Deny Existence

The FAQ from this page is extremely relevant for this card:

arkhamdb.com

"The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards."

So you can use Deny Existence on all of those cards. A location makes you take damage or lose actions when you enter it? Ignore it! The Agenda flips and deals you a bunch of horror? Not a problem!

Spoilers for Innsmouth: You can even use this card to stop yourself from drowning. Why not take Dianna to The Pit of Despair and spend the whole scenario underwater?

Jack · 57
Because you would have to play it every round? But yes, it nullifies some normally game-endling text on the back side of agendas, which seems unintended, but is nice. — AlderSign · 391
Amanda Sharpe

When I started playing Amanda, I was so intimidated by her Stat line. Also the concept of placing cards underneath her were confusing. I always found myself wonder what cards to put under her, when was the best time to commit said cards, etc etc.

Djangos review teaches you about how to put out some serious combos. But I wanted a clear cut way to determine what kind of cards needed to be put underneath her. After playing 3 campaign, where she was not only the main cluever, but also a decent fighter. I have divided the cards she has into 3 different groups. And doing this help me prioritize what kind of cards you need to put underneath.

  1. Focused cards.- these cards are extremely good at 1 thing, and not good at anything else. An example is perception and perception(2). They provide a decent Intellect boost and good card draw, but nothing else. Deduction enables you to vacuum clues, but nothing else. Overpower and vicious blow allow you to do some serious damage, or have a better fight chance, but nothing else... you get the idea. You put these underneath when you have a particular job that needs done. Maybe you got a encounter card you are trying to rid yourself or friends from(guts), or you need to clue this location down. These cards will help you a lot. The one problem is that if you boost your Intellect with perception. Your other stats are at the whim of the encounter deck, enemies, etc...

  2. Flex Cards- these cards are really well rounded. But don't provide much else for there flexibility. For example, unexpected courage doesn't provide card draw when you succeed. But it allows all of your stats to be at a 4. Inquiring mind brings your stats to a 5, but only if there is clues, and that's also all they do. Promise of power, definitely my favorite, brings your stats to a whooping 6! At the price of adding a curse token everytime it's used. Cards like curiosity, and eureka! give you multiple Stat to use from, and are a bit limited by how many icons you put on it. These cards enable you to not fear most test. But you don't get much out of them beside a passed test. Which is still imo good.

  3. Fodder cards- these cards are placed underneath Amanda not to use their icons, but to save certain cards for different situations. They can be cards that are not very useful atm. Or copies of cards you have in your play area/hand. While these cards don't help you pass test, they allow you action to move or play cards that you need on the field. You don't want to play a perception, or and unexpected courage to waste on just playing cards, or moving.

Now, the next question I wonder was, when do I place underneath the above mentioned cards? This is a very obtuse question.the scary thing about this game is that it is ever changing, it is always evolving. You can make plans to do 1 thing, and the game might make you do another, you can't always predict the future. But that's kind of how you play her. You use your current game knowledge and try to be as flexible as you can be. The interesting thing is she is like a river. She is fluid, always changing, always moving. When I play her. I always build for a big hand, and it never fails. Big hands means she is always prepared.

You might have discard assets, or lose resources or health and santy. But she has got one of the best draws, drawing 2 cards for free each round, and that's not ontop of the other draws she can preform. She will cycle her assets, event and skill cards again, ready to be committed, and played again, and once you figure that recipe, she will shoot to the stars.... as long as she doesn't hear an whisper from the deep... :/

Great review. I love that you call out Fodder cards - that's something I came to realise was v important after a couple of campaigns with her. — acotgreave · 887
It's also important not to let your handcards run out or you'll be ofrced to put important assets under her. — Django · 5154
Hi, I have some confusion about the timing beetween Amanda ability being triged at beginning of the Investigation phase so no player turn yet and Cryptic Writings being during investigator turn, someone told me that they work together but at first sign the timing seems wrongh, do they work together? — lobix · 1
Let The Storm Rage

Hello, is the image for this card the correct image? The text on the left doesn't match with the text of the image... (and is the same image for the card with ID "03276b"). Can anyone confirm if that is an error, please?

Thanks!

Scherzo · 3
That is indeed the wrong agenda 2b image. — Thatwasademo · 58
Henry Wan

Maybe we have a new way to gain many resources with Lucky Dice and Henry.

Every time we failed,we use Lucky Dice to try it again and this drawn token is not returned to the chaos bag before we success.This is means as long as we let the number of these four tokens is less than 5(usually,there are around 18 tokens in chaos bag) by Protective Incantation and seal tentacle by Seal of the Seventh Sign,we can darw tokens forever.

unnamed · 3
Seventh Sign cannot seal autofail. — dezzmont · 222
seventh sign cannot seal anything but the autofail, what are you talking about? — SSW · 216
It's the only semi-viable way to run Henry Wan and Lucky Dice — notably Dexter Drake can take all of those cards. In practice...it doesn't work well, and if it works, it breaks the game, as infinite cards and resources are wont to do. So it's an entirely impractical combo. — suika · 9505
@SSW I am talking nonsense, apparently, carry on paying me no mind! — dezzmont · 222
@SSW seal autofail so that Lucky Dice won't be removed. — unnamed · 3
As i understand it, the combo does work, but the break even point is the tricky part. Base parts of the combo are Henry, Lucky Dice and Seal of the 7th sign (so lucky dice is not discarded). Before you start, you need 2 resources in your pool for each remaining Henry fail token in the bag. On each iteration, you must gain 0 or more resource spent or you can't go unlimited. Remember that you can stop early if your gain is higher than your loss, you don't have to draw all tokens. — Django · 5154
For example if you have 18 Tokens, seal autofail and have 4 remaining fail tokens. You spend 8 resources each time on the dice and gain 13, which is 5 total gained. Remember that tokens replaced with dice don't count for Henry. Different example, if the bag has 15 tokens, seal autofail and 6 fail symbols remain, you'd spend 12 resources but only gain 8, so -4 total and the combo fails. — Django · 5154
Other seal cards like Protective Incantation and Cthonian Stone can be used to improve the break even point. Applying these to the last example: 15 tokens total, seal autofail and 3 symbols, you have 12 tokens and 3 fail symbols remaining. You need 6 for dice and gain 8, so total gain is 2 and the combo works. — Django · 5154
So you should calculate wether the combo works before you start a campaign. But the bag changes over a campaign so this can be hard to predict. — Django · 5154
I once wrote a program to prove that it's true we can do it,but I forgot that Henry gives cards and resources after you stop(instead,I think it works every time you draw).I'll soon calculate it again to show if it really works. — unnamed · 3
The combo always works because you can always improve the payout with blesses and curses which are incredibly cheap to add with Tempt Fate. — suika · 9505
Defensive Stance

This card combos very nicely with Butterfly Swords. On the second attack of Butterfly Swords, you could add +6/+7 to the attack. Lily Chen with one of her Disciplines out could get +8 on that attack, which is overkill on Standard, but would be very well appreciated on Expert.

RexMars · 2
Just to clarify, you only add the symbols of the test you're currently performing. In Butterfly Swords case, that would always be Combat, not Agility. — Nenananas · 267
@Nenananas. I dont think that is true. Rules say that you can't commit a card if the icons dont match, but I could not find a rule that says that non matching icons doesn't get added.ed — nikee40 · 4
nvm. Rules reference page 26 ST.2 description states "An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." — nikee40 · 4