Eye of the Djinn

I think this card is great. Even without a blessed or cursed package, it acts as a plus 2 or 3 every single turn. That alone is worth a handslot at cost 2, and it synergies with other increases given this affects base stat. Works great for over suceed rogue. I've used in Wendy Adams and it allows her to punch cultists - a huge resource save and allows her to do things that she normally can't. That situation is probably the biggest benefit - allowing investigators to do things they can't normally so each turn - pass head tests, attack, investigate. Amazing versitility!

Adamgoff159 · 18
Without a blurse package, this would be quite expensive as a +2/+3 once per round; compare the slotless 1/round stat boosters aka High Roller/Well Connected and the like. It also works poorly for stats that you're already good at. In true solo, the versatility will be still worth the price even without blurses, but in multiplayer specialization generally is more useful. — suika · 9497
I also think this is great, especially to boost will. Many rogues have low will and fear rotting remains and such. The eye is a great solution to that. You can only have 1 in your deck but backpack (2) will help you find it. — Django · 5148
@Django Eye of Djinn doens't work work in the mythos phase, so it won't help against Rotting Remains and the like. It will work for Will treacheries that require tests during your turn though. — suika · 9497
Seal of the Elder Sign

The most broken elder sign effect with this is probably Winifred Habbamock. Play your entire „overachieve“ combo, have your mystic friend commit this, profit, take it all back. Really can win a scenario for you.

You can really force it, too by putting Word of Command in your deck. If you haven’t already Wini & Jaqueline Fine is a combo you should try! ;)

Scarx · 53
Wini's Elder Sign is definitely one of the best! Now Guardians can also trigger it for her with Blessings of Isis. — Zinjanthropus · 229
Isn't Seal of the Elder Sign still removed though? Wini's Elder Sign says to put it back in your hand, but Seal of the Elder Signs says that after the test ends it is removed. I'm guessing regardless of it's current position. — Pixelated · 1
This is an excellent card in the right team and scenario. I have used it as a finisher move with Father Mateo more than once, helping myself or my teammates take out large enemies or pass a crucial test that would be devastating to have failed. It is expensive; I'd recommend it for team play usually so you can have the option of supporting the other investigators to do some crazy things and make it easy to get through those key moments that would leave you dead and burning otherwise. — Louis Dooner · 70
Serpent's Haven

So this card lets me wonder, regarding Read the Signs: up until recently, I firmly believed, you can not ignore the trigger of the damage, because it happens after investigating. Neither could you move from Père Lachaise Cemetery after successfully "reading the signs". But I'm browsing now all the locations for a RtS review, I'm preparing, and I stumbled over the definition for Investigate Action:

If the test is successful, the investigator has succeeded in investigating the location, he or she discovers one clue at the location. (This occurs during step 7 of the skill test, per "ST.7 Apply skill test results" on page 26.)

So apparently cards, like Père Lachaise Cemetery seem to trigger, because there is a timing after succeeding in investigating within the test (which lasts until ST.8). But if "after successfully investigating" is within reach of RtS's ignore ability, this should also apply to "after investigating" in general? Weird! How are the opinions on that one? Or have there been any official ruling? (Probably not, otherwise it would be mentioned in the FAQ paragraph of RtS.)

Susumu · 381
I don't recall an official ruling, but I'd be of the opinion that any forced abilities using the investigation (or any part thereof) to define their timing point are considered to "trigger during" that investigation, regardless of whether they're "when", "if", or "after". — Thatwasademo · 58
(after all, Haunted, the keyword that Read the Signs was primarily printed to interact with, resolves "after applying all results for that skill test" — Thatwasademo · 58
Haunted works after ST.7 and before ST.8 so it's unambiguously still "during" the investigation. — suika · 9497
Agree with suika here. I also posted the question on BGG, and there KillBray reasoned that "after successfully investigating" triggers on the success, not the end of investigating. Seems, this was also somewhere officially confirmed. He agrees with me, that "after investigating" should NOT trigger. I wish, they had found a clearer wording, but that's what I will go now with. — Susumu · 381
Mano a Mano

You might not guess it, but the card with the people bareknuckle boxing is super good with the boxer. The joy of this card is that it’s a natural upgrade from Mano(1), and you can earn it by killing victory point monsters that other classes simply can’t do enough damage to.

Three damage guaranteed is enough to build a deck around. Have your allies take Stargazing, take First Watch or On the Hunt...Use "Get over here!" during enemy, upkeep, or mythos. You’re already playing Nathan to punch the crap out of horrid monsters. Make it easier, and recur it with your elder sign. You’ll appreciate cheap damage in guardian.

MrGoldbee · 1484
Read the Signs

This card is commonly compaired with Drawn to the Flame. Both cards can discover 2 clues with 1 action. Here is pros & cons.

Pros

  • Read the Signs has spell traits. This cards can work with Arcane Initiate, Dayana Esperence, Agnes Baker.
  • Read the Signs initiates investigate test. Enraptured can be committed to get 1 charge/secret.
  • Read the Signs can ignore some effects by investigation or discovering clues.
  • Read the Signs don't cause to draw any encounter cards. Sometimes, a encounter card break your plan.

Cons

  • Read the Signs has 2 costs. Many suffers leaks of the resources, and 2 costs may be critical.
  • Read the Sings cannot detour some penalty of investigation, such as Obscuring Fog, Locked Door, Orne Library.
  • Read the Signs requires the test, and may be drawn. For hard/expert, the effects of some tokens (, -8...) may cause bad effect.
elkeinkrad · 500
Love Read the Signs for Norman (who will frequently just pay 1 for it.) — CaiusDrewart · 3188
You can also discount it to 1 (or Norman even to zero), if you run Robes. — Susumu · 381
Similarly great for bad blood Agnes — SGPrometheus · 835
Note in addition to Enraptured anyone with access to Seeker 0 could also commit Deduction to pull 3 clues with this one action. Deduction 2 plus this card would create a massively high skill test and reliably grab 4 clues at once. — Time4Tiddy · 247