Grim Resolve

This card looks like a good way to handle situational cards that would be "dead" in your hand otherwise.

Use Cornered to place under George Barnaby your End of the Road or your Pelt Shipment, wait for the end of the scenario and use Grim Resolve to get your card draw, your resource, your action and your experience discount.

AlexP · 266
I’ve found the pace at which a good George Barnaby player draws through the deck and commits back out those stowed cards to be way too fast to allow long-term storage of icon-less cards. Not to mention Cast Adrift will ruin any strategy of storing cards under him all game long. I think the weakness combines with the investigator ability to incentivize rapid card flowing, and I find that once you adopt this strategy, Grim Resolve is just a weak card, which is fine because George Barnaby is crazy, crazy powerful. — Eudaimonea · 5
Luger P08

Since this came out with the Drowned City, obviously the number one user is Michael McGlen. Spend two bucks, a card, and a play action, and you get a refund on those dollars as long as you find somebody to shoot. Then, spend a resource to do it again twice. With Locked and Loaded, it’s an even better financial proposition: spend $2, earn $1, then earn $2 per reload. But he’s not the only great user.

Rogues are all about actions, and this is a tricky way to get a bonus action for people who want a lot of them. Winnie loves taking tests so she can spend skills. Paired with momentum, this is an easy way to take a potshot, especially with a Pickpocket & Dirty Fighting in play.

This might be the second good gun for Wendy Adams. The Bulldog lets her use agility and succeed. This gun gives her a cheap chance to fail.

It’s also a great flexible card for Ashcan Pete. Instead of always having to give up your upkeep resource to maintain Dark Horse, you can use it flexibly to reload the Luger.

Because you can reload it during off turns, this pistol is extremely flexible. And with investment, it can do strange things. Enchant weapon lets Leo Anderson attack at +9. An excellent sidearm.

MrGoldbee · 1484
Like all free actions you can use this outside your turn. For example shoot a hunter during enemy phase after they move but before attacking. — Django · 5148
Great catch! — MrGoldbee · 1484
Locked and loaded doesn't increase the maximum bullet capacity so its only good for the one extra bullet when you play it. — Spamamdorf · 5
Correlate All Its Contents

Back in the day, when we investigate with events we usually don't get clues to seek something useful, or finding more clues/find clues easier, "You cannot sell the cow and drink the milk" is what Arkham tells me.

But this card? It provides a safer investigation with clue (escapes from something terrible like , , , and ), a positive side effect when you succeed (Completely the same effect with Enraptured, and can place it for other players), you even have a chance to increase the amount, while Truth from Fiction requires 2 resources to do so (Yes, not even a placement for other players if you are not upgrading). Like why we can have this many effects in a single card?

Maybe it's me yapping but I feel those cards in this expansion are so far from the cards in the past, Is it really not that easy to keep cards simple?

Fontanez · 4
Sefina Rousseau

Sefina is insane. Outright broken. Here's why:

  1. The massive 13 cards for her opening hand.
  2. Access to Foresight, Friends in Low Places, Parallel Fates (2). Use these to completely cancel Stars of Hyades.
  3. Access to Transfiguration AND Black Market. Transfigure yourself AND your teammates.
  4. Access to Double, Double. 'nuff said.
  5. Access to Underworld Support for -5 deck size. If you really wanna thin out her deck even further.
  6. Access to Charon's Obol, The Great Work, Down the Rabbit Hole, Arcane Research. Literally ALL the XP giving permanents. The first two are huge, the last two are situational. That's +21 xp after the first seven scenarios.
  7. Access to Leo De Luca and The Red Clock, for more action compression.

So what's the completely broken combo?

Having Double, Double. Trapping 5 events under her to further thin out your deck. Transfiguring into Patrice Hathaway. If I'm doing my math correctly, you have a possible deck size of 33 + 3 + 1 + 1 = 38. Minus 5 from Underworld Support. Minus 5 from events trapped under her. That's 28 cards.

If we take into account filling up every single slot and a Mask, and Double, Double for assets. That's potentially 10 more cards in play, making her deck 18 cards. The Painted World are removed once played, so that's 15 cards you can have in your deck in circulation.

This means, you can transfigure into Patrice to draw your entire deck every 3 turns and play her bonkers Rogue events with Double, Double every turn.

Since Foresight works on all five cards drawn during upkeep, and since Friends in Low Places can potentially be fast, you can deal with your weakness easily in a circulating deck of 15 cards all without spending an action.

Your only problem is dealing with the Damage/Horror that comes from either missing a Star of Hyades cancel, or from shuffling your deck constantly. But you can always opt to use Leo de Luca to soak it up and he'll be back in a few turns anyways.

tldr; Sefina can get a ton of xp from permanents, can transfigure into any investigator giving them a boost of 13 opening cards, can cancel her weakness extremely easily, can "remove" 5 events from her deck from circulation.

kongieieie · 24
Here are some prime Transfiguration targets for Sefina: — kongieieie · 24
Diana Stanley, George Barnaby, Luke Robinson, Marion Tavares, Nathaniel Cho, Patrice Hathaway. — kongieieie · 24
Deliverance

Deliverance has a use case: scenarios that when you advance the act or agenda, you shuffle in new cards. Over the years, a lot of boss monsters come with treacheries that summon them, even if you defeat them once. With this card, you get to delay that.

Deliverance will help with any advancement that shuffles encounter back into the deck, but with a cost of 3XP and a surging encounter, it's a high price to pay so that you don’t see certain encounters again. If you don’t know what’s coming, it’s hard to say that “later” will be worse than “now”.

MrGoldbee · 1484
I'm pretty sure this is just good in multiplayer. Even with 3 players you replace 6 draws over two turns with 4, and then only if the card granted surge didn't already have surge. Spending 3 xp on a 0 resource card that solves two encounter draws feels totally worth it. — OrionAnderson · 114
Deliverance has plenty of use cases. Two free rounds for all your teammates is just flat out good on its own, you're the mystic so you probably have the best defenses anyways. — Spamamdorf · 5