Knuckleduster

A strong contender for most unplayable card in the game right now, at least if we're talking Hard/Expert. The upcoming Finn Edwards (who will have 4 Combat) may be able to use this card, especially since he will be very good at exhausting enemies first (which turns off Retaliate). But for Skids or Jenny, this is 100% unusable on anything but Easy, and even there it's unnecessarily dangerous and I would not recommend it. Obviously, Sefina can't even consider it.

(Update: Finn actually has 3 Combat. So I think this is pretty bad even for him.)

Although consistent +1 damage is one of the most desired traits in a weapon, the fact is that most enemies in this game don't have Retaliate. Given that Knuckleduster lacks a to-hit bonus, and that Rogues have low strength, using this card means subjecting yourself to a ton of unnecessary damage. You can evade and exhaust the enemy first to avoid this, but I really don't recommend this. Evading enemies and then fighting them is incredibly wasteful for any investigator not named Finn. Either just kill them or evade them, but don't waste actions doing both. Rogues have plenty of other weapons to pick over this.

This card continues a very weird trend in the design of Rogues where the class gets cards that don't remotely fit the investigators. Rogue weapons like Knuckleduster, Switchblade, and .41 Derringer all seem designed to work for investigators with really high strength. Except, you know, none of the Rogues actually have that, so Rogues are terrible with their own weapons. (In contrast, Survivor weapons like the Fire Axe and Baseball Bat are much more sensibly designed to work for low-strength investigators, so Survivors are actually good with them.)

Anyway, if you asked me to name the least useful card in the game right now, I think I might pick this one. Although, come to think of it, at least it doesn't cost 4 XP like the Springfield M1903 does. So maybe it's the only second-least useful card in the game. That's something.

CaiusDrewart · 3234
Many Rogue cards seems to be built around gaining/spending ressources and succeed by X for extra effects. So pushing your stats with ressources may work with this card, but hardknocks is the only rogue talent, that helps. — Django · 5228
Actually, Finn Edwards is only 3 Combat. — Katsue · 10
Yep! So he can't use this either. — CaiusDrewart · 3234
Does it work in combination with survival knife for leo? U got both out - attack - get attacked back in the best case u deal the damage to a guard dog and than triger guard dog and survival knife. Sounds not that terrible to me. — Ben_em · 7
@Ben_em: Survival Knife can only trigger in the enemy phase. — CaiusDrewart · 3234
Daniela Reyes might take this with Versatile though: 2 damage on a hit, 1 on a miss ;) — AlderSign · 453
No Stone Unturned

This card can target any card in a players deck, including weaknesses. This aspects usefulness depends on the weakness in question:

Other combos:

Django · 5228
This card is insanely strong. 5xp is worth every penny; if your board state isn't vastly improved after playing this card, especially in multiplayer, reconsider your deck. — SGPrometheus · 860
I agree, this is in the top tier of Seeker XP cards. But it's probably best in multiplayer because other classes are more dependent on key assets. Fetching Shrivelling V, Lightning Gun, etc, is probably the commonest excellent use of this card. It has the flexibility to do anything, of course. — CaiusDrewart · 3234
Yes, i'm not saying it's a bad card, just the "aspect of targeting weaknesses" usefulness depends on the weakness in question. For example, it's pointless to target stuff that is shuffled back into your deck, like rex curse or "the thing that follows". — Django · 5228
No Stone Unturned

At the time of writing this had only been out a few days - and I've used it in 3 games...

This card is quietly awesome - if you, or a fellow investigator, have another card that you really need.

It's not flashy. It isn't fancy. There's no cool combos I can see. Letting someone draw any card from a deck doesn't seem that spectacular. But...

  • your Guardian needs his Shotgun - fixed.
  • Minh needs her Analytical Mind - no problem.
  • Your mystic needs a Shrivelling right now, okay ... done.

No fuss, no worries about weaknesses or where it is in the deck, just for 2 resources take any card. It doesn't even cost you an action.

Okay, that is spectacular.

The down side is that 5 XP is a lot of XP. It's up against flashier cards, like the The Red-Gloved Man, Deciphered Reality, Strange Solution. And it's only as good as the card you need to grab, so it probably isn't a good pick for early in a campaign. However, later on, when you've a few high-value cards in the deck - this one is a solid choice.

(That said, for Minh Thi Phan, Analytical Mind is so central to her that I could imagine taking this early for her)

A really solid multiplayer pick.

Solo, it loses too much benefit to be worth it's XP, and Seekers have plenty of access to filtered draw through Old Book of Lore, Eureka!, and No Stone Unturned anyway.

AndyB · 960
Key of Ys

I think this is the best card Arkham Horror: LCG has released since Higher Education. Key of Ys is absurdly broken.

For best results, try it with Duke and Peter Sylvestre as Pete. Those two allies will keep the Key in play more or less indefinitely, and you can enjoy what is effectively an 8/7/7/7 stat line. That is totally gamebreaking.

Or try it as Yorick. He can also use the Peter Sylvestre combo, and if the Key somehow does get discarded, Yorick can just play it back! (More often than not 10 discarded cards actually helps him, too.)

Survivors are best poised to take advantage of the Key, but really, anyone can put this to great use.

Yes, it's 5 XP, and you need other sanity-soaking assets in play for it to really work, but the benefits it grants are so absurdly strong that these drawbacks don't come close to balancing it. No matter who you are, the Key makes you an all-around dominant investigator. This card makes Wendy fight like Zoey and Skids resist treacheries like Agnes. What is more, it augments every investigator's strengths, to the point that even the Expert chaos bag stops being that scary. No other card in the game comes close to that.

The "discard the top 10 cards of your deck" proviso is totally irrelevant unless the scenario features Beyond the Veil. Even then, you might not draw Beyond the Veil, and if you do, you can just be careful about keeping the Key in play. That's not a major concern at all.

CaiusDrewart · 3234
@CaiusDrewart, does the wording on the card "+1 to each of your skills" mean that #Duke can get a boost as well? Does it add to the ally skills or only to the investigator's skills? — JuSTiN · 16
@JuSTiN: Duke lets you investigate or fight with a base skill of 4. Any card that provides a passive boost to a stat, such as Magnifying Glass, Dark Horse, or Key of Ys, will modify this new base skill as well. — CaiusDrewart · 3234
+1 for needing other sanity soaks. You really want at least 3 horror available for those "1 horror for each point you fail by" treacheries... — AndyB · 960
Additionally, if the discard effect mills your entire deck, the Key gets shuffled back into your deck! It actually allows you to draw it later! Insane. — SGPrometheus · 860
Based on the card wording, can you avoid putting horror on the Key, by assigning all horror to allies/items? — Daerthalus · 16
@Daerthalus: Yes. That's why this card is super broken if you get it into play with e.g. Peter Sylvester. — CaiusDrewart · 3234
I have played 3 campaigns (2 with Pete and 1 with Minh) the diffrence between having and not having the card is "doing good" to "complete and utter god mode" I don't think a single card should have so much impact, I think it is broken and it needs (imo) to be changed, if you always had to assign horror to the key first I would be fine with it (I would really like the design of the card at that point) :) — Quilzar · 6
@SGPrometheus, not if you have less than ten cards left. The 10 discards are triggered by the key leaving play, which means they are resolved before the discarding of the Key is resolved (see "Nested Sequences") — CSerpent · 132
Why does this card and some other cards don't show up in the deckbuilder screen? I notice this card doesn't show up in the filter for Ashcan Pete Neutral lv1-5 filter on. — XTruFinale · 7
I got it in my opening hand for Marc last friday for The Boundary Beyond. Oh my god. — Apologised · 4
@Apologised: Right??? This card is so broken. — CaiusDrewart · 3234
Incidentally, while I think my initial review has mostly held up, I was incorrect in calling this card the best card since Higher Education. This card is way more broken than Higher Education. — CaiusDrewart · 3234
Agreed. Higher Education is a strong card. This is a broken card. Why it's still not errata'd is a small wonder by itself. — ratnip · 78
Incidentally, ruling via FF customer service: "If an investigator suffers 1 direct horror while he or she has Key of Ys in play, the horror must be placed on Key of Ys instead. However you may assign a non-direct horror to another asset (like Elder Sign Amulet) and it doesn’t have to be placed on Key of Ys. In other words, the horror most only be placed on Key of Ys if it would otherwise be physically placed on your investigator card. Cheers, ––––––––––––––––––––––––––––– Matthew Newman Senior Card Game Developer" — Cluny · 53
Whats the difference of direct and non-direct horror? — Fuzer · 1
Direct horror must be put on your investigator. Non-direct horror can be put on any of your cards. — ddbrown30 · 3
"According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage." (latest FAQ entry) - so does it mean now you can't dodge assigning horror to key of ys?? I'm so confused ... — klarki · 1
I would say no because the wording specifically says "Placed on you" rather than "dealt horror/damage." So it implies if you are to put allocate the horror to yourself, the 1st horror must be placed on the keys. — linarc · 1
"Eat lead!"

Not the most efficient use of XP. Compare this to Time Warp; both allow you to draw an extra chaos token, but "Eat lead!" only works for Firearm attacks, and forces you to spend ammo on top of that, and has to be played in advance (before you know whether you'll need the extra token or not).

Now, you can get even more tokens from "Eat lead!" if you so desire—but how many tokens do you really need? There’s major diminishing returns here, as each chaos token pulled after the first contributes less and less to your odds of success. Furthermore, ammo is precious. Even spending 1 extra hurts quite a bit, let alone 2 or 3. This really limits the effectiveness of this card with Shotgun or Lightning Gun, since the ammo is just so precious. It's a bit better with the .32 Colt, but I don't think I'd rush out and spend my XP on that.

I’m not saying this card has no place at all. "Worse than Time Warp" is not the same thing as unplayable. A janky Double or Nothing/Shotgun/Extra Ammunition deck is probably pretty excited to see this card. And with Stick to the Plan, for which both Extra Ammunition and "Eat lead!" are valid targets, these elaborate multi-card combos are more achievable than they first appear. But generally speaking, this card isn’t that powerful for 2 XP. That’s disappointing, since Firearms could have used a stronger buff than this.

CaiusDrewart · 3234
The difference between this and Time Warp is that you can draw the same token twice with time warp, since the token you pull goes back in the bag as part of the reset. Your odds are like, 1/34 to do so, but that's a non-zero chance, which this card avoids. — SGPrometheus · 860
Right, you avoid the chance of autofail -> Time Warp -> autofail. But that so statistically unlikely that it has to be a very minor consideration, and surely can't outweigh the many other disadvantages of Eat Lead. — CaiusDrewart · 3234
I just think the ability to literally guarantee an attack is worth 2xp and 1 ammo. In an extremely tense scenario, the difference between "this will hit" and "this will probably hit" is huge. — SGPrometheus · 860
It's an interesting consideration. I agree that psychologically, the difference between guaranteed and very likely feels huge. In terms of maximizing your odds of winning the scenario, the difference cannot be accounted that big. Still, I don't disagree that this is a viable use of 2 XP down the line. Like I said, compared to other cards that pull extra tokens (you could add Grotesque Statue to the list) it's unimpressive. But that doesn't make it awful. — CaiusDrewart · 3234
I think an important consideration for this card is that, unlike Time Warp and Grotesque Statue, Guardians can actually take it. It's unique as a guardian card as it's their only card that provides that "re-draw a token" effect. — SGPrometheus · 860
@SGPrometheus: Certainly a valid point. Perhaps the designers very deliberately didn't want Guardians to get token manipulation effects as strong as those of other classes. — CaiusDrewart · 3234
I feel that's definitely the case. — SGPrometheus · 860
@SGPrometheus: Yeah, we see the designers do that in other areas. E.g. Clarity of Mind is pretty much just worse than First Aid, and Fearless is pretty much just worse than Inspiring Presence. Clearly Guardians are meant to get better healing cards than Mystics do. I guess it's the opposite with extra token effects. — CaiusDrewart · 3234
Getting more chances of drawing an Elder Sign with Zoey firing the colt and avoiding the auto fail is well worth the price, imo. — Freeman · 5