Green Soapstone

This thing is crazy. It's half of Ice Pick (3)'s reaction four times, except you don't have to discard it and it takes up no hand slots and it's free. I can't stress how important extra damage is on your own terms in this game. Getting extra clues for free is great, but doing the exact right amount of damage to an enemy keeps you from taking damage/horror yourself. Edge of the Earth has a few nasty enemies that care about doing any amount of damage at once, so this card is extremely useful to avoid shuffling in extra Tekeli-li. Oh, and the icons are insane -- if you have access to Well Prepared in this campaign, you take it.

dscarpac · 999
Enchanted Bow

This card is amazingly useful in return to TCU. That campaign is filled with two health foes, but worse, enemies that explode when you kill them in your space. And the finale has foes that spawn way out of your way, and possibly several clues away because of the level’s gimmick. It might be a bit overcosted and it’s definitely situational, but this could be the difference between a safe turn and an agenda advance when you’re at the edge of the universe or just trying to make it through the western Massachusetts train system.

MrGoldbee · 1451
Tides of Fate

Now that more time has passed, more games have been played, and the wider set of Blurse cards is up for consideration, I believe Tides of Fate has a slightly wider place in decks than first anticipated. It's still a finicky form of generation, and will only work when you have a reasonable amount of both generation and synergy, so it's unlikely to see much use if you're only going one way or the other. It will also be of limited use if you don't have a way to mitigate the aftermath, where things shift back to curses. However, if your entire team is playing into Blurse cards, there are enough powerful effects that can be timed such that you can take advantage of the benefits, and avoid the worse of the aftermath.

Getting into the bag is probably the easy part. There are a few cards that have powerful enough effects to warrant adding the odd curse or two into the deck - Faustian Bargain, Deep Knowledge, Stirring Up Trouble, Promise of Power, Ríastrad, Spirit of Humanity, and Justify the Means are all powerful cards that can be used to add a handful of curses. And, of course, a Blurse-happy team will tend towards plenty of Tempt Fate as well. There are definitely other ways to drop a lot of into the bag, but going that far is more likely to be the realm of full synergy, rather than just generation.

In fact, most bless-focused builds are more than happy to run Keep Faith in order to add blessings, and this is one resource cheaper and does more when there are 3-4 curses in the bag. Even combining this with a single Tempt Fate is comparable to that. To get reasonable value from this card, it's more important to make good use of the window of opportunity you have than to make it convert a lot of curses.

And how do you do that? In practice, I've seen three notable ways Tides of Fate can be used.

  1. Power turns. Unsurprisingly, if you're near the end of the game, Tides of Fate is capable of helping to solidify the chaos bag. Some characters won't mind having a few more good blessing pulls, and all of the usual tricks can go with it - Ancient Covenant, Olive McBride, Blessed Blade, more reliable Unrelenting checks while drawing, attempts at setting up Tristan Botley or Jacob Morrison, more ways to avoid problems with Lucky Dice, and so on. This can be useful, but you often need to be lucky enough that I would not consider these alone to be worth adding Tides of Fate for. There are more reliable ways to mitigate the downsides, such as...

  2. -Sealing effects. Tokens won't be replaced if they're not in the chaos bag, so you can always seal away the tokens to protect them or prepare them for future use. Favor of the Sun, Holy Spear, Rite of Sanctification, and Shield of Faith are all capable of sealing a bunch of tokens on demand. If you're willing to try riskier maneuvers first, you also have a reasonable chance of catching a few blessings using Nephthys, or with the parallel version of Wendy Adams. Some of these effects are strong enough to use on their own, while weaker ones can also be saved for future use by...

  3. -Consuming Effects. These effects are expensive, but they're another way to remove tokens from the bag. Both A Watchful Peace and Hallow have been shown to be strong enough cards to warrant addition to the Taboo List. If your group is running these cards, there's something to be said about having a card which can help enable them. And to a lesser degree, even gaining a shot in the arm for a good Radiant Smite can be a reasonable use of your blessings.

Like most Blurse-focused cards, Tides of Fate won't see use in every deck, and will only be worthwhile if your entire group is buying in to the concept. It's also worth noting that many of the cards that synergize are high-XP cards, so not every group will be able to build towards them. However, groups with high-level access, Father Mateo, or parallel Wendy Adams with Blessing keyword access should give this a look. If the group has enough synergy that two -using cards or a single copy of Hallow will show up, this card can be a great way to clean up the bag and squeeze more value out on top.

Ruduen · 984
imagine I have 10 curse tokens in the bag, then play this card at the start of the round to make them all bless tokens and, before the end of the round play a second copy to make them curse tokens again. Do they become bless tokens or does the card trigger twice making them curse tokens again — Nardo · 2
@Nardo The timings on when curses turn to bless and back again (a hobbit's tale) happens in different parts of the round. Technically, the second copy does nothing as you go through the effects of removing all curse and replace with Bless because it's the end of the round so they turn back into Curse again. The card doesn't reverse itself except right at the end and it is a very rigid interpretation. However, There is a window after drawing encounter cards to play the second copy, so then the Curse tokens would turn back in to Bless for that round, and then be converted into Curse at the end of that second round. — techoatmeal · 15
Strange Solution

""At the FFG design table"" : Well guys, Seekers are the class that we like the best! We win the game by getting clues but sometimes enemies show up and make us waste our precious actions on dealing with them, how can we improve Seekers more? We already decided that in future we will give them highest stat that is needed to win the game by getting clues, best draw, best search, clue manipulation effects with cards like Vantage Point, Gené Beauregard etc., pretty good Willpower so they do not have to worry about threacheries, best movement cards with Shortcut, Pathfinder etc., but we still have to give them something to be even more powerful. How about we give them assets that deal dmg like they are Guardians on cocaine? Let's print some testless dmg cards like Occult Lexicon, Ancient Stone, The Necronomicon. Yes, that will be good!! Also, let's give them this card for start, which will let them fight as Guardians, but also clear clues in the meantime when there are no enemies like we are used to, so our Guardian player can sit at the table and play Pokemon Showdown and not worry about the game at all because we will do it all and i love it when other classes feel useless!!!

Some random worker at FFG : but sir, will that lead to players not having fun as there will strictly be 1 class that is better then all the others? Maybe we will even have to do something with the cards, like invent a tabboo list or something?

""FFG guy"" : Fire that man!!

Blood&gore · 420
this is exactly what happened — otto.muck · 13
Fun fact: the acidic ichor exists before the necronomicon (the newest translation) and the other mentioned cards. Back that time even an acolyte beats the crap out of my Daisy. And in my experience the seeker gets worse with more players because their ability to get several clues at one time is surprisingly limited. Also your weapons tends to be rather expensive and limited, for example one charge of the icor for a swarm of rats or rather useless against a dohle with 5 fight and 4 HP or the gouhlpriest with 15 HP. — Tharzax · 1
I don't think, the Acidic Ichor is really degenerated. Fighting with a base of 5 is not that great, even on Standard, in particular against most enemies, you want to deal 3 damage to. (Sure, there are exceptions, like the Conglomeration.) Testless damage cards are different, though. — Susumu · 366
*a base of 6 — Susumu · 366
I know, right? I just hate how one class gets everything... you're already good at fighting, you shouldn't also get Scene of the Crime and Lesson Learned to get clues without any tests! Why even have other classes if Guardians are going to be the best at everything. /s — Hylianpuffball · 28
Yeah but Guardians are only good at killing monsters and maybe protecting large groups and being a tank, while seekers are good at million other things. Also Working a Hunch is better than Scene of the Crime as it is fast and needs no enemy and also has 2 INT icons, and Lesson Learned is not even close to something like Stirring up Trouble and guess what? Both of these cards don't even see that much play in Seekers as they have even stronger stuff lmao. When 2 cards you mentioned that are to you the perfectly strong cards in Guardian don't even come nearly as strong in their Seeker variant, it sucks. Also i know that Seekers cannot fight as good as guardians, but they can hold their own pretty damn well and even be insanely good fighters, but guardians cannot say the same regarding clues — Blood&gore · 420
I think a Guardian can handle clues like a seeker enemies if he want to invest enough xp. For example take Michael Light, the upgraded Grete, Keen Eye, on the Trail, scene of crime, evidence and so on. A guardian has good option to get some clues besides his usual work. The same way a seeker could handle today some foes on his own while doing his work. And yes if you are playing alone a seeker is a better choice since enemies are rare and finding clues is the way to win the game. But all in all I don't think they are overpowered. (I'd rather like to see another concepts for seekers than the big-hand-typ) — Tharzax · 1
I think, the reviews point, that Seekers are kind of the broken class, is kind of true. They have the best card draw and movement, and excell at the main "win game task". They also have a bunch of real good testless damage. It's just, that Acidic Ichor is not a very good example for that point. I've seen a novice player with Daisy taking it, and missing two out of three supplies with it (on standard), then starting to only using it on Rats and other dinky stuff. You need support for it in your deck: cards to commit with other symbols than book, Scientific Theory, maybe some additional soak to keep ST longer active... That's not a good way to build a Daisy deck. I'm actually planning to build around "Acidic Ichor" with Amanda in the near future. I think, she might be the right investigator for it. With access to cards like upgraded VB and OP, and an ability to use them on each test one round, I think, she might be a great flex investigator with this card. A better flex then a Mystic with RoS and Shrivelling? Probably not. This card might also shine in "Dream Eaters", because of the many weak swarming enemies, you can vitrolize with it. But then: you can use it in just 3 scenarios there, unless you add side quests. This card is so far from an auto include, so much build around, I would never call it broken. — Susumu · 366
Yeah i wrote this comment because i played Amanda in my last campaign that just went insane with this card and V.Blow (2), it was literally doing the job of a Guardian with other spicy stuff on the side — Blood&gore · 420
So you combined a "weapon" with a guardian skill card and you are wondering why you do the job of the guardian? (and just mention that this combo is a total overkill for most enemies.) — Tharzax · 1
Yes, one guardian card in the combo of Strange solution, Ancient stone, Occult lexicon etc.is the problem lmao. Now tell me what Guardian can come on par woth Seekers getting clues with something like Archaic glyph + Deductiion 2? Or Rex + Milan + Higher education? Or anything that Mandy does before tabboo? — Blood&gore · 420
We are now talking about burst-turns of investigators, who can use their access to other card. Roland with keen eye, deduction 2 and an agency-ally? Or Roland with Grete, evidence 1 and an easy enemy if you don't want to use seeker cards. On the other hand tell me a seeker who can fight comfortably against 4 fight/4health enemies in one or more rounds? — Tharzax · 1
That Roland cannot handle clues like a seeker my friend, but only get a clue here and there before he runs into issues woth economy. Harvey can rekt enemies for example, Amanda can fight insanely good, Mandy just dismantles enemies with her pendant of the queen loops and three aces etc., Minh can constantly recur Necronomicon (5) while still scavanging Ice pick (3) or that same Necronomicon and also get clues like crazy. Don't even get me started on Daisy who is super strong now, or even Rex with his 5 splash. Now tell me again, do you seriously consider Guardians as strong as Seekers lmao? They are currently THE weakest class and you are comparing them to the broken one (seekers) — Blood&gore · 420
No, but for finding clues I think most guardians are on the same stage with seekers who fight enemies. Probably seeker seems better because handling an enemie don't happen so often as you need to find clues so the rare costly fighting cards of seeker are enough in most cases. — Tharzax · 1
Are you freebasing? Survivor is the most powerful class by far. Stella Clark is so OP that I can't even play her. — Pinchers · 129
It is kind of the sad truth that new cards are making guardian the weakest in comparison. Cards like the C. Hammer allows mystics to fight just as well as guardians (@+7 or 8). But mystics can also investigate all night long (at 7+) with a single cards like Sixth Sense. Can't say the same for guardians. Seekers are broken in that they do just stupid things (ex. Harvey Walters can spend "one" action and $0 to play Deep Knowledge to draw 4 cards while causally dealing 4 damages to the poor boss (Ancient Stone: KTE). Stupid efficient stuffs like this what guardians can do? As for survivors, they are the true mystics: they just never die and almost always somehow get the job done. — liwl0115 · 41
You forgot that the 4 cards and damage also result in an AoO without a chance to cancel it with a seeker card. (and yes cryptic research helps but that's another 4 xp) — Tharzax · 1
Yeah and it can be avoided simply by another player engaging that enemy. Also if it is massive, then just use Blood-Rite from your lexicon and deal 6 or 7dmg instead without taking an action and without provoking AoO if that worries you. Then shuffle it back into your deck, and do it again soon (with Harvey atleast since you mentioned him). Not broken lol? — Blood&gore · 420
Has everyone forgotten that these so-called "broken" Seeker can only be attained by completing quests early in the campaign, spending XP, and getting lucky random draws if you're using Shrewd Analysis for max potential? After jumping through these hoops, Seekers can offset their terrible fight and agility with some limited testless damage. You can't convince me that Seekers are not the weakest class for fighting enemies. — Pinchers · 129
And the blood rite costs you the equivalent of 6 actions for two damage (one action, three cards and two resources). Also how much secrets are on your stone? In most cases up to seven before you need to recharge or replay it. So in my opinion seekers have some options to fight but this happens in bursts and is rather expensive,so they can handle one or two enemies before getting problems. I don't think they're overpowered but they're stronger in single- than multi-player where usually enemies appear more often. — Tharzax · 1
The threshold for identifying the Stone has been lower duo to In the Thick of It. Now by scenario you can start using the upgraded Stone. As for adding secrets, Ariadne's Twine exist, so as Eldritch Sophist. I mean Guardians' gun also can run out of amm. It's a matter of desk building priority; most seekers want to investigate, not fight. — liwl0115 · 41
"by scenario 2" — liwl0115 · 41
And now compare the damage output with all the costs and the availability with a guardian who is equipped with a Machete. — Tharzax · 1
Bro Tharzax you are comparing the class that is meant to deal with enemies to a class meant to carry you with clues. If seekers don't do burst turns of free smg like those combos then they still investigate like crazy because that is where they are the most broken, but when enemy shows up they have no issues with them too. Guardians are shit with clues and have some ways of clearing clues in multiplsyer games,but a clue here and there is not as good as 15dmg turn for seekers to a boss because they still carry you all the way to that point. Idk what game are you playing if you do not see the problem. Seekers clear all the clues on the map like a vacuum cleaner, especially if you play without tabboo, and what guardians do in scenarios without many enemies? Soak lol?, what does your Guardian do in Miskatonic Museum for example? He waits for an enemy if he did not built to be a bit more flex. They are currently the worst class in the game and if you wanna say that they are on the same page as seekers then i have no fckin idea what are you playing — Blood&gore · 420
And you are comparing the guardians ability to gather clues with the abilities of a class which is designed for it. They are not on the same page as seekers. They are on the other side of the page. Both classes are specialists on their field. If you leaf this field you need to build around to compensate this and usually you off-class options helps. In my opinion there is no worst class. And for your question about the museum: I tend to have decks with some flexibility so for e. g. take a flashlight or a sixth sense with you to help the team. — Tharzax · 1
Strange Solution

I'm shocked that the only review for this card is basically a joke.

Strange Solution is a fantastic card for Seekers, perhaps another example of how the designers seem to greatly favor this class of investigators. For the cost of a single test, which still draws you two cards, you gain the ability to upgrade the Strange Solution to a powerful asset that can answer any problem that exists in your team.

I'd like to also note that each of the upgraded Solutions can re-supplied with Emergency Cache (4), although that is a pretty heavy investment for Seekers, who have a LOT of options to spend their XP on.

The level of the identified solutions (4) does prevent any Investigators other than Seekers (and Monterey Jack, the Seeker in disguise) from taking this.

Judicator82 · 26
Yeah, many people in this community have started seeing Seekers as problematic and clearly too strong. This card is another example, even tho it came so early in the game, Strange Solution (4) Acidic Ichor should not exist in this game. When you desing the game where you win by getting clues, and stop — Blood&gore · 420
Continued : and stop the players from getting clues by throwing other stuff at them, it is okay. But if you give the main class that wins the game by doing what is needed tools to win the game in other ways like defeating enemies, best draw, best search etc. then you are creating a very unbalanced faction which clearly can do it all. Why then play the other class? — Blood&gore · 420
@Blood&gore for fun? But yeah, you're right. Seeker shouldn't have more powerful damage dealing cards than any other faction. — Nenananas · 251
@Nenananas It's a good thing that they don't have such cards, then. — TheNameWasTaken · 3
Yeah. Compare Cyclopean Hammer, available to both Mystics and Guardians: a mere 1 XP and 4 resources more for optional enemy-movement, a nice additional partial success window (say you have total Combat+Willpower 9, not hard for either class to reach - you would then have the same odds of dealing 3 damage as Acidic Ichor, only on a few token draws that would make the Ichor fail you still deal 2 damage), and, most importantly, *never running out of supplies*, which is absolutely vital in a large group and really nice for all but the fastest solo characters. — Thatwasademo · 58
There are far too many times when I've assumed "eh, I'll be fine wandering away from the dedicated fighter, I've got Acidic Ichor / Blood Rite / whatever other Seeker damage effects" and then the game has the nerve to deal me an enemy *two whole turns in a row* and I'm suddenly struggling — Thatwasademo · 58