Well-Maintained

Well-Maintained is a card multiplier, it's power is strictly dependent on the card you apply it to so evaluating Well-Maintained in vacuum is HARD. Even so, here are some notes to keep in mind:

  • It returns the cards to your hand when discarded, this means that cards that do not self-discard are not returned till manually or unintentionally discarded. The card is missing a clause that let's it discard the attached asset, in my mind.
  • There are several treacheries that discard assets, such as Crypt Chill, that Well-Maintained helps you defend against.
  • Costs are not refunded so you still must be able to pay for the asset again, an issue mostly for the big guns.
  • Custom Ammunition and Reliable are the only/most important Upgrades to be released so far.

The most immediate way to read Well-Maintained is to assume it's meant for a big gun, but there are lots of cards that operate far more smoothly within the bounds of the wording. For example:

There are lots of items that don't discard but still work good with Well-Maintained, it just requires an extra step to execute on, to recurse an empty gun you need to play something else over it in the slot, for example a Flashlight or another copy of the gun, this is still a rather slow process so I wouldn't pick Well-Maintained for this purpose exclusively, Extra Ammunition is a much better option for reloading guns! But, when you have some of the other cards mentioned above, and/or one or both of the upgrade cards, Well-Maintained becomes a much more impressive addition.

Finally there's a couple more combos that are absolutely worth your attention:

Tsuruki23 · 386
Does well maintained return itself to your hand? — Django · 1819
@Django It does not; it specifically says "other" upgrade cards. — SGPrometheus · 135
Could I have 2 of them to return both? — trazoM · 1
Limit 1 per asset, so no. — TheNameWasTaken · 3
Grisly Totem

This is an actual review of this card, not a wall of text about one combo ;)

The characters have a few among them that love skills passionately. "Ashcan" Pete is good with them in particular and Silas Marsh likes to sip his skills like fine wine.

In addition to the empowering mechanics from the 0xp version, Grisly Totem grants a failure umbrella much like Try and Try Again would, this is very good for key mechanics like Resourceful, Deduction and Vicious Blow and still very efficient for pure boosts like Overpower or the desperate skills.

The fact that you can play a skill card every turn, where you know that said skills's benefits are eventually guaranteed, this is a great luxury and potentially crazy powerful. You know how bad it feels to miss a 3-hp foe with a vicious blow? Totem gives you 2 chances at it! Just make sure to bring some easy to play skills like Unexpected Courage and/or Resourceful that you can play and cash in on that bonus as often as you can.

Note that Try and Try Again is a more complete fail umbrella than totem is, even so, the extra boosts really stack up.

A big argument against totem, which requires skill cards to operate, is that it shares a slot with one of the best cards in the game. Key of Ys. Obviously if you adhere to the taboo list then totem shoots up the priority list, especially if you're playing Silas Marsh or a Yaotl based deck.

(Also p.s. the combo with Take Heart is currently legit).

Tsuruki23 · 386
Just a slight correction, Grisly Totem doesn't require skill cards, any cards will do. — Sassenach · 41
The Council's Coffer

Tricky card to use but here's some tricks to execute the super tutor on demand.

Raw power it via an exploited main stat, for example:

Once you and your friends get the box halfway done, force the last bit right when you need it with:

And now you just sit back and dig out all your most overpowered stuff and play it free.

I don't know if this can be described as a good card. It's real meme-y with the 1/campaign trigger, huge cost in actions. But the payoff can mean a free tutored Agency Backup, Rite of Seeking, Ace in the Hole, Key of Ys or whatever other card might be critically important at that moment.

Tsuruki23 · 386
I don't get the part about Leo or Quick Thinking. The Coffer comes in play with just 1 lock, surely you can't remove two of them and benefit twice from the reaction... ? — Freeman · 3
It comes into play with one per investigator locks. Will to Survive would allow you to remove a lock without drawing a chaos token, and because it's until end of turn, Leo would let you perform this action twice. — cb42 · 16
Oh yeah, used to solo play, I missed the "per player" part, now it makes sense, thanks! — Freeman · 3
Eureka!

This card is a fantastic deck-cutter.

As skill cards go, +1 icon on a single test is low, the variety helps a bit, most characters can muster a use for either or , and anybody can use .

The benefit, the mini tutor, is just crazy for an action-less and cost-less effect. Use it to pull out key cards a little faster and/or obtain solutions to standing issues.

The low boost and useful success benefit means that you should play Eureka! on low risk tests, use it to push for a +3 or +4 advantage to secure the test. On standard/easy pushing for +2 is fine in early scenarios.

Any character with innate access should give Eureka! at least a passing thought.

Minh Thi Phan and Silas Marsh really like skills, this is obviously true for a strong one like Eureka!.

Eureka! is uniquely good for Norman Withers (for whom skills are low priority) since it bypasses his revealed top card and shuffles his deck, this gives him two chances to dig useful cards out of a deck with something unhelpful revealed on top.

Tsuruki23 · 386
Mr. "Rook"

Using him during turn 1 is a great risk for drawing an enemy, while the group's fighter couldve already taken their turn or may not have enough actions to kill whatever you draw.

I think the best moment to use him (assuming you still have weaknesses in your deck), is the player window at the start of the investigation phase. No matter the weakness you draw, this will give you the time to with the consequences (Amnesia and Paranoia will always screw you). If your fighter is already busy from encounter deck or a boss, you might not want to use him this turn, unless you have other options to deal with them.

Django · 1819
Good card for Joe Diamond as his signature weakness is in another deck (hunch). — Ezhaeu · 16