Dark Ritual

No reviews yet? It's bad. If you're afraid of drawing curses then don't put them in the bag in the first place. Most curse cards require you to put in curses as a cost so this card can actually prevent you from playing your cards.

It's always a shame to see obvious pack filler and that's exactly what Dark Ritual is.

KasaiAisu · 41
Some rogues either want to spend money every turn, like Preston with Darkhorse, or want to keep curses trapped until they’re needed. Your building elaborate combo, eventually you won’t need the 0XP parts of it anymore, but this does an amazing job for some characters, preventing Faustian bargain‘s from ruining your chances of success. And when you’re ready for the tokens, stop paying for it. — MrGoldbee · 1511
This also prevents curses from being used up by tests if you need a specific amount of them for other card effects. — Django · 5175
Yes, it's definitely a very situational card, but that is not the same as being a bad card. You shouldn't throw it in a deck on a whim; you use it when you have a specific reason for wanting to store curses. — LivefromBenefitSt · 1099
Dexter Drake

Dexter, you're a boy, make a big noise

Playing in the street, gonna be a big man someday

You got Molly in your face, you big disgrace

Discarding assets all over the place, singin'

We will, five Will shrivel you

We will, five Will shrivel you

Drake, you're a young man, soldier man

Fine clothes in the street, gonna take on the world someday

You got Molly in your face, you big disgrace

Waving your haste all over the place

Six Will, we will summon you, sing it!

Six Will, we will summon you, yeah

Great Drake, you're an old man, veteran

Pleading with Yaztaroth, gonna get you some peace someday

You got Molly in your face, big disgrace

Summoned hound put you back in your place, do it!

Seven Will, we will razor you, yeah, yeah, come on

Eight Will, we will wither you, alright, louder!

Nine Will we will shrivel V you, one more time

Ten Will, we will shrivel you

Yeah

jimjamculver · 142
Great work man! love it — StartWithTheName · 73263
Sixth Sense

A comparison to using Rite of Seeking (4), assuming no support for either and you always have a location available for an additional investigate, at discovering 18 clues:

  • Rite would take 10 resources, 2 cards, 2 plays, 6 investigate actions at 3 clues per actions
  • Sixth sense would take 3 resources, 1 play, ~13 investigate actions, at 1.35 clue per action

Rite of Seeking saves 7 actions, but costs 7 resources, 1 card, and a play more. A naive analysis liquidating every resource and card would into actions put Sixth Sense squarely ahead. Even a slightly less naive analysis — say you spend a play on Emergency Cache and put a copy of Rite of Seeking in play with an Uncage the Soul — still works out to +1 resource +3 cards and +2 plays vs +7 actions, putting Sixth Sense only 1 investigate action behind (assuming you can use the resources and cards to save actions in other ways).

This comparison purely theoretical — there's almost no scenario where you'll need to get 18 clues alone as a mystic. But it's quite common to need to need to get more than the 9 clues that a single copy of Rite of Seeking would get you; which gives Sixth Sense a even larger lead in such a situation...

...at least, until support is factored in. Sixth Sense's support options are just worse:

When compared with Recharge or Twila, no amount of support Sixth Sense can get will keep up with Rite of Seeking's action compression. The caveat is that recharge support costs XP.

Other considerations:

  • Rite's downside is easily mitigated most of the time, the real downside is that a failed Rite of Seeking test is much worse than a failed Sixth Sense test and it's terribly inefficient when there's one clue remaining (Seekers, do your job!)
  • Potential shroud reduction is occasionally useful, but offset by the fact that it needs to make more tests at a high shroud location, to the point where Grotesque Statue is more useful for Rite of Seeking than for Sixth Sense.
  • Playing Grotesque Statue to speed up Sixth Sense investigation is usually a wash on clues/action compared to just taking an extra Sixth Sense investigate
  • Sixth sense is worse on scenarios which require you to clear clues off a single location to advance, and on VP locations
  • Jacqueline Fine can use Sixth Sense better than any other investigator

So in conclusion:

  • If you're going to get recharge tech for your other spells anyway, go for Rite of Seeking
  • If your team has a competent seeker and you don't need to get much more than 9 clues a scenario, go Rite of Seeking (Sixth Sense/Drawn to the Flame can pick up a few more if needed).
  • If you're in a low XP campaign (read: Dunwich) without Arcane Research, or have other priorities, Sixth Sense becomes much more attractive because of how little XP it takes to get going.
  • Sixth Sense is far cheaper to run and allows you to run a Mystic deck with much fewer economy cards.
suika · 9527
I think you haven’t taken map design into account. A lot of scenarios, especially in TIC, move you around the map at a rapid pace. Being able to use sixth, especially if you can support with eldritch or Jaqueline’s power, can support grabbing victory points off locations without taking the two moves to go there and the two to come back. In TCU, this can be used to reduce painful haunting effects. But if you’re running a deck where you have a lot of blesses and can choose which token you yet, sixth becomes less useful. — MrGoldbee · 1511
I don't see that as a huge advantage — the counterpoint being that the the first time you were at that location, you could have used Rite of Seeking and gotten 3 clues there, and have another gater pick up the last one, instead of having to go back for it/remote clue with Sixth Sense. — suika · 9527
Same with Haunted effects — making fewer tests is also a very good defense against Haunted. — suika · 9527
I think the player count is also important. In 1-2 players, you'll often have 1-2 clues on most locations so you'll never get 3 clues. Or in 4 player you'll often have 1 clue left, so rite is best in 3 player. — Django · 5175
Regarding map design, Sixth gets better when other players reveal locations and you ever move there. It's also great to avoid high shroud locations and it doesn't end your turn with the wrong symbol (or make you waste actoins for the same reason). — Django · 5175
Can I ask a timing question with the new errata? I get that "as if" cards now consider you at that location from start to finish off the event/test. This card only considers you at that other location once you pull a token, at which point you have already taken you're AoO, paid the extra investigate cost, etc. Do you [A] undo those costs and pay the new ones? It feels more correct to [B] keep those locked in and only use the shroud value & clue removal of the new location. Besides, if you want to get really janky [C] it says you're at both locations - paying both costs? I think [B] makes the most sense. — Taevus · 784
You don't retroactively take any new costs. You're only considered at both locations after the symbol is revealed, not when costs were being paid. — suika · 9527
I wouldn`t assume that a seeker is always around when you play a mystic. — Chiungalla · 2
Gilded Volto

For a long time I have sat and theories why you would take this card, the only clear solution is "you are playing a character with really high agility", and yea maybe you pick this mask for the alone but its coming into play ability as far as I can tell is worthless, it is even worse than if the mask itself had fast (given then you could fast play it to be able to clear a tricky test).

Perhaps there is some potential here but everything I think of would be better served by switchblade level 0.

Save for one lone soul, one light in the darkness who sees a non fast asset that plays an asset and smiles, who sees the icons on this card as being more valuable than the discard effect.

The man men love, Dexter Drake.

You can put Volto into play fast with his ability (and for free) then immediately get another asset into play without spending an action, then the turn afterwards you can feed his ability with the mask that remains in play.

The only other option for Dexter realistically is the willpower mask and I've never really needed healing as Dexter, and swapping tests out for willpower is pretty easy to do without the mask anyway.

Zerogrim · 299
Another person who might like it is Yorick, who can play it from discard pile on a kill to get a fast play of a card in hand. Though admittedly, he would much rather have bauta — NarkasisBroon · 13
Yea I think I personally would always take Bauta as yorick but if someone else wanted it I could see geting use out of Volto. — Zerogrim · 299
Wendy with Lockpicks and Scanvenging (2) seems like a good combo for me. But given, that the later is from "Weaver of the Cosmos", that was a long way from Venice to make this card working. — Susumu · 383
Sea Change Harpoon

In my Silas deck, this was usually a back up weapon. But then I realized the power of using this with Opportunist(2). That way, this becomes a pretty nice alternative to machete. The same technique can power your net. There aren’t a lot of great weapons in survivor if you can’t get chainsaw going for you consistently, this will do you well.

MrGoldbee · 1511
Better than Opportunist (2) (that you should get back after the test, there is Quick thinking, expecially if you don't us the taboo list: commit, succed, get an action, get it back in hand, commit again, gain an action again. — AlexP · 300
How exactly are you getting Quick Thinking back in hand? If you are using Silas ability then you won't get the extra action benefit. If you are using the Harpoon ability, then you'll need to spend an action to play it again, which render the action gain from Quick Thinking meaningless, plus you even need to pay 3 resources. — Killbray · 13039