Glory

It’s unfortunate that much of Nathan’s deck is too niche to be used in anyone other than Nathan. Glory is the shining exception to that rule. Guardians have been absolutely starved of any card draw whatsoever- Seekers have tons, Rogues get it on oversuccess, Mystics have Arcane Initiate, and Survivors get it on failure. While Glory wont be enough to carry the class on its own, it’s a good step in the right direction. I personally see myself taking this in basically anyone that can take it and can reasonably kill enemies. Tony Morgan in particular now has a strong reason to choose Guardian as his subclass, where previously Survivor seemed to be the significantly better choice in terms of economy.

StyxTBeuford · 13028
I agree. This is going to be in a lot of Guardian decks now. Tony Morgan seems like an interesting choice to mention though since he has LCC or my new favorite (because it is usable) Decorated Skull with Haste (fight, fight --> actionless collect resource/card with Haste). This is another Guardian card that combos with Crystallizer of Dreams with double INT icons though. — The Lynx · 980
Am i missing something? Aren't you essentially just turning a single resource into a single card? You draw two cards, one to replace this card and another net new card... but this costs 1 resource which is the standard "cost" associated with drawing a card. — Tetlow · 1
@Tetlow you are right, but it is important to note 2 things: 1) Guardian card pools are terribly lacking drawing options when not built-in like Mark. This card is one of the only option that helps to go through your deck to dig your key assets. 2) Guardians are more than others relying on few assets to do their job, weapons for example. And they also often run out of Ammo, needing even more draw. That's why Prepared for the worst is a staple. This card here is thinning your deck, making it more likely for you to draw your key assets earlier in the scenario. Other universal deck thinning cards are for example Tempt Fate that costs nothing, uses one card and draws one. Glory is here simply better in case you are desperately trying to add some draw. — Valentin1331 · 74380
Arrogance

One of the least harmful investigator weaknesses in the game, if not the least harmful. It's comparable to Rex's Curse in that it only causes you to fail one test before you get rid of it. Two big differences though:

  • You only get rid of Rex's Curse if you would've succeeded. Arrogance is removed even if you wouldn't have succeeded without Arrogance anyway.
  • Arrogance isn't shuffled back into the deck after getting rid of it.

The only real annoyance is with all the "Succeed by X" cards, but that's a minor issue really. One Willpower test in the Mythos phase (which are plentiful) and you're already free from Arrogance. I really feel like they forget a sentence where it is shuffled back into your deck after getting rid of it (similar to Rex's Curse). Also would make it hurt more because Winifred Habbamock inherently draws a lot, making her lose valuable draws in the process.

UPDATE 17/09/2020: Fun interaction: while you must commit Arrogance to each skill test YOU perform, nothing prevents you from commiting it to other Investigators' skill tests. Have Stella in your team and this card literally becomes a joke.

Nenananas · 258
If it shuffled back in, Wini would have quickly dropped from being one of the best Rogues to one of the worst. It’s tame, but it’s not like because it’s so tame it makes Wini brokenly powerful. — StyxTBeuford · 13028
I agree that it is quite tame. The effect of this card is similar to Haunted, except you need to fail a test instead of using two actions to clear it; failing a test is usually easier IMO. — iceysnowman · 164
I would also add that I've run into many situations where I could continue to succeed-by whatever even with arrogance in hand for turns at a time (until drawing an autofail). -1 doesn't make that much of a difference if you're commiting like 3 or 4 cards to every test anyway. It is annoying the way that it clutters up your hand, though. — Zinjanthropus · 229
Investigators with low willpower intentionally get weak weaknesses since they're at the mercy of every other thing in the game that test willpower, like the encounter deck. — toastsushi · 74
I hadn’t put that together, you might be on to something. That said, Wini suffers from her 1 will less than even some 2 will gators. Just by virtue of how you build her deck, will tests are not entirely forgone. — StyxTBeuford · 13028
Good point @StyxTBeuford, although I do believe an investigator with as much power potetional as Wini deserves a harsher weakness than what she got, but I agree that shuffling back into the deck might be a bit too harsh. @toastsushi very interesting, I hadn't thought about it like that, although I do think Finn's Caught Red-handed is quite harmful. — Nenananas · 258
"Look what I found!"

This is really good in Solo, where the versatility of choosing 2 clues at 1 location or 1 clue at 2 is very helpful. Even in Multiplayer, this is a useful option to have available. Plus the generous 3 failure margin makes almost all locations within the grasp of every Survivor (except, maybe, a very early game Calvin Wright. It's a very nice upgrade of an already-solid card.

Try it combo with Skid (Paralleled) then trigger Double, double. Boom getting 4 Clues around place! — AquaDrehz · 198
Or Preston! — MrGoldbee · 1472
I disagree. In solo you get all the clues from a location, then move on. I think the tiny improvements on this card from the level 0 version make it a real stretch for 2 xp. — housh · 171
Even in multiplayer this can be useful: have a low shroud location next to high shroud location with clues? Investigate the low shroud, fail, and then grab from the high shroud. Useful for secondary cluevers to help out. — ricedwlit · 3
Randall Cho

As far as signature cards go, Randall here is on the simpler side - as befits a starter deck - but that simplicity is packed with strength. Looking beyond the advantage that he's cheap and he has significant horror soak, the versatility in his reaction ability makes the margin where he's a sub-par play very slim. If he's your first play or among the first, you can find a weapon to prepare yourself. Later, he can heal a massive amount of damage from your face, giving you more longevity. The space where you're supplied with weapons and at full health is pretty small. Best of all, and this is pretty heartless, but once he's done his thing there's no reason not to have him soak as much horror as possible. Thanks bro!

All in all, Randy's a cheap ally with a strong etb effect and a lot of horror soak; perfect for a low-sanity guardian. His ability ensures that he's a good play no matter when you draw him... unless you already have Grete or Beat Cop in play.

SGPrometheus · 821
A bit like the miskatonic army, he's a (powerful) expendable ally. I'd try to ditch once i get the effect or have him "Calling in favors" to heal and return him to your hand. Guardian can't revive allies so you'll probably only see him once per game. Versatile + Chance encounter could get him back but only for a turn, i don't think that's worth it. — Django · 5108
Calling in favors to swap out for Grete or Beat Cop and then re-playing for more heal is always good. — SGPrometheus · 821
Lucky!

This just seems like a ludicrously good upgrade.

Lucky! (0) -> Lucky! (2) gave you 1 card for your 2 experience.

Lucky! (3) saves you 1 resource, 1 extra point to your skill value - giving 50% extra breathing room on your tests... AND it can be used on another investigator.

Using this card on another investigator is the icing on the cake. I can't tell you how many times I've had lower experience versions of this card in hand and wished I could help another investigator on a critical test.

And all that for 1 experience!

Crash · 7088