Profane Idol

This is an interesting alternative to Mr. Pawterson, but with a somewhat smaller use case. It operates exactly like Improvised Shield but for Horror instead of Damage.

It’s best for the oldest survivors of the game: Wendy and Pete. They need fodder to discard, and this will be a staple, along with Glimmer of Hope.

Also, this plays well with the suite of new assets from the Drowned City cycle that permit you to discard to enhance actions: Anchor Chain, Hand Hook, Nautical Charts, and Lawrence Carlisle. Not to mention events like "Catch!", Act of Desperation, or Unconventional Method.

Obviously, a deck with those cards and an investigator who has an innate ability to discard has more opportunities to leverage this theme.

it's also pretty good campaign tech for scenario that frequently force discards or mill your deck. I'd take it into Hemlock on any character, especially with short supply. — OrionAnderson · 99
Be careful, "Catch!", Act of Desperation, or Unconventional Method require an item asset that takes up at least 1 hand slot - Profane Idol takes up an accessory slot. — AlderSign · 326
Burglary

This is the best card in the core set.

It has two main uses:

1) When hosting newbies or walking a fresh group through their first game of Night of the Zealot, keep an eye out for the player that zones in on this card, manipulates the dynamic so they're selected as lead investigator, and proceeds to gleefully burgle the crap out of every location. "B-b-bbBut isn't this your own home?" other players might observe, incredulously, as the bathroom twists and churns in and out of several realities and the toilet burps out a rat ghoul. "I said. I blrujgle." The player replies, arm outstretched, palm up and open for the chaos bag. That's the one you want in your long term gaming group. Keep them for life.

2) Inversely, it can be used as a litmus test for that one player who'll inevitably advise others against the very thought of including this POINTLESSLY INEFFICIENT, WHOLE DECK SLOT TAKING CARD INTO THEIR DECK WHEN LITERALLY JUST SPENDING THREE ACTIONS TO GAIN THREE RESOURCES IS EQUALLY AS VALID GIVEN THE AVERAGE AMOUNT OF TIMES ANYONE CAN EVEN PROC THIS THING IN A GIVEN SCENARIO AND LEAVES THE DECK SLOT OPEN FOR BASICALLY ANYTHING ELSE TO BOOT. DO YOU EVEN KNOW HOW TO USE EXCEL VBA? That's the player you tell to go back to playing their meticulously charted mono blue decks in the commander groups that inwardly groan whenever they show up.

Invaluable I tell you.

pillowdemon · 15
Confiscation

Im not sure what the developers were thinking for this weakness.

For one, it's never going to be a dead draw. McGlen is always going to have a gun on the field.

For two, this card essentially reloads all guns on the field and puts them back in his deck. Simply keeping a gun in your hand and using the card "Sleight of Hand" makes this weakness a non issue. It actually even turns this into a buff.

McGlen somehow got two signature assets and no weaknesses.

drjones87 · 195
Yes, it might be beneficially on occasion. Like "Shocking Discovery", when you find it on a search from "The Yellow Sign" or "Through the Gates". But it could just as well shuffle your FULL guns into the deck, costing you the play action and resouces you spend for them. And it is not that easy to plan for. Ocasionally you might draw agressively once you have an empty gun, and be lucky. Or you might versatile into Mr. "Rook", to get some control. But no matter what, there will be scenarios, when it hits devastiously, so it's fine, that in other cases, it turns out beneficial. — Susumu · 372
I don't agree. The goal of McGlenn is to have 4 guns on the table, all partially loaded, and when an enemy appears, trying to shoot it with as many different guns as possible to get as many resources as possible each turn. As soon as a gun is empty, you replace it with another gun so you can keep the sequence going. Removing all your guns is often going to be bringing you back to square 1, including removing all the play actions (unless you have Fence, Joey or Robert (4)), and pushing you to use all the resource you previously generated to play your guns again. So this weakness is definitely slowing you down, but I wouldn't call it crippling. — Valentin1331 · 75506
I think the big drawback with this is it hurts when you have upgrades on them — yatamire · 5
Inspiring Presence

Is this really a 2 xp for a single wild icon? I mean.. It does make a difference, but I feel that's a bit uninspired and maybe a bit expensive? There's probably a sheet somewhere telling me it's not expensive and I do feel there's definitely use for it, but it definitely feels a bit expensive.

Or am I missing something? I've been staring at the two cards side-by-side for a moment and I can't see anything else.

broccolio · 2
It goes to 1 damage AND 1 horror instead of 1 damage OR horror. Is that worth 2xp? Your mileage may vary. — TKITRJ · 1
Its similar to how fearless gets another icon and heals another horror. So its probably fairly costed but I've never played fearless (2) either so... — Spamamdorf · 5
I was gonna say it can target other players' assets but apparently never noticed the level 0 version does that too :o — AlderSign · 326
The level 0 version always was great in combo with allies, who do their thing on exhaust and taking a damage or horror, like Beat Cop (2), Greta or Field Agent. Now, usually, they take only Damage or Horror for that, so the level 2 version just extends their soak on the side. In an Agency Backup deck however, I see more value in IP (2). But even without, it can be a luxury upgrade in high XP campaigns, once you have everything of more value already in your deck. Options like that are fine to have sometimes. — Susumu · 372
It's for Lily Chen! (jk) — OrionAnderson · 99
"You've had worse..."

Rogues are known to be sketchy, but paying yourself?! I guess the potential weirdness of this card is limited by having to give the resources all at once, but as long as you have 5 (which is easily doable as one of the greens) this card is more and less flexible than Deny Existence at the same time:

  • (-) You can only choose damage and/or horror.
  • (-) You can only cancel 5.
  • (+) You can mix damage and horror.
  • (+) You can target other investigators.
  • (+) You can target investigators at connecting locations.
  • (+) Damage/horror can come from player card effects.
AlderSign · 326