Marksmanship

An extremely fun and exciting addition to the game.

This card is kind of similar to Vicious Blow, in that it allows one of your attacks to deal +1 damage, provided that the attack hits. A very strong effect.

To flesh out the comparison a bit more:

--Compared to Vicious Blow, Marksmanship costs 2 more resources and 1 more XP;

--Marksmanship only works on Firearms or Ranged weapons;

--Marksmanship doesn't grant +1 to hit;

--Marksmanship can't grant bonus damage against enemies engaged to you.

However:

--Marksmanship can target enemies one space away, which is very nice and can often save you an action;

--Marksmanship ignores Aloof and Retaliate. In this case I don't think avoiding Retaliate is that significant. You probably wanted to heavily boost your Marksmanship attack anyway, such that your odds of hitting were very high; this means Retaliate is not a huge concern. (And of course some targets won't have this keyword anyway.) Avoiding Aloof is a nice action-saver when it comes up. But this is going to be relatively uncommon because not many enemies both have this keyword and are reasonable targets for Marksmanship. (It's a bit of a waste to snipe a Whippoorwill).

On the whole, I think Vicious Blow is the stronger card; its advantages will basically always be helpful. Marksmanship's advantages are much more situational, requiring specific enemy keywords and specific enemy placement, which you may or may not encounter in any given scenario.

With that said, Marksmanship is still a very welcome addition to the Guardian class and something I will gladly run in addition to Vicious Blow. +1 damage is extremely powerful. (This will be obvious to any veteran of Arkham Horror LCG, but if you want an explanation of why +1 damage is so good, read my review of Vicious Blow.) So Marksmanship will be well worth running, provided that you have a lot of Firearms in your deck. Ideally, these will be really strong firearms like Lightning Gun, because that increases the chance you can get maximum value from Marksmanship by sniping a powerful enemy one location away in only one shot. (The generous to-hit bonus on something like Lightning Gun or Shotgun will also reduce the chance that you miss and waste the card; this is particularly welcome since Marksmanship itself does not help your attack hit.)

CaiusDrewart · 3183
The +1 damage is just a side effect, not the main reason to pick the card, and Vicious Blow is not what this should be compared to. The connecting location thing (and possibly ignoring aloof) is the main thing this card does. It saves you one to three actions (one for hitting an aloof enemy in your location, two for hitting an enemy in a connecting location you didn't want to go to, three for the same plus an aloof target). — TheNameWasTaken · 3
@TheNameWasTaken: I simply don't agree. There is a lot of text on this card, doing a lot of different things, and I think it's easy to lose sight of what matters. But the only two really important effects are 1) the extra damage and 2) the connecting location part. While it is true that the connecting location is effect is more unique, in many ways it's less important than the +1 damage. All in all, I think Vicious Blow is certainly a fair comparison. I also just don't think the Aloof aspect is that important. Large, threatening Aloof enemies that would make good targets for this card are few and far between. — CaiusDrewart · 3183
I agree with you, Caius. (Also, I really like your reviews. They're to the point, informative and well written. Keep up the good work. :) ) — olahren · 3559
In carcosa compain u ll have a target for aloof saving action part as well as connecting location — Fullgrimm · 1
Another (very minor) upside over vicious blow is that marksmanship is usable with the ornate bow - which vicious blow isn’t due to it being an agility check. — Death by Chocolate · 1489
I like the combination of this with Think on Your Feet, particularly with the Ornate Bow. Get a free move, then take out a 4-health enemy. I saw this in a Skids Decklist. — Zinjanthropus · 230
Counterspell

It's interesting to consider whether this or Time Warp is better. They're both 2 XP Mystic spells. They both fulfill the same primary function by allowing you or a teammate at your location to overcome a bad chaos token pull.

In favor of Time Warp:

--Time Warp is one resource cheaper.

--Time Warp works against the autofail.

--Time Warp allows you to redraw bad pulls that aren't special tokens (e.g. the -6 and -8 on Expert.)

--Time Warp can occasionally help you outside of skill tests.

On the other hand:

--Counterspell doesn't have the risk of cancelling a bad token only to pull another bad token.

--Counterspell is much better at helping you avoid the negative effects of special tokens (particularly relevant for Shrivelling V.)

They're both decent cards, and it's really just going to come down to personal preference. I lean slightly towards Time Warp, most of the time, since the ability to redraw the very worst chaos tokens (which Counterspell unfortunately cannot touch) just seems a little more powerful to me. And if you're running a Paradox deck (and who isn't?), then you pretty much have to pick Time Warp.

CaiusDrewart · 3183
As long as you have a resource available, Time Warp is effectively 2 resources cheaper because of how the timeline works out. — Death by Chocolate · 1489
what is a "paradox" deck? — 11zxcvb11 · 3
@11zxcbv11: Just a joke. As only one card has the Paradox keyword, there's not really such a thing as a "Paradox deck" (yet). — CaiusDrewart · 3183
@caius i see :) i thought i might be some netrunner jargon i was not familiar with that applied to arkham horror as well. — 11zxcvb11 · 3
I would add: --Counterspell can be used during the whole round, while Time Warp only works during the investigation phase. --Counterspell has 2 skill test icons. — beholderalv · 130
Counterspell works nicely with Recharge — dlikos · 160
Ignore my comment above. Recharge is not a skill test. — dlikos · 160
Ward of Protection

Now that Arcane Research is a thing, I think this card needs to be reconsidered. I believe it is stronger than Ward of Protection II (which is, no doubt, a great card): while cancelling other investigators' treacheries is very useful, I think cancelling monsters is better. The 5 XP cost used to be prohibitive, given the abundance of other very strong Mystic XP options, but now that you have 1 or 2 free XP per scenario to upgrade spells, the actual XP cost will be much more palatable.

Cancelling enemies is extremely powerful. 3+ health enemies are, by and large, the worst encounter cards you can draw. Compared to treacheries, enemies take more resources, more skill tests, and more actions to dispose of. The number one way to lose in this game is to draw too many enemies in short succession and get overwhelmed. Being able to cancel the likes of Conglomeration of Spheres or Boa Constrictor for zero actions is a huge help. These monsters will otherwise suck up most or all of your turn, use up valuable spell charges, and, if the chaos bag doesn't cooperate, could easily survive into the enemy phase to cause you more grief.

This is particularly great for solo Mystics, but even in multiplayer, I think Arcane Research makes this worth picking up.

Note that this card also cancels Surge (unlike the lower-level Ward of Protections). That will be handy on occasion (particularly against Beyond the Veil), but it's really the monster-cancellation that is the big deal here.

CaiusDrewart · 3183
If you counter an enemy with this card, it's discarded. So you can avoid "vengeance X" but miss out on "victory X", too. — Django · 5154
Correct. In every campaign but Forgotten Age this is a demerit. However, it's not crippling, because a) there are plenty of nasty enemies that aren't worth VP, and b) this is realistically a very late-campaign add, and you might not be too worried about VP in scenarios 7 and especially 8. — CaiusDrewart · 3183
You can even counter elite enemies. Not many cards do that. — Django · 5154
It still very much depend on other factors, how early I would go into level 5. If you are playing with Finn and Zoey, you are likely rather want to protect the former from "Rotting Remains" then deny the later of something to play with. Also, in 3 and 4 player games, letting an "Ancient Evil" wiff is often the best use of the spell. Still, in the late campaign, it should be always worth it. Discarding a "Mindless Dancer" is better than an "Ancient Evil", even though, you have to draw it yourself. Also, if you as the mystic have "Overzealous" as your RBW, this makes level 5 a higher priority upgrade than regular. Because you also cancel the surge of the first card, just gained by the weakness, you basically can cancel (at least) 2 cards for the price of 1. — Susumu · 381
Storm of Spirits

This is one of those really cool trump-cards that may or may not blow a scenario out of the water. It's obviously more likely to pull its weight with more players and more pulls from the deck, but even in two player the card is warranted as a way to clear two or three foes at once.

A few factors in this card's great strength:

  • You pick the target, obviously you pick the easiest one, this means you can hit a Ghoul Priest by targeting a Swarm of Rats.
  • It's an extra 2 damage attack, when Shrivelling inevitably runs out you wont be dead in the water just yet. Also every additional target hit by the area effect is effectively a saved Shrivelling charge.

So, why then does not every deck have 2 copies? Because it's extremely expensive that's why! Obviously a card capable of hitting as many foes as Shrivelling has charges is going to be very expensive. Playing this card will prevent you from utilizing Arcane Studies, slow down the rate at which you play Spirit Athame, Holy Rosary, St. Hubert's Key and so on and on.

So, to play this card, make sure you're accounting for the cost, and if you can't then just leave it well enough alone. Also, avoid in solo, playing Storm of Spirits against a single target isnt terrible, but the severely reduced chance of multiple hits in solo reduces the value of this card drastically.

Tsuruki23 · 2570
Definitely a card that is much stronger on lower levels. Although it helps that you can target the lowest-fight enemy, it's still very difficult for someone like Sefina to make this card connect on Expert. But on Easy/Standard, it's pretty great. — CaiusDrewart · 3183
What is the consensus on the timing if you play this then #Shortcut to avoid the damage to self. — Drakkhen · 8
Arcane Research

(Edit: 12/1/19, Return to Dunwich).

This is quite good, despite the risks involved. Take 2!

Each scenario finished with this on the table basically nets you +2 XP for every scenario throughout a campaign. To maximize profits the current ideal path is probably:

Shrivelling -> Shrivelling -> Shrivelling X2, this takes 4 scenarios and costs only 2 total XP total.

Then: Ward of Protection -> Ward of Protection -> Ward of Protection also for just 2 XP total.

Finally Rite of Seeking -> Rite of Seeking -> Rite of Seeking for 0 XP total.

.

That nets you several incredibly powerful cards for just 6 XP, but it will take an entire 8 Scenario Campaign (With New Orleans. Cairo and Venice Thrown in) to make it all the way to this point, for the sake of sheer power in a deck as soon as possible you can choose to forego a few of these triggers to gain a stronger deck earlier, for example spending the 4 XP to finish up Shrivelling before scenario 3.

So, now that some of the most important tools in your deck will basically level themselves up for free, what to do with all the XP you earn?! This is the REAL fun of this card, now all the cool cards like Seal of the Elder Sign, Time Warp and Recharge can make MUCH earlier appearances!

So, when do you take this? On easier difficulties (Standard/Easy) I don't see no reason not to take this, but even so a few Investigators don't quite synergize with this card, Jim Culver for example is the most consistent dude in the game but he is also very very squishy, if you don't see the Jim's Trumpet very very early then you stand to suffer some unwelcome defeats at the hand of the very Shrivelling card's you took Arcane Research to upgrade. Grab Fearless asap to counter the extra horror.

Tsuruki23 · 2570
Agree, I see myself taking 1 or probably 2 of these for all my future Mystic builds. Ward of Protection V is a beast of a card that will probably start seeing a lot more play now that this is here. — CaiusDrewart · 3183
I believe it does not work that way. Upgrading a card cost a minimum of 1 xp, so e.g. Shrivelling(3) -> Shrivelling(5) still cost 1 xp in your example. It makes the second copy of Arcane Research a lot less attractive (but still worth considering). — ak45 · 469
Seems you can reduce upgrade price to 0. As per FAQ ruling: Additionally, the minimum experience cost for upgrading any card is always 1 (see Experience), so you would need to be paying 2 or more experience in order for the discount to apply. Ruling overturned: I will reverse my earlier ruling to suit the language in the FAQ, as this directly contradicts the minimum stated in the Rules Reference. The 1xp minimum does not apply to upgrading cards, and Arcane Research can therefore decrease the xp cost to upgrade a card to 0. — Daerthalus · 16