Infighting

Seems too situational and expensive to be worthwhile. The icons are good, but I don't think I would pay for this in any deck.

It is usually a worse dodge... keep that in mind.

It might get better in a scenario with a crapton of enemies.

Until then, skip this.

Myriad · 1226
A worse Dodge (and I’d agree with that assessment) for 3 XP is pretty rough. The Survivor XP cards not named Peter or Will to Survive continue to disappoint. — CaiusDrewart · 3200
Can this be good? Are the icons good enough to warrant an include in some decks? For 3xp, I doubt it. I can't imagine a survivor deck where your aim is to engage as many enemies as possible, which is where this would really shine. Obviously in solo it's extra bad, but even in multiplayer it's uncommon to see multiple enemies, let alone in one location, let alone being engaged by the survivor. — SGPrometheus · 849
Newspaper

Its Newspaper 2.0.

If you loved Newspaper you will love this.

If you hated Newspaper, you will hate this.

Its great in Solo. Weaker in multiplayer and probably best for Survivors who cannot take seeker splashes.

But it does have some cool synergy with look what I found and drawn to the flame.

So... there is that?

Myriad · 1226
I think this is an amazing solo card I think, and means you can investigate with Duke on 6 and get 2 clues with Pete.and in say Yorik in multiplayer it could get some good use, there are often times 2 clues is enough to advance the agenda or the game in some manor — Quilzar · 6
Seal of the Elder Sign

Expensive. I think this card is waiting for an investigator who can take it who has a bomb elder sign.

As is, I can't really think of many reasons to take it, outside of multiplayer. 5 for a (probably) auto-success is okay?

Very team comp dependent. Some investigators love it, some of your buddies will love it. I think it is waiting for its moment to shine.

Myriad · 1226
I'd say Akachi qualifies as an investigator who has a bomb Elder Sign. This is pretty terrific for her. (Though she probably wants to grab some upgraded spells first.) — CaiusDrewart · 3200
I think this card is great. 5xp is a lot, but I place a lot of value on knowing that a test will succeed, and the added bonus of an elder sign effect is icing etc. — SGPrometheus · 849
>Father Mateo?:] — Pleechu · 1
Combos with someone who is running Deciphered Reality or the Seeking Stones, big-time (throw in a Double Or Nothing while you're at it) — Low_Chance · 14
Just noticed this is a spell; Arcane Initiate can fetch it. Awesome. — SGPrometheus · 849
I think Diana Stanley is that investigator as it helps her not only pass a skills test but recur her Dark Insight which is super powerful. — Snakesfighting · 94
Can Minh's elder sign ability return this card to it's owners hand before it goes out of game? — Malfean · 1
#Malfean im guesing it could but ... effect from this card is applied same time as hers. You will be forced to removed it regardless you will trigger to hand transfer or not. Remember there is no instead keyword on her ability so it is not overriding any other triggers on cart it self. — Bany · 14
but it is not Forced ability so ... tbh you could theoretically choose order of triggers ... someone need to clarify this :) — Bany · 14
From rules “ A card that has been removed from the game is placed away from the game area and has no further interaction with the game in any manner for the duration of its removal. If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game.”. So you can’t remove it from the game and then take it back, because you can’t interact with it once it is removed — Phoenixbadger · 199
Time Warp

Neat if not situational card.

Its not a homerun of a card, but it is great at mitigating threat, which Mystic is becoming the best at.

Overall, really cool for a support character or a character who is prone to risky plays. Save yourself and your group. Stitch Wendy back together with a Time Warp after Roland blasts her brains out with the Shotgun.

Be kind. Rewind.

Myriad · 1226
I do have some questions about how this card works. If for example cards were committed to a skill test during that action, are they returned to their owners' hands?? Do I get my ammo/charge/supply back, if I used one? Do I undo damage/horror taken or done?? And, most importantly, do I get my action back?? — matt88 · 3228
*if card were commited* — matt88 · 3228
*cards* — matt88 · 3228
Yes, the full game state — Shiro1981 · 1
Cheat Death

Death prevention cards are probably worth a look in any build in the endgame of a campaign.

This one comes with a hefty cost, but I think most Rogues would normally consider 1x of this card regardless.

I kind of like it better than similar cards, like I've Had Worse because it provides healing after you take the damage, it allows you to disengage AND move somewhere else.

It also has a few edge cases for Rogues outside of just combat too, but they are pretty rare.

Anyway, I would always consider 1 and probably never run 2. I also don't consider it mandatory with the Obol, but it is nice to have 1. Some might say it lessens the impact of the Obol, but I think most rogues would try to take 1 anyway... so it kind of mucks with the math a bit.

Myriad · 1226
I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you. Additionally, the forced move could actually be bad, or fizzle, which is annoying. I agree with maybe taking 1, and pairing with the Obol for synergy. — SGPrometheus · 849
Also it occurs to me that it discards Skids' weakness from play, as it discards all cards from your threat area and his weakness doesn't have a "cannot leave play" provision. — SGPrometheus · 849
Since it says remove cheat death from the game as the final provision... is that pertaining to that card... or all cheat deaths in deck? — Roakana · 2
I'm fairly certain you just remove the copy of Cheat Death. This is interesting, also, because Sefina could also use The Painted World to copy this, and theoretically play it as many as 5 times in a single scenario. I think you'd kind of have to be intentionally killing yourself off to be able to play it 5 times, of course. Probably worth it to get rid of those annoying threat area treacheries. — Zinjanthropus · 231
"I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you." — GrandMasterJ · 3
That was annoying. But regarding this: "I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you." — GrandMasterJ · 3
Okay, no line breaks or paragraph breaks, just endless text. Got it. That statement is not correct, however. You cannot overkill or be overkilled. Once you drop to zero, that's the sum total of the damage you will take. Cheat Death can be used to heal you back up to 2/2 and move you. — GrandMasterJ · 3
Congrats, you just took three tries to add something that is wrong to a 3 year old comment. — DerBK · 2400
Unfortunately I believe that @DerBK is correct (though the way he expressed it was rude and unpleasant). My reading of the rules is that you would place damage and horror next to your investigator card and it is entirely legit for it to have excess, at which point you are defeated. So playing this card will heal two of both, but only keep you in the game if you're then still above 0. Which is a shame, because it slightly undermines what's otherwise a beautifully thematic and interesting card. I'll still play it though. It makes for some truly memorably moments. — mythosmeeple · 473