One-Two Punch

There are a few interesting things going for this card.

I'll start with the obvious - First, this is a card that effectively condenses 3 damage worth of attacks into a single action. If you're fighting an enemy with low fight but 3 toughness, this is going to help you clear it out in a single action. Obviously, this works best on Nathaniel Cho, who can turn it into a solid 4 damage without any external support. However, 3 damage is still good enough to handle a wide variety of normally irritating creatures.

Second, the effect is an isolated card that gives you a +1 for the first attack, and a +2 for the second. This isn't as large of a boost as something like Spectral Razor or Act of Desperation can give, but most Guardians have respectable to begin with - the +1 is enough for most easier fights, and the +2 can help make up the difference. In general, this will be as reliable as any 0 XP weapon.

Third, this is a Spirit card. The primary benefit means that it's something that you can find via Boxing Gloves, but it also means you'll be able to grab it with Calvin Wright, should you find you want more damage more than you need pure stats.

Finally, it is a Tactic card. The biggest benefit of that means it is available via Stick to the Plan, providing most Guardians with a low-price option if their weapons are not available.

It does have a couple of notable downsides. First, the attacks are broken into two separate fights. This means that you will need two draws from the bag to make that three damage land. You will only boost one part of things with commits or any other effects that boost the next skill check, and this means an additional chance to hit or some other negative token effect. Missing the first check is just as bad as missing any other combat event, though you can still get enough damage if you miss the second. If you were playing it specifically to deal with a 3-HP target, it does mean you can at least make a follow-up attack with a weapon.

Second, it's also a 2-Cost Event. Many Guardians have fairly limited income, and many guardians may prefer to spend their resources on a repeated-use weapon, rather than a one-shot event. Its price might be higher than some like.

Is this going to fit into most Guardian decks? While it's not a bad option on the whole, I suspect it's a little niche to be a top option for most. However, if you're using Boxing Gloves, if your hand slots are otherwise precious, or if you simply have the resources to warrant a bit more to deal 3 damage now and then, it's not a bad pick.

Ruduen · 1010
As far as the resource cost goes, if you were willing to play a .45 automatic, then you are willing to spend 4 resources, a card, and an action to get +4 damage over the next few fight actions. One-Two punch costs 2 resources, and a card to get +2 damage over one action. — Death by Chocolate · 1479
The Eye of Truth

Really doesnt need much discussion. Great card.

As a 4x skill card you can beat some surprising tests, a hard scenario test, a parlay, but treachery tests is where it'S at. On one hand you can filter out a bad treachery by sneaking it aside, and you make the other copies of it easier too! Many late-campaign treacheries will murder you if you get hit! Also makes stuff like Frozen in Fear less nasty.

Great card, but is it worth 5 XP? Not at the start, no. Not worth slowing down a research card or some key asset. It's a great use for XP once youre post-20 XP.

Tsuruki23 · 2553
Mind's Eye

Use for any check. A rather brilliant effect that occupies the entirety of the class's most important asset slot.

First off, rules wise, keep in mind that you may not keep existing bonuses that might be in place for the tests you're replacing, if you use Mind's Eye to change an attack with an Knife for example, into a test you loose the +fight from the Knife because it's specifically a +.

Furthermore, since the test is changed when it's initiated, you cannnot commit cards of the original type to the test, thus you cannot commit a Deduction or Vicious Blow to Mind's Eye tests.

Mind's Eye unlocks a new role for characters to play. Usually a plays the "Flex", someone who can kill enemies and get clues, but often only after opening a certain window of power (I.E, buffing and playing the appropriate spell assets).

The new role is "Manager", the character who greases up gameplay for the team by digging out teammates, getting key evades, clues or just sniping a hard skill test required by a scenario card. Using Mind's Eye and some classic buffs a can punch an Acolyte and turn right around to pull up a clue from a 4+ shroud location and then parlay a tricky scenario card, all in the same turn and make it look easy!

One issue to Mind's Eye is that it's a way to beat tests, but it does'nt speed you up any, there is no damage bonus, no extra clues. You can however use it to swap around stats on some very weird tests, an investigation attempt with a Flashlight, executing an "I've got a plan!" or Waylay, obviously you can also play some tricks with guns and tools that grab clues or deal damage.

That said, it can still be slow going to use Mind's Eye for everything and charges are limited, so lean into that Manager role and use it not to get everything done yourself, use it to make sure everybody else is operating at top efficiency.

You can build some interesting and fresh variations of characters with this card, it really shines bright in off-class characters, especially Patrice Hathaway.

Tsuruki23 · 2553
I think this card is useless for most mystics as it has too few secrets and there's too few ways to recharge. Occupying 2 arcane slots its also very hard to get a subsitute like sixth sense into play, to help win the scenario. But might be helpful for offclass mystics like marie to ocasionally fight or evade. — Django · 5108
Where is marie an offclass mystic? Especially since her bonus-spell actions would be wasted a lot of times — niklas1meyer · 1
I can actually see this being kinda interesting with dexter drake. In the example where you're still needing to find shrivelling, right of seeking etc and they're nowhere in sight, this may be able to tide you over until you do find them. Then you could use Dexter's ability to quickly replace it for your key assets at a slightly cheaper cost. But all in all, this card does seem real janky. — Wolfyjevjev · 1
This card was came to us in Luke’s cycle so any discussion should include him. Luke likes events most of all and these do not take up arcane slots. It seems reasonable to me for Luke to run this as he can just pop up anywhere he’s needed and do that critical test or that final damage. Although his baseline will is only 4 he could easily get this up with a folding camera and hold rosary type combo. He also likes to run enraptured so he could charge minds eye over his gate box if the situation demanded. — Snakesfighting · 94
If you loose the +fight from the Knife, what about -fight but + 1 damage from the Sledgehammer? — Joannes · 1
It would work with Rise to the Occasion though, to get Patrice Hathaway basically a +2, wouldn't it? — AlderSign · 309
Beat Cop

I've just upgraded my Beat Cop in a Tommy deck. This version of the card synergises really well with his investigator power, because I can use BC++ to take a horror for me in a pinch, then churn through BC++'s health to deal damage every turn and recycle him back into my deck for resources - using this strat I should get at least 3 which is enough to buy in Guard Dog or Tetsuo Mori, 4 if I take a horror on BC++ at some point, and against the right enemy (or an Elder Sign at the right time) then I can get five back to get RGM or Brother Xavier out.

What's more, the fact that I don't have to engage to use BC++'s power means I can knock health off Aloof enemies (hello Stranger) without spending actions while I crack on with something else (setup, investigating, or just hoofing it to the exit at the end of a scenario)!

oduff · 4
Unsolved Case

Note that you are allowed to play this card even if you do not have a clue. The ability on this card has two separate effects, and they are not linked by a "then," so both occur if possible irrespective of the other. Separately (but just as importantly), this card when played will always change the board state because the card will always be remove from the game.

H/t to AK45526 on the reddit board for pointing this out.

FBones · 19164
This feels like it cheapens the entire theme of the weakness, that Joe has got to get to the high shroud location and dump a clue there, plus 2 or 4 resources. In other words, he's gotta do some investigating to solve the case. Just posting 2 to make this go away seems like it may as well be Preston Fairmont's weakness, very light. I reckon I'll house rule this one to need a clue at my table. — Quantallar · 8