The Harbinger

The Harbinger essentially disables your deck, which is such an interesting effect for a weakness. I've been trying to think of ways this card could be used to Norman's advantage.

While the harbinger is in play:

  • Any ability that would have no effect without deck interaction cannot be activated [^1]

    (You could not activate Word of Command—naming a Spell Card does not alter the game state)

  • Any cards with additional costs which interact with your deck cannot be activated [^2]

    (You could not trigger an attached Bloodlust)

We can only play cards that would interact with the deck if the deck interaction is not a cost of playing the card and they have some other effect on the game.


Improvised Event Recursion

The first thing that sprang to mind was Winging It. If you have harbinger on the field, you could infinitely play this from the discard pile, granting an endless 1 cost source of -1 Difficulty, +1 Clue Investigate actions!

(The reuse would also be applicable to Improvised Weapon and Impromptu Barrier, though I can't see Norman purchasing Versatile for either)

Winging It does not exclusively interact with the deck. It starts an Investigate action. The deciding factor on whether this is possible then, is whether the "If you do, shuffle it into your deck after resolving its effects." clause is an additional activation cost when you opt to play it from the discard pile.

  • "You owe me one!" has the same wording with no "after" timing. The card's effects are not dependent on drawing. You would still be able to play an ally's card if one or both Investigators are unable to draw. This event is still be playable.

  • Enchanted Blade is even more similarly worded: "you may spend 1 charge... If you do, you get +1 and deal +1 damage for this attack." If something were preventing you from increasing your or damage, I believe you would be unable to spend a charge to empower the blade, as the game state would not change apart from paying a cost. If boosting only 1 of either the +1 or +1 damage was blocked though, there would still be an effect, the optional cost should be payable, and the empower effect activate-able.

Given these 2 cards, I'd argue that shuffling it into the discard pile is an unresolvable effect, due to the Harbinger, and that Winging It is thus playable.


Discard Without Drawing

We could play Blood-Rite to discard cards without drawing, or Knowledge is Power to discard Spell or Tome assets from our hand without drawing cards.

I struggle to see how it could be beneficial for Norman though.


Encounter Protection

Any Treachery that would interact with your deck simply doesn't.

This has limited usefulness in most scenarios, but can be of immense benefit in some specific campaigns. It's hilarious to draw encounter cards that just have no effect due to the deckless playstyle.


Cost Rulings

[^1]: An ability cannot initiate ... if the resolution of its effect will not change the game state.


[^2]: If an effect that requires an additional cost would resolve, the additional cost must be paid at that time. If the additional cost cannot be paid, that aspect of the effect fails to resolve.

Linderwood · 7
I'm sorry that I'm not native, so that I may wrongly understand. For event, all additional cost are clearly given such as AoD or Toe to Toe. Thus, Winging It's shuffling effect is not cost, so that Norman with Harbinger can repeatively play it. — elkeinkrad · 498
@elkeinkrad is correct, the shuffle into your deck is not a cost. — suika · 9506
Parallel Fates

So this is one of those cards that improves in multiple (very noticeable) ways on upgrade from Parallel Fates.

First, it looks at more cards, with a 6 card look at the encounter deck that's 6(!) rounds in true solo, 3 rounds in 2 players and 2 rounds in 3 players of knowing exactly what the encounter deck is going to throw and at who, which is a 50% improvement over the level 0 version.

Second, it doesn't have a 'failure' chance. Unlike Parallel Fates where if it whiffs you've lost your planning advantage, the card and the action, the leveled up version doesn't require a token draw. Note that you can still shuffle the deck if the 6 cards you see are particularly unappealing, but it's likely a fringe case as having knowledge of upcoming encounter cards is likely better than shuffling and you can put the 'problem' card or cards at the bottom of the 6 card stack.

Lastly, it can be used on investigators! Look at 6, draw 1 allows your buddy (or yourself) to search for an important asset early on in the scenario. It can also let you dodge or plan for weaknesses later on (Hey, you'll draw your weakness 4 turns from now, be ready!). This one makes a bit more sense to shuffle if none of the cards are useful so you can get to a part of your deck you want to see faster and not have to draw through 6 duds. Also note that the targeted investigator does not have to be at your location.

Overall it seems like a high quality card that has good versatility. I think parallels (ha) can be drawn to Cryptic Research(4) for drawing key cards (digs 6 instead of 3, but isn't fast, 2xp vs 4) or very favorably to Scrying(3) (1 action to look at 6 instead of 9, 0 cost vs 1, 2xp vs 3).

Therebrae · 42
I think people are sleeping on this card. It compares well to many other staples like arcane initiate, scroll of secrets, and no stone unturned. Not to mention it can be used for double brain in a pinch. I just realized this like guts with a more versatile version of no stone unturned stapled to it. Amazing! — SpicyNugy · 2
Astronomical Atlas

Atlas is really good card; however, for better performance, you need to tune your deck with some criteria.

Whenever non-icon non-skill card is attached, there is no way to get that card in your hand; you cannot commit the card without matching icon. The only way is discarding Atlas, and that card is also discarded. Therefore, it's good to avoid non-icon card in your deck. Here is the examples.

  • Emergency Cache: Voice of Ra is good alternative. Cryptic Writings maybe not good, since its reaction ability is not triggered when you get Cryptic Writing from Atlas.
  • Tarot Asset: All tarot asset has no icon. Moon Pendant does not help this.
  • EoE 1xp skill serises, especially Occult Theory. Occult Theory has icon only if it's commited or in your hand. When OT is in Atlas, no icon exists so that you cannot commit.
  • Here are other non-icon cards. Most make you draw cards or boost stats.
    • /netural cards: Delve Too Deep, Living Ink, Time Warp, Word of Command, Lucid Dreaming
    • Off-class cards (xp<2): Lucky, Fight or Flight, improvised serises, Dilemma serises, Moonstone, Fortutious Discovery, Scroung for Supplies, Calculated Risk, Pay Day, Geas, Black Market, Well Prepared
    • Others: Cryptic Research, Sure Gamble, Ace in the Hole, True Survivor, Unscrupulous Loan
    • and... Amina's signature cards: Word of Woe & Word of Weal
elkeinkrad · 498
On the Trail

Absolutely a power card in a parallel Roland Banks deck - feels tailor made to the Red Tape and Seek the Truth directives.

Red Tape makes the entire thing fast, giving you a whole turn's worth of actions for a resource. If an enemy spawns somewhere and needs to be answered, you can be there without taking an action, hoovering up two clues on the way - and Seek the Truth will earn you a card draw and unlocks your skill cards at your final destination, provided the target enemy has a clue at their feet.

Then you've got three actions left to actually deal with the enemy, and really, few other fighters can get that much done in the course of just getting set up to shoot something.

The 3XP is a much easier sell for parallel Roland, too, with 5 bonus experience at deckbuilding - 8 if you're In the Thick of It, which you absolutely should be if you're running the other popular directive, Leave No Doubt, alongside a Delve or two.

Teag · 56
But even for parallell Roland it's awfully conditional. You need at least one location between you and an enemy, preferably two. And those locations better have clues on them; clues that you actually want to pick up. And to have enemies two locations away, you need a big enough map AND enemies with specific spawn instructions (such as cultists). Or you could, like masterfully split the party with this card in hand, but that's not exactly easy. I guess you could attach it to Stick to the Plan to make sure it's there when you need it - and to signal it's availability to your fellow investigators. — olahren · 3586
Burn After Reading

This is a good buy for the last scenario of a campaign, even outside of a Déjà Vu deck. Survivors tend to have a lot XP by the end of campaigns, because their upgraded cards usually cost 1-3 XP. You should have no problem to play this card at maximum value and discard >= 2XP second copy of a card from your hand to also remove doom from agenda, which is very valuable expecially in final scenarios with Ancient Evils or similar effects. I would not run this card for scenarios 1 - 6 without Déjà Vu, but in a penultimate and ultimate scenario this is a strong card. Compare to Hallow or Fortune or Fate. I ran Burn After Reading in Yorick in Into the Maelstrom and got some value form it, because this scenario puts some pressure on doom clock through several cards.

SergSel · 378
using it to swap out 0xp cards is a use for it, you spend 1 xp to get a really good clue discovery card and swap two cards in your deck. little clunky but handy enough. — Zerogrim · 296
How is this useful in swapping out LVL 0 cards. I tråd people comparing this to rogue's Adaptable, but with that card, I can swap any 2 LVL 0 cards, for new ones, with zero XP cost. With Deja Vu, it only reduces the cost to rebuy, repurchase, the very cards you exiled the list past game you just finished. That's not giving me any versatility, is allowing me to spam Exile cards, but only the same ones over and over. I don't see the connection... Am I missing something.... Or? — Quantallar · 8