"I've got a plan!"

This card is pretty cool because it is a seeker card that actually lets a seeker fight for real, landing a gigantic blow that can defeat a 4-health monster in a single action.

However, this card is very, very undependable. Unlike Mind over Matter, you absolutely cannot expect this card will be usable when you need it. It isn’t a big deal for most seekers to pick up 3 clues when they are available. Unfortunately, most scenarios don’t let you keep those clues, they force you to spend them in order to move to the next Act. So you can’t use this card at the start of the mission, you can’t use it right after advancing to the next Act, you can’t use it when you are still trying to find the place where the clues are located or otherwise busy dealing with something before you can collect clues, you can’t use it when the Act requires you to spend clues a few at a time as soon as you collect them, and you can’t use it during the many Acts that don’t involve collecting clues at all. And when you do have a lot of clues, it is not uncommon that you are on a roll collecting clues and would rather collect more and end the Act, rather than go off and fight a monster. There are definitely plenty of times you can use this card, but a lot more when you can’t.

On top of that, the card is quite expensive for a one-shot event and you need to be willing and able to spend the money on it. And while you hope you have enough Lore and other cards to hit the target, that may not always be the case, especially if your base Lore isn’t 5. And it could be embarassing if you miss since you likely have no other fighting abilities.

To summarize, this isn’t really a self-defense card that you can hold in your hand and rely on to get you out of trouble. It is more of an extra card you throw into your deck so you can occasionally do something awesome.

ChristopherA · 113
As with all combat events, in case you draw an auto fail, you might be out of options to deal with the enemy. So combat events are generally very risky. — Django · 5154
Well thought out ChristopherA — Barrenjoey · 1
Lore? interesting, Frodo. Good review though. — jmmeye3 · 630
Now that Occult Invocation exists, this one (and its upgrade) is firmly relegated to the binder. — suika · 9511
Duke

Duke is a good dog. No body is going to kill my Duke! Duke and Guard Dog are friends, and I have two dogs! Don't put any damage on Duke or Guard dog on my watch! They are good doggies. They are very brave. I love Duke!

nimonus · 31
I love Duke! — nimonus · 31
Run Stray Cat so he has more furry friends to play with! — StyxTBeuford · 13049
Duke is housebroken. Also, he is a good dog. And he drove Yog Sothoth to another plane of reality! Duke is a hero and a certified therapy dog for Pete! Don't let anyone tell you Duke can't get on the Essex County Express!! — nimonus · 31
Use Calling In Favors to heal up Duke, then play him. Duke never gets to be played so he'll be extra happy. — CHA · 9
Seal of the Seventh Sign

First some numbers. If you combine this with Chthonian Stone and a reasonable bag, you might have 4 out of 15 tokens that cost a charge, meaning this will last around 26-27 draws on average.

On the plus side, this card provides a shield against the dreaded auto-fail token that no other card matches. You could potentially protect everyone in a 4-person party, no matter where they are located, from auto-fail for 3 full rounds. From that perspective, it seems like a pretty powerful effect.

The problem, and the reason I find this card hard to like, is the extreme cost for each failure you prevent. You are probably going to prevent 1-2 tentacle draws by playing this card, at a cost of an action, 4 resources, and a 5 XP cost card. That could be worth it to cancel tentacle draws at really bad times. But you can’t control which tentacle draws you are preventing; a lot of the time, the auto-fail you are preventing, would have come during an investigate check or some other task with no great penalty for failing other than losing an action (or worse, during a treachery skill check you end up failing anyway). And the benefit of not losing 1-2 actions is tiny compared to the heavy cost of this card. You really need to prevent an auto-fail with a heavy, heavy penalty for failure, in order to justify the cost of this card.

And while no other card quite does what this does, there are other ways to protect against auto-fail that are an awful lot cheaper. Such as Time Warp, for example. And while the comparison isn’t a direct one, it is worth mentioning that Father Mateo’s special power does a better job of stopping really important auto-fails than this card, yet it isn’t even that great of a power.

It seems like the time to use this card, would be when the party is about to perform a series of critical actions, every single one of which absolutely has to succeed, and the party is spending a ton of resources to make sure they all succeed, and needs to guard against the auto-fail. Kind of specialized in my book for a 5 XP card.

ChristopherA · 113
Good negative binomial math on the token draws. Without the Stone you're looking at 5/16 which puts you around 22-23 draws before it leaves, and when on its own the Token would've come up on average 1/17 times, you're likely just preventing one bad draw. Obviously the more diluted the bag the better this gets, so this could work better in the last scenarios where the campaign typically throws in more numbered tokens. I think the only way to make this card work is through sealing/ignoring tokens (Counterspell could help here) and through some method of extending its life (Akachi, Recharge), and even there I think you're better off like you said with Time Warp in the first place. I think the best way to deal with autofails is still to just have testless cards in your deck (your Intel Reports, Drawn to the Flames, etc). — StyxTBeuford · 13049
You fail to account for the benefit of test security. — Tsuruki23 · 2570
Honestly this card isn't that great on a large scale, but it does provide comfort and guarantee a prepared win within the campaign — Elecyan · 1
I'm Father Mateo pairing up with Sister Mary, I'm packing the Ancient Covenent and I just got a Pet Blob, I'm taking it. — Apologised · 4
De Vermis Mysteriis

After doing some thinking about this card and weighing the options available, my verdict is that I think this card is actually really bad right now due to lack of good options for this card to recur. Even ignoring the XP cost this card costs 2 resources and an action to put into play, it takes up a hand slot, and once it's actually in play you have to spend an action and place a doom to actually use it. Realistically you're probably going to have to activate this card 3+ times to good effect without causing the Agenda to prematurely advance to justify that up-front cost. Without any kind of doom manipulation, that is not really possible in the majority of scenarios as they're usually 3 Agendas long and the final Agenda usually fails the scenario. Yes, you can run doom manipulation with this, but I'm just trying to establish that this card has a very significant cost to it before getting into why the benefits aren't all that good.

This card seems like a natural fit for primary Mystics, but in actuality I feel like it's pretty underwhelming. The biggest problem by far is that the overwhelming majority of Event Spells either have timing restrictions (Such as Ward of Protection) and thus cannot be recurred or they just plain suck. Astral Travel is already not a good card, but on top of that even in the scenarios where it is actually good you usually only want to play it once. Storm of Spirits is not terrible but it's very situational, there probably aren't going to be a ton of scenarios where you want to play this card a bunch of times. Recharge is generally not played because the drawback for failing severe and fairly likely, forcing you to run cards like Eldritch Inspiration to counteract it. Honestly the best card by far is Moonlight Ritual, but I think it says a lot that the best spell for this card is one that removes its downside. Lastly for Mystics there's Drawn to the Flame which is an actually great card so I can't really complain about that one.

Then there's all the Insight cards which are overwhelmingly Seeker cards. To be fair, there are a lot of really good Seeker Insight cards, but the problem is that most of them are Fast play, which means that unless you're playing Daisy and using your Tome action on this card you're spending an action to play a card usually doesn't use one. And I feel like it goes without saying that spending an action to play a card that's balanced around not taking an action is pretty bad. For cards that stick out to me as being worth it there's "I've got a plan!", which is generally a fairly situational card. Generally speaking you're usually better off trying to find cards that allow you to consistently deal with enemies rather than one-shot effects like this. Cryptic Research and both Preposterous Sketches are not too bad. Deciphered Reality is pretty strong in the right situation and legit might even be worth just dealing with the doom. Knowledge is Power is good for activating the tome's effect without having to use an action or place a doom. Logical Reasoning is very situational, but when it's good it's lifesaving. And No Stone Unturned might be legit worth playing without fastplaying it given that getting any card you want is super powerful. However, the majority of the Insight cards that I think are very good are either not good in mystic decks (or are at least not worth spending Jim or Marie's out-of-class slots on them) or cost XP. (Meaning that only Daisy can take them) And for Daisy, if you really want to recur Insight cards you can just play Eidetic Memory. Eidetic Memory doesn't require 2 resources and an action before you can use its effect, doesn't put doom in play, doesn't require you to use one of Daisy's precious hand slots, copies the speed of the card so you can use it on Shortcut and still have full value, and doesn't require you to use Daisy's tome action to make things fast. Sure you can only do it once, but those advantages are so massive that I feel like I'd pick up 2 copies of Eidetic Memory before getting any of this card.

In summary, I feel like this card's upfront cost, lackluster cardpool on most the investigators that can run it, and having to deal with its doom make it hard to justify running. On Marie I'd rather occupy my handslots with Magnifying Glass and Grotesque Statue plus I'd rather have doom on David Renfield as he gives a boost to Marie's most important stat, on Daisy I feel like Eidetic Memory overshadows it, and in everyone else I feel like their cardpool is too weak at the moment to justify running it. That might change later in The Dream Eaters as I anticipate that they'll print a lot more (hopefully good) spell events due to how they synergize with Luke Robinson but for now I feel like this card is too much effort for not an especially large payoff.

Sylvee · 104
Marie can take Blood Eclipse. I created a deck the other day built around the idea of using her as a boss-killer, making sure to steer clear of damage so she can recur it for one huge 8 damage splash play. It's a pretty specific type of build though, and relies on there being partners who can tank all of the enemies until the end. — Sassenach · 180
Marie can't actually take Grotesque Statue btw. In fact, there isn't really much competition for her hand slots. I mostly just run double Hawkeyes with her. — Sassenach · 180
For some reason I thought that Marie's weird deckbuilding specifically allowed Grotesque Statue and a small handful of other things despite not having access to level 5 Mystic cards. I guess I misremembered but even with it not competing for Grotesque Statue I still don't feel like the card is still worth running in its current state. — Sylvee · 104
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv — Sassenach · 180
Sorry, keyboard is on the fritz. What I was about to say... is that there's an interesting potential synergy with Occult Lexicon that might be worth exploring. The bonded cards, Blood Rite, are either a two card draw or swap two cards for two cards you prefer and gain 2 resources or do that to inflict 2 testless damage, all without incurring an AoE. sometimes this only marginally useful, but there are times where it can be exactly what you need. Since you start with one in your hand when you play the Lexicon, if you can get both books in play then Blood Rite will always be there for you at a moment of need. Not sure that necessarily makes the card more worthwhile though, as it would then create a conflict for hand slots. — Sassenach · 180
I believe with current cardpool, trait distribution and all, Grotesque is the ONLY purple card Marie cannot take, despite being - technically speaking - restricted to 0-3 Mystic cards. Weird, huh. — Eruantalon · 104
Spectral Razor and Read the signs make this worthy to revisit. — Phelpsb83 · 215
I played this a Norman deck and the two cards it was most useful for where working a hunch and shortcut as it allows you to move other players, losing into fast action but effectively turning it into a guidance. I want to love it but it’s a little bit lacklustre on the insight events side at the moment. — Snakesfighting · 94
Ancient Stone

I think this card is probably most comparable to Strange Solution. Both require one action to use and some form of test. (Strange Solution has the test built into the card itself, while Ancient Stone requires an investigate action (which is not always a test but usually is)). However, Ancient Stone is much more difficult to use because:

  • It requires 1 experience to include into the deck, making the whole upgrading process at least 1 scenario longer.
  • You actually want the test to be difficult to get more out of the upgraded versions.

However, if you can pull off the early legwork to get this going, a properly-researched Ancient Stone can be upgraded into some really powerful tools. With a lot of secrets on it, Ancient Stone (Heart of the Elders) can deal a lot of testless damage to monsters, which is amazing in this game. Ancient Stone (Minds In Harmony) is also one of the most efficient ways of healing horror in the game, which makes it a great option for Carolyn Fern (particularly if she has Shrewd Analysis).

There's been some discussion around using Double or Nothing to create an absurdly high skill test. While this is fine, Rogue cards and Seeker cards rarely show up together for the same investigator, so that can take some coordination and it might not be worth the extra effort, since the stars really have to align. However, I have found some success in using 2 copies of Drawing Thin to increase the difficulty by 4, which is still a sizeable amount. Drawing Thin is useable by Minh Thi Phan and Rex Murphy - two investigators that can get a lot of use out of the Ancient Stone - so I think there's good combo potential there. That's to say nothing about how Drawing Thin lets you draw cards before a skill test when you activate it, which means it will be useful even after you use it to boost up the Ancient Stone test number.

Overall, while this is a tough card to play and get set up, I think it is probably worth the investment. I think the new Drawing Thin makes it a lot better, particularly if you are also running Higher Education in non-Taboo scenarios.

Technically the test is built into the card for Ancient Stone too, but there are some location effects which may cause it to not be an Int test. — Death by Chocolate · 1489
Before the Taboo list it was relatively easy to pull the Double or Nothing combo with Higher Education, atleast in multiplayer. I used to get the stones with 14-16 secrets after the 3rd scenario of a campaign. Since now Higher Ed costs 8 XP you can't pull this off so easily. Now I am satisfied with 12 secrets and I usuallly get it after the 4th scenario and without using Higher Ed. I think the nerfing of Higher Ed and indirect nerf to the stones is good, since having this with 16 secrets after the 3rd scenario was OP. — Alogon · 1144