Soutien

Talent.

Coût: –.

Survivant

Permanent. Limite de 1 par deck. À acheter lors de la création du deck.

Forcé – Quand votre premier tour de la partie débute : défaussez les 10 cartes du dessus de votre deck.

Vous espérez que ce sera suffisant.
Duallbrush
Aux Confins de la Terre – Extension Investigateurs #71.
Équipement Limité

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Reviews

I love this. This is such a clever, thematic, and uniquely indirect form of tutoring that's perfect for Survivors.

e.g. Imagine having Amnesia or Paranoia in your deck- basic weaknesses that are so brutal, you have to adapt how you play your entire deck until they're flushed. Now imagine that in ~30-40% of your games, you'll be freed of that on the first turn, and in the rest you're much more likely to hit them early and can prepare. Reliability- even for weaknesses- can be valuable in Arkham, just look at how many people deem Mr. Rook's ability to force weaknesses early to be a beneficial.

Downsides:

  • Some cards, once in the discard, can't be easily recovered, even for Survivors. Items, Allies, Innate Skills, L0, and Survivor cards can be recovered, and Yorick can recover any asset. If your deck hinges on something that's not in those categories, you may risk burying it first turn.

  • On which topic, remember, Signature Cards have no level... meaning they are NOT L0, thus not Scroungeable. So Silas can fish (heh) for Nautical Prowess using True Survivor, and Finn can Scavenge for his Trusty .38... but if Bob plans to be Shrewd or Minh plans to be Analytical, they may want to avoid this entirely.

  • Do NOT use this if you're playing the Dunwich campaign. Trust me... your deck will be in the discard pile soon enough.

HanoverFist · 718
I wouldn't recommend it for Wendy either due to her signature weakness — Tharzax · 1
EXCELLENT catch, thank you. This would absolutely be too high risk for Wendy. — HanoverFist · 718
Statistically speaking, it's actually good in Wendy - risky, but good. Since this happens after the mulligan, in which weaknesses aren't a factor, you have a much higher chance of a positive or neutral option than a negative one - signature in discard pile and weakness in deck. The possibility of that happening at all, though, is certainly a consideration. — SSW · 209
I know you cant willingly discard a weakness, but I think the forced effect here does make it fair to ditch a weakness since you aren't drawing the cards. Anyone confirm? — drjones87 · 189
It's completely legal, yes. I can't cite errata/rules, but your logic is the jist of it... by default, it's not a "weakness" until it's drawn, unless it contains exception rules on the weakness itself (e.g. Mandy's Shocking Discovery). Additionally, other cards have been used in strategies specifically to locate and burn dangerous weaknesses in a deck before they're drawn, or simply as a fringe benefit of cards with search mechanics. (e.g. Scroll Of Secrets(Seeker-3))) — HanoverFist · 718
I tried this card out and was unimpressed. It slightly increases the chances of having good targets for cards like Resourceful in early game but reliably increases the chances of taking a horror due to an empty deck in late game. — GeneralXy · 39
It does definitely raise your chance of decking yourself significantly, but then again Survivors have some of the best horror soak/heal available. (Patrice expects to get decked every single game). There's certainly a random component to it though; while it (more or less) triples your chances of having a line of sight on an important recurrable card on turn 1, one could still end up with all the wrong cards in the discard (like the Resourcefuls themselves).. — HanoverFist · 718

To round out the cycle of 'mash a calculator a bunch to help you make decisions with cards' reviews, here is a mathematical analysis of the odds of this card single handedly bricking your deck by removing all copies of a critical card.

TL;DR: They are very low unless you are being a dummy about it. Very good in decks that already have recursion.

Your odds of failing to find a copy of a two of card in your deck if you ‘hard mulligan’ for them (That is, discard any card that is not a copy of said card) are 45%. If you fail to find that pair, the odds that short supply will hit both copies in the initial 10 discards are 18%. Y This means your odds of bricking a scavenging deck with this are about 5%, meaning it should happen about 1 in 20 games. Unlikely but still possible, and if your muligain policy isn’t that biased towards your copy of scavenging or whatever, it gets worse.

Once you add in one secondary way to recur the card you want (maybe you are already running resourceful+true survivor, or maybe you splash resourceful in with scavenger), your odds of failing to find either on your initial mulligan are 19%, and after that the odds both the primary tool you want and the way you recur it are only 1%. That means you being without any way to get your scavenging back should only happen about 1 in 150 games.

After that, the odds of things blowing up in your face become infinitesimally small (your odds of nuking all copies of something you have 5 redundant copies of is less than 1 in 1000, for example, you won’t be playing with short supply decks enough times in your arkham horror career to EVER see it).

Which is kinda funny, because it makes this probably the most stable and generally useful ‘mucking with your deck’s probability’ cards of the EOTE cards, as long as your deck values discard recursion. Not every survivor is going to run it, but it is far more broadly useful than Forced Learning and doesn’t attempt to create an entirely new archetype like Underworld Support or Gear Up. It is just… really REALLY good in any deck that runs multiple recursion tools already.

So just slap scavenging, resourceful, and scrounge for supplies to do your deck, like you wanted to do anyway because they are just good survivor cards, and your set, easy peasy, short supply is a mindless auto-include if you run any level of recursion because it basically gives you a second hand, right?

Well, obviously this math becomes much more brutal if you have tools you CAN’T recur. Suddenly any tool you can’t hard mulligan for is going to have both of its copies in the bin 20% of the time. It becomes impossible to have redundancy for some things: Items and skills are easy, but allies, events, and other intangible assets are much harder, and so for every duo you slot into your deck, you are rolling 20% odds of just not seeing them again. This means once a campaign you may just not have a card key to your deck. This means while this card set is very good you should ideally already be planning to recur things a little bit, and be very aware of what you can and can’t recur in your deck. Pete Sylvester is still totally fine if you already run a recursion package because you can scoop him back up with resourceful, but you have no tools to get back say… your Beat Cop (2) if you are playing Tommy. So maybe don’t play this if you use a ton of non-survivor non-item cards of a level higher than one: it isn't gunna be ideal for event based Preston or ally based Tommy, Agnes almost certainly doesn't want this, ect. Even if you already are running recursion tech, this will do damage to your deck a significant enough time to not be worth it for those characters. You are looking at primary red+Minh and Bob as candidates for this to toss into a scavenging deck.

Also, this is really not a great way of avoiding your bad signature weakness. In 1/3rd of scenarios you play, this will nuke it, but in the other 2/3rds you will see it faster. So maybe don’t play it in say… Wendy where all this does is cause you to lose control of what cards you are exposing to the risk of getting nuked. It may also be a bit spooky if your weakness is one you might struggle with if you draw it early, and it can exacerbate basic weaknesses that can shuffle into your deck as well.

dezzmont · 212
Also to state the obvious, while you can use resourceful to get back what got milled, it means you can't use resourceful to recur some other card that you'd like to play twice. — suika · 9385
Correct, though if you are running Short Supply you almost are certainly running recursive recursion (Either you just ARE Yorick, your running infinite true survivor, you are scavenging, or any combo) so losing out on a resourceful matters a lot less. If you AREN'T running recursive recursion this card will be a problem. — dezzmont · 212
A friend of mine is currently running this in Agnes, with Scavenging (mainly for the Item traited skills "Heirloom of Hyperborea" and "Relic of Ages") and Prescient, and is quite contend with it. What sold him to this card was the option, to possibly discard "Dark Memory" with it. — Susumu · 366
In a vacuum, the chances to discard a particular weakness (except obviously a Tarot weakness) is slightly higher than to discard any other particular card. Because, you discard after you have already drawn your starting hand. In Agnes, these ten cards you discarded could as well be at the bottom of your deck and not been seen the whole game. So, you should still have a workable deck without them. — Susumu · 366
That said, albeit I argue on some you had wrote, it is a good review! Gave you my heart. — Susumu · 366
I am sure there are Agnes or Tommy decks that can use it, but in your 'average' one it is a bit more dangerous because the portion of cards that are 'misses' in their deck they can't really recur and rather would like to keep is higher. The odds of discarding your weakness are higher than any other individual card, this is true, but part of the reason to do the statistical analysis is to show things that the human mind naturally doesn't latch onto, because its bad at statistics. In this case, it shows that, unintuitively, despite the fact you are more likely to lose your weakness than your signature, at the end of the day you still will fail to lose your weakness much more often than you do, and it is important to keep that in mind when decision making! SOMETIMES losing your weakness, and other times getting it much earlier, is going to be good for some characters and an absolute dealbreaker for others: Agnes getting it early means she probably can just toss it in an 'early witching hour.' — dezzmont · 212
@dezzmont Agnes's Dark Memory can cause the Agenda to advance. — anaphysik · 94
It also bears stating that this card can mean the difference between seeing your weakness once, and seeing it twice if you're running a deck that's capable of drawing more than 20 cards over a scenario. — suika · 9385

Allow me to offer a thought exercise to help you consider this card. In case you weren't aware, if you ever can't draw, you take one horror to reshuffle.

Think about what would be different if this card said "discard the BOTTOM 10 cards of your deck." Doesn't feel as bad, does it? Statistically, this is the exact same effect until your 16th card draw, which for most games is very late anyways. Sure, it's a bummer to see your signature card in the discard, but is that actually different than that card being in the last 10 of your deck normally? Where this gets worse: cards that search your deck like Research Librarian or Old Book of Lore. Where this obviously gets better: Scavenging or any of the many discard searches survivors have.

The biggest benefit here other than scavenging items is that of information.

Totally agree. The benefit of knowing that you aren’t going to draw your signature as, say, Bob is useful-you won’t waste actions or effort drawing hard to try getting it. Knowing ten cards you aren’t going to draw… and even/especially if they are good cards it’s useful to know. If you have loads of card draw then maybe it is costly as you might not get that signature card even after drawing from your deck 35+ times. But if you have that much card draw, you’ll probably get your card in the end anyway. — Phoenixbadger · 197
"The biggest benefit here other than scavenging items is that of information." - Great summation! What Phoenixbadger says about knowing where your sig is is how I feel about knowing where your weaknesses are. Outside of a rapid-draw deck, most games have you feeling you may or may not get your weakness, and wondering whether to play safe by planning for it, or risky by ignoring. Short Supply basically lets you know on turn 1 whether or not your weaknesses will appear- if they got milled, you can play aggressive with minimal risk; if they didn't, you can start preparing without risking that preparation being wasted. — HanoverFist · 718