Ice Pick

The discard effect makes this an absolutely God tier card for William Yorick or any survivor who can get Scavenging or the level two version of Scavenging. Also since this is a survivor card Resourceful works also!

marmaid · 10
There is something thematically satisfying about discarding one on a test and Scavenging the other on the same test, to constantly use both ice picks one after the other. — dezzmont · 222
Good old Ashcan loves this in combo with his usual Duke-actions. — Krysmopompas · 366
Old Shotgun

So the interesting thing about this card is obviously the clause that you won't find on any other card (so far), and that is "While playing an event, treat Old Shotgun's uses value as 2." This is easy to misunderstand (I know I did initially), so I figured I'd write a short little thing to clarify this for anyone who happens to be confused.

The main thing to remember about this effect is that the main role of Uses is not to determine how much ammo your gun currently has, but rather how much ammo it enters play with. This means that playing events after your Old Shotgun is already in play (such as Marksmanship or "Eat lead!") won't reload it automatically.

So, for that clause to matter, you want to be playing an event while it's entering play. The most obvious way of doing this is by playing an event which is supposed to put an asset into play, such as Ever Vigilant and Sleight of Hand. However, you could also try to get the card into play while playing an unrelated event, such as an event with a skill check, giving you a window to trigger fast abilities that put assets into play such as with Dexter Drake's ability and Joey "The Rat" Vigil. Swift Reflexes might work for this too, though I'm not sure on this one. Once it's entered play, the only event which still cares is Swift Reload, which explicitly checks the Uses value of the card (and so will reload it back to 2.)

This probably won't be a weapon you just happen to pick up - to really get the value out of it, your deck will need to have plenty of support for it (ways to get it into play with actual ammo and the usual ways of reloading guns afterwards, on top of wanting to oversucceed on the fight action). If you do though, you'll have access to a 0R 2XP gun with a pretty good fight bonus and (potential) damage that no other weapon at this XP level can compete with. Is that worth all the effort? Hard to say, but because of how weird this card is, I'm sure plenty of people are gonna try anyway.

Edit: Since making this review I've thought of a few more examples of ways to get it into play with ammo for those with survivor access, which are Scavenging (2) during an Investigation event, or Yorick using his ability during a Fight event where he defeated an enemy. It might inspire someone to make an Old Shotgun deck around that idea, so I thought I should add it here.

Lasiace · 23
What about Contraband? Would it double and go up to 4? — Tacomental · 21
No it wouldn't. Contraband doubles its actual uses not its "uses value". — vidinufi · 69
Thanks for the write up, since yorick said after you defeat an enemy i assumed it happened too late to enable old shotgun. Now I am thinking I might try including the old shotgun in an act of desperation yorick deck. — Masterface7 · 1
Do cards like Mano a Mano that deal testless damage work for Yorick? From the discussions I'm assuming the consensus is that they don't, but I'm not sure about the exact reasonings behind this. — BerserkCatshew · 1071
Jeremiah Kirby

Downside: This guy assumes you don't run skill, or very few of them, which means you run pump skill cards instead (hyper awareness or higher education).

Upside: Insane payoff. Draw 5 (to a minimum of 3 if you draw both weaknesses), with 2/1 soak with +1 int is definitely worth the build around, especially if your off-class matches.

Note : you should run him with an even cost deck because 1. he can draw himself, and 2. most resources cards are even, which synergies further with the pump skill card logic.

mugu · 258
0 is even. Skill cards have a cost of 0... I think. — Onetribe · 343
Skills don't have any cost, which is different than having a cost of 0. "A card’s resource cost is the numerical value that must be paid (in resources) to play the card from hand." — vlad3theimpaler · 1
Shrewd Dealings

Here are all the things Bob can toss folks.

This card obviously gets stronger when you understand your team's deck and can slot specific things to give them a hand, you know, toss an Eye of the Djinn to Patrice, get Cho some Crystal Dreams, ect. These kinda effects are sorta a pain to talk about in a venue like this, and not with your buds while your planning your deck, so they don't get a ton of love here.

But Bob HAS to run this. And while the 1 resource discount is nice for him, because he needs to run it, it is important to look for 'generic' uses of it that don't require specific deck knowledge that may come in handy.

One thing that jumps out at me is that Bob has the potential to be a fairly strong 'healer' when it comes to physical damage, between Bandages and Leather Coat which both let you toss a 3 (or together, 6 or even 9), HP buffer onto a character in crisis. Bullet Proof Vest becomes really attractive on him as well: a 1 resource, heal 4? Nice!

He can do alright at healing horror too, with Keepsake and maybe Grimm's on a character liable to faceplant tests, but Grimm's is questionable and Mr. Pawterson takes up a more contested slot than Coat does. Elder Sign Amulet likewise could be a nice thing for him to toss into his deck to help buffer for lower sanity folk. And hey, if you are about to die to horror, the fact its an important slot low key doesn't matter anyway: if you are sitting at 1 horror it doesn't really matter how much you like your Cig Case or Fancy Mirror or whatever: you will be glad Bob is offering you a 2 or even 4 horror 'heal' right then and there.

Ultimately though, Bob is a dedicated multiplayer support character, more than anyone else in the cast (though we all just know someone is going to find a way to clear Devourer Below on Super Ultra Double Expert Arcade Edition with him solo!) because both his personal ability and his signature reference other players. So it truly does pay to be cognizant of them, even though you probably shouldn't build decks where someone NEEDS something from you.

Got a lot of rich characters who tend to not use their hand slots and could use a good trash clearing tool because they aren't swole enough to punch rats away bare handed? Toss your friendly Ursula or Sefina your spare Fire Axe. Got a Fin playing flex? Toss him your spare kicks too while your at it. Give Mandy (or most seekers really) a Lucky Cig Case to help them get their crazy combos out faster and end the scenario sooner.

Bob can't ever guarantee anyone he is going to be able to toss items to them unless he goes out of his way to get more effects that allow people to swap things around, so you shouldn't build around this specific card if you want to setup something nuts. Instead, you need to use your game knowledge and understanding of what other people might want, but not need. If you do get that Dream Crystalizer for The Boxer, make sure you have enough events yourself with useful symbols on them so that you can use it as well in case you just brick on finding this thing, and make sure Nathaniel doesn't skimp on skills just because you MIGHT be able to give this to him. You tossing an item to someone should make the scenario far easier, rather than you failing to toss someone something making someone's deck fall apart.

In essence, you need to be a good salesman: the stuff your hocking needs to be things people never even knew they needed, but the second you offer it to them they realize they realize life is going to be so much better with it.

dezzmont · 222
Ursula with a fireaxe? — MrGoldbee · 1484
Its good enough for Wendy to — dezzmont · 222
Whoops! Was trying to say that it is a good enough for Wendy to take out some pests while alone, and Ursula shares a lot of qualities with her (Rich, often issolated, and driven to despair if she draws rats). And with a free hand she can generally take it. — dezzmont · 222
Earthly Serenity

There are a lot of healing cards out there, and most aren't that great. Some, like Spirit of Humanity or Ancient Stone are at the top of the list because they can heal without a direct action cost to the player. Of the cards that convert clicks into raw healing, IME Earthly Serenity is probably the best of them.

Drop it for 2 resources for one action, blow up all 4 charges in a test for another, and ... that's it, you're done. It's a strong way to pull an ally out of the danger zone, fast. Compare to First Aid - play for 2, click 3 times, and ultimately heal one less. That said, it being a test complicates things: luck of the draw can have you fail to empty it in one go, although Mystics and Survivors easily have the to make that a rarity. And if you're running Hard or Expert tokens, drawing any symbol token can have consequences that easily outweigh 4 - or even 6 - healing in one action.

You'll probably pick it up mid-campaign when people are traumatized, but it gets good mileage - and the art is gorgeous.

Teag · 54