · 42
Toe to Toe

According to the Rules Reference (https://arkhamdb.com/rules#Cancel), in the Cancel section, you totally can play Dodge to cancel the incoming attack, and Toe to Toe will still work!

"Any time the effects of an ability are canceled, the ability (apart from its effects) is still regarded as initiated, and any costs have still been paid. The effects of the ability, however, are prevented from initiating and do not resolve."

Rushional · 128
The ruling you quote is about cancellation of “effects,” which is distinct from cancellation of “costs.” Toe to Toe is clear that the attack is a cost, so if you Dodge it, you can’t resolve the event. — Eudaimonea · 5
@Eudaimonea: Are you sure? Since the enemy still makes the attack (although unsuccessful) I read that the costs have been paid. — AlderSign · 374
If you’re asking if I’m sure how FFG’s email account will answer this (or any) question in the year 2025, the answer is decidedly “no.” But I am sure that cancel in the RR is synonymous with “prevent,” and if you are prevented from paying a cost, the cost has not been paid. — Eudaimonea · 5