Cyclopean Hammer

Cyclopean Hammer + Eldritch Inspiration. I came across this combo earlier in the week when I was making a hammer build for Akachi. To my knowledge, I haven't read or heard anywhere about anyone using this combo.

So best case scenario: you swing with the hammer, play Eldritch Inspiration and hit the enemy for 5 damage and move them away 4 spaces lol (Assuming they're alive to be punted across the map)

This is a 1 xp Vicious Blow that deals +2 Damage and moves an enemy 4 spaces. Now admittedly, this is one combo among many. But still, can't wait to give it a try.

The Hammer doesn't have text that references "when," "if," or "after" a chaos token is revealed so this combo doesn't work. I think you'll find the Hammer suitably strong without it though. — Pseudo Nymh · 42
"If you succeed by 2 or more" seems a viable phrase for the use of eldritch inspiration. — Tharzax · 1
@Tharzax definitely not. That text is a reaction to success threshold, not to revelation of a chaos token. Eldritch Inspiration is explicitly and specifically only for effects that trigger off of a token being revealed. — TheNameWasTaken · 3
You are right I didn't get the token part when I read this comment. — Tharzax · 1
Eldritch Inspiration

Cyclopean Hammer + Eldritch Inspiration. This card is Vicious Blow for 1xp. I came across this combo earlier in the week when I was making a hammer build for Akachi. To my knowledge, I haven't read or heard anywhere about anyone using this combo.

Best case scenario: you swing with the hammer, play Eldritch Inspiration and hit the enemy for 5 damage and move them away 4 spaces lol (Assuming they're alive to be punted across the map)

So again I ask, would you pay 1 xp for a Vicious Blow that deals +2 Damage and moves an enemy 4 spaces? Yes please. Now admittedly, this is one combo among many. But still, can't wait to give it a try.

I think that combo does not work, Cyclopean Hammer has no "when", "if" or "after" effect related to a chaos token revealing. — Gsayer · 1
People just cant learn that Eldritch Inspiration IS NOT double-double — OnThinIce · 19
People? I have not seen somebody before having that misconception with this card. — Susumu · 351
Archive of Conduits

If you are playing Vincent Lee, this should be one of your very first upgrades, I would argue even before other known strong cards with him like Healing Words. The sheer amount of support that this card can provide is unparalleled by any other healing card in the game so far.

For the cost of 1 action, you can allow any investigator to heal 1 damage, draw a card, AND gain an unexpected courage (On the Mend) FROM ANYWHERE ON THE MAP, and thats without removing a leyline to double the healing and card draw.

In bigger map campaigns this effect stacks to insane power but even in my Scarlet Keys playthrough (often very small, connected maps) this card was by far the highlight of my Vincent Lee deck.

And even better, this card doesn't take up a slot that Vincent Lee would need otherwise. By taking an arcane slot, Archive of Conduits leaves open hand slots for other investigation tools like Magnifying Glass or Flashlight for when healing isn't necessary.

While obviously you still need other healing cards to make a Vincent Lee deck work, this never-ending powerhouse of a healing card shines in any Vincent Lee deck.

Tyrria · 4
Microscope

(Non-mechanical review) Evidence-based cards offers connection from one thing to the next different thing. Because of this 'gluing' effect, they are great to make emergent stories come alive. Each evidence has a source : You can sort of remember where / how you got each evidence from, then that drives the story why you are better at stuff now. (In other words, evidences are fungible in mechanics just like ammo, but not necessarily in the player's head.)

Hawk-Eye Folding Camera / Dissection Tools connects location / enemy with anything your investigators do. Michael Leigh connects location to enemies. Research Notes connects player card effects with locations.

This Microscope connects enemies with locations, like inverse of Michael Leigh. You collect the samples then to sit down and making connection of enemy pieces to understand more about your current location. What I like about this card is that it works effortlessly consistent in theme, because both enemies and locations came from scenario design. The story often make sense and doesn't miss.

Michael Leigh which is the other way around is not only XP expensive that you'll get to play with him less (or never see him because you get 1 copy), but it's sometimes weird that everything I found out from any location benefits destroying the enemies. (e.g. I just investigated drawers in secretary office and now I'm good at killing all sort of abominations.)

5argon · 8430
Narcolepsy

The top review of this card is 100% incorrect. The card works exactly as intended.

When you draw a basic weakness, it is considered to be an encounter card. arkhamdb.com

  • Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be player cards while they are in their bearer’s deck, and are considered to be encounter cards while they are being resolved, and once they have entered play.

Encounter cards go to your threat area. arkhamdb.com

  • An investigator's threat area is a play area in which encounter cards currently engaged with and/or affecting an investigator are placed. The cards in an investigator's threat area are at the same location as the investigator.

So now it is in the same location as the investigator. Can we do anything with that? Yes, we can.

arkhamdb.com

  • An investigator is permitted to activate abilities from the following sources: A scenario card that is in play and at the same location as the investigator. This includes the location itself, encounter cards placed at that location, and all encounter cards in the threat area of any investigator at that location.

Look above the word Narcolepsy and you'll see the word treachery.

So to recap: Weaknesses with an encounter cardtype, such as treacheries, are considered encounter cards once they have entered play. Encounter cards go into an investigator's threat area. The threat area is considered to be at the same location as the investigator. Any investigator may use activate actions on encounter cards in the threat area of an investigator at their location.

tcrudisi · 10
Honestly, I think it’s perfect that the top review is wrong. Because this aspect of the game is often overlooked by newer players. So seeing someone make said mistake is the best possible learning tool. — Therealestize · 66
Hah. Yeah, it's crazy how often these rules things come up. The game is incredibly complex. — tcrudisi · 10