Dragon Pole

If your is 3 or 4, and you're considering Sign Magick, consider this instead. Dragon Pole grants an arcane slot with fewer restrictions, and also can whomp monsters without running out of charges or burning your hands.

But since the Dragon Pole largely obviates the need for a fight spell, it effectively opens up two arcane slots for two hand slots. Thus it's twice as efficient, for the same cost, as Sign Magick

All it costs is one extra hand slot.

MrWeasely · 42
You will still need the fight spells in later scenarios, when the enemies get toughter. If your willpower is 5, you get a base value of 8 on your Shrivelling (5), as you need later in any campaign. So "Dragon Pole" might be a decent weapon in a level 0 deck, but if you forgo the level 0 fight spells for it, purchasing the upgrades with AR (and possibly DtRH) get more expensive. I agree, level 0 "Sign Magick" is kind of meh, and "Dragon Pole" probably the better option, unless you want to go for the upgraded "Sign Magick" and have DtRH in your deck. — Susumu · 381
That's true. Cyclopean Hammer provides a good upgrade path along this line of thinking. — MrWeasely · 42
Handcuffs

Pretty fun tech card for Parallel Roland! He can accurately 'cuff enemies thanks to Directive - Due Diligence then proceed to drag them around the map like cans on a just married car. Keeping a waifu around provides great emotional support for Roland, since he can use Due Diligence again for a minimum of +4 Evade, +2 Investigate, and +2 Parley once per turn for the rest of the game. It also gives an incredible buff to Scene of the Crime, since it will now always rip 2 clues from whichever location you start your turn from (turn it into a fast action with Directive - Red Tape for extra fun).

Now, this combo typically costs 3 actions to pull off, since you need to Play Handcuffs, make the Evade check, then re-Engage the enemy. This is incredibly slow, but you can mitigate the issue somewhat by playing Ever Vigilant + Red Tape to play the Handcuffs as a fast action (provided you have not and will not be playing any other cards this turn). If, for whatever reason, you do not want to re-engage the enemy you can still use the aforementioned combo to effectively turn Handcuffs into a 1-Action kill, which helps out Parallel Roland a lot since he is locked out of some of the Guardians' best weapons.

Overall, 5/5 - would drag a snake man through the jungles of Mexico again

GoldPooka · 7
There’s also taunt and riot whistle to avoid the engage action — Django · 5154
Riot Whistle doesn't ignore the engage action. It gives you an extra action for engaging. it's an important distinction because it can still provoke AoOs from other enemies and count as an action taken for various situations (Pay Day, Take the Initiative, Scene of the Crime, etc.) — Death by Chocolate · 1489
Torrent of Power

This card's stock has slightly risen with The Red Clock, which provides you with a free source of charges and lets you manipulate the bonus from the clock. On Sefina it's a solid if rather niche use. If Akachi and Dexter Drake happen to pick up the clock they do get more mileage out of the boost from Torrent of Power in higher difficulties if there are must-pass checks.

yinwhite · 19
I’d rather take the 2 moves or Extra action than +3. Or use eldritch sophist to move charges from the clock to other spells like decorated skull 2? — Django · 5154
Not sure, what you are saying, Django. You can commit ToP, while you have 3 charges on the Clock, spend 1 charge, and get another additional action right next turn. ToP is also level 0. For your suggested combo with the skull, you need 3 (not 2) XP for the skull, and another 3 XP for "Relic Hunter" or "The Hierophant". You also need 3 cards in play, rather than just 1. — Susumu · 381
I think this card is a nice and cheap combo with the clock and also surprisingly versatile. In the first place you can manipulate the number of charges on the clock to get additional actions or moves which is great. On the other hand is each charge you use at least an unexpected courage for you or another investigator and if you test will it gets even better. It is also good because you only need to have the clock in play and no other cards, so this combo costs only 4 or 10 xp. Other combos with the clock sound nice but get fast complex because you need more cards in play and costly in terms of xp as susumu already mentioned. — Tharzax · 1
Diana Stanley

Diana might be a bit of a one-trick pony, but it's a really good trick.

Diana's stats and deckbuilding options are just mediocre, so we're playing her for her unique abilities, all of which are stellar.

  • Whenever one of her cards cancels or ignores an effect, if she doesn't have 5 cards under her, she gains a card and a resource. It's quite easy to do this 6 or more times a game (yes, even with the 5-card limit). You will be bringing cards like Ward of Protection, Dark Prophecy, and Deny Existence, which are already good enough on their own, but with Diana they become virtually free. s can sometimes struggle to have enough cards and resources, but Diana is getting paid to shrug off Mythos cards.
  • Her gets boosted by +1 for each card beneath her, allowing her to get up to 6 without assets in play. That said, you might not be at the full 6 most turns, but Diana can operate just fine without requiring max . If you do want to go the max route, and are the classes to do it in.
    • This does means her starts at 1; Diana is not prone to explosive starts. But it's not hard to get up to 4 within 2 or 3 turns, thanks to...
  • Dark Insight always starts as a 6th card in your opening hand. It's a great card on its own, it's even better with Diana's ability, and you will always have it during the first Mythos phase if you aren't done setting up your kit and need to keep the monsters away for another turn.
  • Her other unique card, Twilight Blade, lets you replay cards you've placed beneath Diana. This can be a bonkers effect in some decks, as you're getting multiple uses out of your cancel cards, but also freeing up space under Diana so you can continue to get your bonus card and resource from future cancel cards. You do have to pay full price when playing cards this way (no bonuses), so if you want to build a deck where you cancel 15 things a game, bring ways to pay for it. And I guess you can stab with the blade too, if that interests you.
    • Her gives a similar effect, but at random. It's usually a nice bonus when it happens.
    • Oh, and her weakness? You can't cancel it, but you can ignore it with Deny Existence. You can even intentionally peel off a card or two to make room for more stuff.

Alright, so she's great at making nothing happen, but what does she do to advance the act? You've got the full suite of cards, so you can pick a lane between cluever (Read the Signs, Sixth Sense, Rite of Seeking, etc.) and fighter (Shrivelling, Azure Flame, etc.). Cyclopean Hammer makes her a reliable damage dealer if you go that route; Bandolier lets you also hold your Twilight Blade and boost . "I've had worse…" lets you get paid to tank, and works with Diana's cancel ability. Sword Cane can be a fine starter card until you get some XP. Arcane Initiate can find spells (which many of your "cancel cards" are, further fueling your card draw and boost). Prophetic and Robes of Endless Night can save you resources as you play all your spells. And Dayana Esperence can be a nice "win-more" card since most of your cancel cards are spell events.

Diana's a lot of fun... you start out slow, but you can "powerup" while protecting yourself from early Mythos cards, then start steamrolling as you get your core assets out and have a nice high . And near the end of the scenario, you bring out your Twilight Blade to replay your bank of cards under Diana and provide extra protection against the Mythos deck to make sure your team doesn't trip at the finish line.

The new cycle of spell assets from EotE could also be very strong as they can key off of her non-Will stats during the early turns before she's banked a bunch of cards. — Death by Chocolate · 1489
I agree with most you say, in particular about the "one trick pony" to be build around willpower. (I don't think, building her with weapons using combat, like others suggest is a good way to play her.) But if played right, with lots of cancels, she is a very strong and fun to play investigator. Probably my favourite. — Susumu · 381
How does dark insight always end up in her opening hand? — chelming · 1
Back of her card above: "Additional Setup: You begin each game with Dark Insight as an additional card in your opening hand." — MindControlMouse · 45
Yo can't cancel her Weakness card with deny Existance, it is not an encounter o an enemy attack — nicodemus80 · 1
@nicodemus80 it cancels 1 horror and 1 discard, since it can be placed under Diana after playing it. Rules: "Weaknesses with an encounter cardtype are considered to be encounter cards while they are being resolved" — jodiug · 1
Last two comments are both misleading if not wrong. The weakness cannot be canceled, it itself says so. However you cannot cancel the weakness itself with Deny Existance, but you can ignore the horror part of it. Just be aware that Diana's weakness resolves for 1 card at a time, so if there are 3 cards, you don't suffer 3 horror, but rather 3 instances of 1 horror, all of which you are welcome to ignore (but not cancel) provided you have the means. All of it is from an official ruling, the faq on the weakness' card page covers it explicitly. — Slaaneshi · 1
Precious Memento

Here are my thoughts after running this in Silas Marsh:

  • This has been a great horror soak replacement for Peter Sylvestre so I can run On Your Own (perm). I'd pay 4XP to upgrade to two Peter Sylvestre (2) if I wasn't playing On Your Own anyway, so that feels like a wash to me.
  • Both versions of this work really well to keep damage and horror off of any of the Level 3 composures in this set, (Plucky (3) for Silas), but I think Plucky (1) from Echoes of the Past is the better combo; this version of Precious Memento "heals" horror from itself (on Standard difficulty Silas is easily passing almost all tests by 2+) and you don't have to worry about "healing" damage from it because Plucky (1) doesn't soak damage (so it can't force you to put damage on memento instead of it).
  • While it usually won't be defeated by horror, it may still find its way into the discard pile (the previous reviewer also noted that it commits for just like Unexpected Courage), so Resourceful and Scavenging (and William Yorick!) get it back.
I never would have thought to use this to replace the Big Man on Campus, but it makes great sense if you're play Own Your Own. I guess you'd start with Peter but upgrade him to this? — MythosManiac · 1
Yes, start with Peter in your deck and then before getting On Your Own (perm) replace him with this (it should be noted that you really have to commit to this strategy, as it's 10 XP total for just those two cards). — DrMChristopher · 502