Promise of Power

This could've had 3 Wild icons and still be amazing. Just compare it to Prophesy; it's pretty absurd. Hell, we could probably stretch it to 2 Wild icons since it's Practiced and interacts with Mystic spells but then it'd go from amazing to ok since Unexpected Courage is a thing. BUT THIS THING HAS FREAKING 4!

Nenananas · 267
At 3 wilds I start to look down on this card actually. The curse is a -2 that will crop up unexpectedly until you get Curse mitigation like Favor of the Moon or False Covenant, and that -2 has a chance to matter significantly. Because the curse pull is relatively random, it means at 4 icons you're doing better than Unexpected Courage on average (sometimes the curse matters, sometimes it doesn't), though you could burn yourself here trying to overcommit even more while trying to dodge a curse that never shows up. Also consider that most Mystics use willpower as their main stat, so wilds aren't so necessary when your deck is mostly willpower pips anyway. At 2 icons this card is really only useful in a strategy that is begging for curse tokens, and even then I think Guts easily beats it in most decks that would take it. 4 is a bit pushed but it seems just right to me, and it works well as a one off evade or investigate even in low intellect and agility Mystics. — StyxTBeuford · 13049
Overpower

Am I the only one who pissed off because Silas cannot use this card?

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Yeah, you probably are. :) It's not that common, but there are other cards, that can not be taken by the investigator featured on the art. — Susumu · 381
You are not the only one. I personally despise it when a card has art of an investigator who cannot take it. Grinds my gears and makes my blood boil. — LaRoix · 1646
At least with the skills you can play it off as someone else committing this to Silas' tests. Guts has the same issue with Tommy on the art. For something like Keep Faith though, there's no good rationalization I can come up with.. — StyxTBeuford · 13049
I'm PISSED frankly!! — MrGoldbee · 1487
Ancestral Knowledge

I must admit: I always ignored the "attach facedown" clause of cards like Diana Stanley, Crystallizer of Dreams or Backpack. I always considered this is fiddly and doesn't matter. Likewise, I thought, the facedown wording was just there to emphasize, that these cards are out of play, and therefore not eligible for effects from e.g. Well Prepared or Crypt Chill. But you could for instance choose without memorizing the order any card below Diana, if you use her Elder Sign ability or Twilight Blade. I always considered the cards below cards open information, even if they were "facedown". That's why I let them faceup on the table anyway. But on the other hand, Sefina Rousseau and Stick to the Plan do not have the "facedown" wording, and I'm not sure why.

With this card finally the issue gets very important. Because drawing cards at random and placing them facedown reads like, that you are not supposed to know what you initially got below and what you will get, when you trigger the ability. Is that's really how this card is supposed to be played? An action-free draw for 5 turns is still great even at random, but far less powerful than Stick to the Plan, which lets pick and choose and adds deck thinning for the same XP cost. I will still probably take this card in my next campaign as first upgrade playing Minh Thi Phan, but I would appreciate knowing if this card can be played even stronger, and you are just obligated to get random cards out of your deck during setup.

Update 2021-06-28: It had been confirmed in FAQ 1.9, (see the FAQs paragraph above) that I played half a "Return to Carcosa" campaign wrong. (Which was fine, I applied Grim Rule in the absence of official clarification.) I was happy to have the card, even in my weaker interpretation. However, it did have its disadvantages with Practice Makes Perfect. Because I never knew, how many Practiced skills were attached to this card, it was sort of a gamble to play PMP before the fifth round of the game. And by that time, it might happen, that I drew additional Practiced cards from my main deck. Looking forward to playing the card like intended for the second half of the campaign. Or will I? I will probably attach the cards faceup from now on.

Update after finishing the campaign: It turned out, that this card is really dinging PMP. I had 11 (not bonded) Practiced skills in the end, only kept Eureka! and Resourceful as Innate, yet the event still sometimes whiffed. That's not to say, AN is a bad card, but I would reconsider, if I might swap out PMP for something else with it. Also, a card I was never considering, Surprising Find, would be completely anti-synergetic with it. So while it sure is a great addition to any skill-heavy seeker build, you have to take this into account.

Susumu · 381
Just a quick note: Stick to the Plan is exceptional so it costs twice XP as much as Ancestral Knowledge — ErynnWoodward · 1
No, because "Ancestral Knowledge" is also exceptional. They both cost 6 XP. However, FAQ 1.9 was released today, and there is something else, I have to update with the review. :) — Susumu · 381
Esoteric Atlas

This card is brilliant for Carnevale scenario.

SPOILERS BELOW! BEWARE!

Encounter cards always teleport you somewhere you don't wanna be. Some dudes enter play in the middle of nowhere and interrupt your game. Now you can jump back & forth and do your job. Nice.

There is a caveat though: locations are only connected clockwise in this scenario. So you can jump forth (but not back!) with this card. It seems pretty useless at first, but gets indeed better later, when all or at least most locations had been revealed. — Susumu · 381
Detached from Reality

I've had mild salsa spicier than this weakness.

I... suppose it costs you three actions, at most? You're chilling in the Bad Place for a turn - where enemies can't get to you, mind - and spend that turn prepping for the future with card draw and resource clicking, or you could try your hand at flipping to the good side, putting that off-class to work and avoiding the measly two horror that ending your turn in the Nihilism Cube gets you.

Speaking of that two horror: trifling. You have NINE SANITY, and even if you're in the danger zone, you made sure to bring some horror mitigation with you, right? ...right?

Anyway, on to the third part - you get yote outta Mannish Baby's Stand at the end of your turn, to ANY LOCATION YOU WANT. Remember that prep that we were doing while stuck? Yeah, go to the place where they need you the most and let loose.

To sum up: this isn't a weakness, it's a free fourth charge on your sleepy passport that you have to use immediately.

supertoasty · 40
Totally agree. They could have easily made this a proper weakness, but they didn't. — Susumu · 381
"Pass a 6+ inv or lose a turn" is rough. — MrGoldbee · 1487
I will push back and say that it's basically always 2 horror whenever you see it. It's not worth investigating a 6 shroud pretty much ever with Luke, particularly one that doesn't help you advance the scenario. 2 horror on 9 sanity on top of the 2 horror from Arcane Research does add up and makes Luke effectively a 5 sanity gator. That said, between Mystic card pool and Gate Box, you don't have to worry much about mental trauma. But it is something to keep in mind for things like Ward of Protection or Shrivelling. — StyxTBeuford · 13049
I agree with Styx, but Mystics also have some pretty decent horror-soak allies, and probably the best "healing card" with "Deny Existence" (5). I didn't have any horror-issues, when I recently played him for the first time through Innsmouth. I think, the "Dream Gate" should not unflip at the end of the round. The bad side could just as well be connected to all locations as well, but you would have to pay 2 horror each time you want to leave it. This would put incentive to investigate it. — Susumu · 381