Stunning Blow

Can I review the card's illustration and flavour text only? It might be my favourite in the game; where else does one see a monster looking so foolish?

I suppose the monster on vicious blow doesn't look foolish so much as... dead. But yeah, great art, and I actually think this card is pretty good for sticky situations when you might need to reload or just run away. — SGPrometheus · 821
Great card for high fight characters to compensate for low evade, or for high fight characters to evade an enemy off of someone else. I even like this in Rita for that reason. — StyxTBeuford · 13028
Does this combo with Silas,so you get the effect and then return it to your hand? — jdk5143 · 98
@jdk5143 No; Silas' ability pulls the card back before success is checked, so you would have to leave his committed to get the evade. — SGPrometheus · 821
I dunno. The monster on Stunning Blow always reminds me of a Muppet. — Herumen · 1741
@Herumen And... that's bad? — SGPrometheus · 821
Boxing Gloves

This seems like a card that only does the thing it appears to be designed around in one deck -- namely, the Nathaniel Cho starter deck, where almost all of your fight actions are going to be from playing an event (or just a basic melee to finish off odd-health enemies).

For other investigators, the Boxing Gloves make an awful main weapon. But that doesn't mean they're useless, since if you can include Boxing Gloves in your deck you can include Bandolier and another Guardian weapon (even a two-hander if you use upgraded Bandolier). That +1 while fighting works while you're using another weapon (as does the search effect), and while having to find your Bandolier (and forego the use of an investigation tool) first makes them harder to play than Ace of Swords, there are probably decks that would love to run both.

Thatwasademo · 58
Ashcan Pete can take Boxing Gloves and have +1 when fighting with Duke. He has access to a lot of spirit cards! — Zinjanthropus · 229
Don't forget Reliable (1) as well as Ace of Swords when comparing to Boxing Gloves. All three potentially stack but again you need to jump through Bandolier-shaped hoops to use Boxing Gloves effectively. The Ashcan Pete interaction is amazing, take this and St Huberts with desperate skills and you've got a deck. — The_Wall · 286
"While resolving a triggered ability on attached asset, you get +1 to each of your skills." Reliable doesn't work on gloves. — MrGoldbee · 1470
I don't think the suggestion was to attach Reliable to the gloves, but to attach it to your main weapon instead of playing bandolier+gloves — Thatwasademo · 58
I wonder, if this is viable or even good on Diana. The interaction with upgraded Bandolier seems less clunky, because she looks out for Willpower buffs anyway. And she loves a whole lot of Spirit events: "Ward of Protection", "I've Had Worse" (2), "Uncage the Soul", "Eldrich Inspiration", "Delay the Inevitable", "Stand Together" (0), maybe even "Blood Eclipse" (1) and/ or "Solemn Vow" with Brother Xavier, who buffs willpower as well. — Susumu · 371
Diana does love spirit events, but what she even likes more is to trigger her ability. It allows her to constantly draw new cards so she is okay with drawing and she needs a tool to use cards underneath her player card, that's why her dagger is so important for her that I even run two copies of Prepared for the Worst to be able to find it. Gloves don't fit well with the dagger, so I would discourage you to use them in Diana deck. — chrome · 58
Sure the "Twilight Blade" is great, but I would not run PftW for one card in decksize 35. Gloves would infact increase the odds for PftW not to wiff. "Bandoliere" (2) could be an option to equip both and gives a much better skill boost on top than the Gloves. Still, that's a lot of combo cards to fit together, and a lot of assets to play. Certainly not the most powerful Diana build. But at least an interesting option to consider. — Susumu · 371
Backpack (2) works much better than PftW in Diana due to being able to find any other useful items/supplies at the same time. — snacc · 995
Azure Flame

Finally, Shrivelling has more competition for offensive options on new investigators. Azure Flame matches Shrivelling in a lot of ways - It's a 3-Cost, 4-Charge Spell which uses Willpower and deals +1 damage. Shrivelling remains a mainstay in Mystic decks for a reason, and that identical core functionality means this can compete with it. The only question is, how does it stack up?

The immediately notable difference is the downside - while Shriveling hits your sanity on , , , , or , Azure Flame instead hits your health on +1, 0, or . How does that compare?

In terms of how often you hit the downside, Azure Flame comes out ahead. At first, on Normal difficulty, it looks relatively even - there tends to be a 1 token difference between the two, one way or another. However, most campaigns will muck around with the bag, and do so by adding negative tokens - tokens that always add to Shrivelling's set. This means that over a normal campaign, you will tend to hit Azure Flame less and less, and Shrivelling more and more. That's also discounting the fact that Azure Flame becomes even less problematic at harder difficulties, where +1s and 0s fade and negative tokens increase.

This also impacts its synergies to some degree. It's the middle-of-the-road option if you're messing with token effects. Dark Prophecy won't help like with Wither, but neither will it hurt like with Shrivelling. Eldritch Inspiration won't be of any use at all, and Counterspell and Defiance can only be used in their more general 'prevent a modifier' effects. There's a small amount of synergy available with the unusual seals (Shards of the Void if you're running both, Crystalline Elder Sign, and The Codex of Ages for Father Mateo). These are worth keeping an eye on if you're low on slots and need to pick between one and the other.

The other main question is if you can deal with the downside when it hits. Shrivelling hits for horror, which Mystics tend to have a higher tolerance for, and which they and may have more measures for. With Holy Rosary, Arcane Initiate and Fearless as common picks, sanity damage is something Mystics can usually take. On the flip side, regular damage is harder to mitigate, with David Renfield as the only Mystic ally with more than one.

The final item for comparison is a deck-building consideration, and will depend on what else is available when Azure Flame is eventually released. One major part of a Mystic's consideration is Arcane Research, and the bonus XP it can provide. Shrivelling has a large opportunity for upgrades, allowing you to go to Shrivelling (3) or Shrivelling (5) over two different sessions. Until we find out if Azure Flame has upgrade options, it will not be able to take that XP, which may result in some waste over a campaign.

To summarize: If you have more health to spare and are trying to pull the classic token modifiers, Azure Flame probably wins. If you have the horror to spare, are already trying to avoid the classic token modifiers, or are using Arcane Research, Shrivelling takes it.

Of course, if you're looking to have consistency with your attack spells, there's also a good chance that you'll just want to run both. Azure Flame's consistency is comparable enough to Shrivelling that it may take the place of Wither for any mages who simply needed one more attack option.

Ruduen · 1004
Dayana comes in at a whopping 3 health. Also, since you wrote this, Eldritch Inspiration (1) was added which does cover it. — Death by Chocolate · 1473
Glimpse the Unthinkable

This card will be insane with the Harvey, I'm not sure how big his hand size finally be but the potential is there for this card to finally shine. Specially if there are more cards that trigger upon being drawn.

While this card can obviously do a lot potentially with Harvey's massive hand size potential, I feel like he of all Seekers gets the least out of it. His innate card draw means that his hand will probably be full or near full a lot of the time anyway. — StyxTBeuford · 13028
Could make you go insane if your discard pile and deck run out... I updated my own review of this card to explain why. — Django · 5107
The fact that you have to draw cards until you max your hand seems like a really risky gamble in some situations compared to the 1XP version. The risk of drawing one or more weakness cards when you are running low on life and sanity really ruins this card for me with Harvey. — haakenlid · 1