Smite the Wicked

One of those signature Weakness that can end the Campaign. Looking at the two elements, the effect and the discard condition, we get:

The effect: Draw an enemy, then someone has to kill it by the end of the scenario or Zoey gets hurt. The nasty sting is that if Zoey is taken out by damage or horror, she ends up with 2 Trauma for her troubles. If you are unlucky enough to have this happen a couple of times, it's new investigator time. Fortunately, unlike Searching for Izzie, this card asks you to do what Zoey always wants to do.

The discard condition: Well, you discard it when the enemy gets killed, which is exactly what Zoey wants to do. It can be extremely variable, since you can draw a Swarm of Rats or a Servant of the Lurker. Drawing an Aloof enemy is, of course, extra annoying. It also benefits from the "loophole" that anyone can resolve it, so if a very weak enemy comes out or another investigator is combat-ready, this can be dealt with pretty easily. As usual with this style of Weakness, when you draw it is critical, as is the map. Drawing it one turn before Resigning or dooming out in The Unspeakable Oath is way worse than drawing it early in The Secret Name. It can take anywhere from 2 to 6+ actions to clear, so it is a very situational weakness. You can mitigate the effects with "Get over here!" or Righteous Hunt.

All in all, this is an above average signature weakness, maybe average if all of the investigators are combat-ready.

Trusted

The best use of trusted is probably betrayal. The second best use is keeping Survivor allies that heal themselves alive when the encounter deck does one damage or one horror to allies. But the best use hasn’t been mentioned yet in reviews, and that’s to reload Becky.

For a measly one resource, a card, zero actions and zero XP, you can make your disposable allies that much tougher. And then you kill them off, which if you’re building Tommy right you will. (Between Tetsuo, solemn vow, or even self-sacrifice, you should be cycling allies regularly.) And one damage and one horror means two more bullets in a gun that perpetually seems out of bullets.

Even better, it’s two more damage if you plan on the level two guard dog and space things out, turning the pupper into a 5/3 powerhouse. With this card, officer Muldoon can turn trust into a one-way street.

MrGoldbee · 1484
I like when people find fun uses for cards that are not regularly played! Thank you. — mogwen · 254
Where is that lvl 2 guard dog you are talking about from ? — aurchen · 141
its on fantasy flights arkham horror lcg page, print and play cards from arkham nights 2020, not sure how offical they are, think we might see redone versions made offical some day. — Zerogrim · 295
The best use is probably attaching it to an Innocent Reveler in Carnevale of Horrors to fortify them against the encounter deck. — suika · 9497
The Pale Mask Beckons

Someone pointed out that this has a wonderful interaction with counterpunch and guard dog (as well as their upgrades). Instead of going across the map to fight the stranger, it’s possible to defeat him because of the attacks he makes on you. The Pale Man may beckon, but Nathaniel the boxer sees a hand start to move and drops a hook right to the jaw. See you in the dreams!

MrGoldbee · 1484
Survival Knife is enemy phase only but works fine with the others. Gets Cho a rare mythos phase damage boost too. — SSW · 216
Fixed. — MrGoldbee · 1484
It's not clear if the Stranger is actually pale or just his mask. Clearly, this is a theological, rather than a rules, issue. — LivefromBenefitSt · 1076
If you use Counterpunch (2) and get a killing blow, you pull the Man right back out of your discard pile, right? (scoring a tally mark and negating the attack, of course) — Thatwasademo · 58
Actually, I guess that same logic applies to the other reaction damage options too. The Man leaves play and so can't execute any more attacks, but then the next sentence sees that he's not in play and summons him. — Thatwasademo · 58
Nephthys

If you’re wondering why Sister Mary is in Guardian, this is why. Passive enemy extinction. Even in a fast game, Sister Mary will add 12 to 17 tokens to the bag just by existing. And until you have allies like Nephthys or a covenant, you’re going to cringe anytime someone draws a double bless. (Unless you have blessing of Isis.*)

Now, you want your allies to draw blesses! It lets you explode enemies, even more effectively than guard dog(2). +1Will is OK, and you could even teamwork this ally to a mystic, because it doesn’t matter where the Blessed tokens come from as long as they get used. There is another combo with this. Holy rosary (2) wants you to pass every willpower check you get. Bast’s faithful helps out. You handle this, first watch, and I'll Handle This! allows you to cycle tokens through the bag even faster. Enchanted weapon also wants your willpower to be increased. There’s plenty to elevate Mary even without spells.

At 4XP, Nephthys is extremely expensive for an ally. Cycle hard, get her out early, and melt foes. Neph is best (Bast?) at high player counts, where blessings will be drawn continually.

*It’s worth noting that there’s an anti-synergy between this card and blessing of Isis. Nephthys wants tokens taken out of the bag. Isis keeps them in there, and if you’re Mary increases them. You could take both, and on a larger team someone could take the other. But they go in different directions, so don’t spend your XP on both at once.

Spring 2024 edit: New bless tech, like Blessed Blade (4), make the huntress even deadlier. You don't need to run a covenant with this combo.

MrGoldbee · 1484
Great review. One thing I might argue is I don't think that the anti-synergy between BoI and Neph is that strong. Yes, if you trigger BoI, the tokens go back into the bag, but Neph catches so many singletons that you can recycle right back into the bag that she can be a huge boon for BoI. Even if you choose to burn the bless tokens to deal damage, you've already drawn them, so BoI hasn't lost its potential to capitalize on them the way it does when burning tokens using Radiant Smite or sealing them on Shield of Faith or RoS. — Sandmole · 46
I don't agree about avoiding to have bothe Nephthys and Blessing of Isis : if someone at your location reveals 2 blessed tokens you exhaust the Blessing and return them, if someone anywhere needs a part but not all the blessed tokens revealed you exhaust the Covenant and put back in the bag what you don't need ... and for all the other situations Nephthys can hold them until you decide if you need to spend them or if you want to put them back in the bag.<br>Nephthys not exhausting to seal the the tokens is amazing ! — AlexP · 265
Garrote Wire

Oh I get it! It takes up an accessory slot because it goes around the neck. I see what you did there FFG. Need 200 characters I'll just talk about my day until there. Started off sleepy but got coffee

jdk5143 · 98
Why does it take up my relic slot? I usually have other ppl „wear“ it. — Django · 5142
I just like that a common target for this weapon would be Swarm Of Rats, which only raises further questions. — HanoverFist · 744
You're using the wire to build a better mousetrap, clearly. — suika · 9497
It's probably just because it would be OP if it were slotless, but would be hard to include in a deck if it took up the hand slot — Zinjanthropus · 229