Myconide Affamé
Souche Carnivore

Soutien

Monstre. Science.

Coût: 2. XP: 4.

Chercheur
Vie: 1. Santé Mentale: 1.

Étudiée. Limite de 1 par deck..

: cherchez Croissance Surnaturelle parmi vos cartes liées et ajoutez-la à votre main. Limite d'une fois par round.

Choisissez un ennemi non-Élite dans votre lieu avec une vie restante inférieure ou égale à la quantité de croissances du Myconide Affamé : vainquez cet ennemi. Retirez toutes les croissances de Myconide Affamé.

JB Casacop
The Feast of Hemlock Vale Investigator Expansion #60.

Latest Taboo

Costs 1 additional experience.

Myconide Affamé

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Reviews

When i first saw these Myconids (This one and the one for threacheries) i immediately voiced my concern, but was bashed a bit and told how limit 1 per deck is enough of a restriction to not make it too powerful. Well, having played 2 full campaigns now with them, i officially declare them BANNED at my table. Don't think it was banned by me alone, but my whole group unanimously agreed that we haven't seen anything so broken as these 2 motherfuc*ers ever since my friend abused the crap out of The Necronomicon, so we kiiinda semi-banned it. But that semi-ban of the book was simple, we all agreed not to abuse it like crazy and if we play it fair and square you are allowed to put it in your deck. It is a co-op game, so it is not a big issue as we are all friends and like to have fun, which is the most important thing in this game. Fun!

Now these 2...oh boy, where to start? I cannot even complain about them that much because we all just vented out in person, so i will just say a couple of things. They are so insanely broken that i cannot wrap my head around how the fck they got out of print like this, but the same brain thought that this for 4xp is fair but a card like Miracle Wish which is just a bit improved Lucky! in Guardians costs 5xp, and you have to wait to see some blesses before you play it LMAO, and don't get me started on Flurry of Blows! You see, when this bad boy hits the table, you just play the normal game as a seeker. You for free trigger get the event to investigate, and as you already have ATLEAST 4 or 5 int as a base stat, you will probably have something to commit or have other boosts like Dr. Milan Christopher or Magnifying Glass or some skills, so you will get this creature powered up almost every turn. So if you pick the one for threacheries, you just move with Shortcut or Pathfinder or any other move effect that you have in your deck, and make yourself safe. If you don't have them, you just spend 1 action to move, you know, the action which you have to use anyway if you wanna get to the next location and progress the game? Or if you are not so sure about the shroud, just move back once if you wanna feel secure, or stick at your location as you already know the shroud so you make sure you succeed for the right amount. And what does it give you? Well, not so strong effect if we ask the designers. You just get a free Ward of Protection or the insane enemy deleter that guardians can only dream of. The whole community is bitching about seekers not being fair and how their enemy removal is even stronger than what guardians have, and the designers answered our calls and made sure that now they don't even need to spend the ONLY thing they had to do, which is use an action for it!! You don't even spend an action to fight anymore, you just investigate and when an enemy shows you eat it. No test, nothing. What the actual fck?

Imagine if guardians had a card which takes up no slots, okay make it limit 1 per deck (which would nerf them because they are not even close to the drawing power of seekers) and make it cost 4xp. The card says = Whenever you defeat an enemy, place X growth on this card. Free trigger = spend X growth, discover that many clues". What idiot would not play that card? It would be the most broken shit in the game, but then you still have to wait for enemies to show up so you can use it so it means it is STILL WORSE than this card, because with this thing you progress the game as usual and then when an enemy shows up, then you react to it. What.The.Fck? This is just straight up ban, if you don't believe me, play an optimized seeker and see for yourself. Both versions are completely banned at my table, period. We will only use the third one which seems like an actually playable and strong card, without this all seeker bias.

Blood&gore · 431
At the very least, it does say non elite so you can't *totally* solo the scenario, but yes it's definitely an egregious amount of power for a card to have in the class that's supposed to be bad at fighting enemies. — Spamamdorf · 5
'Cause if you feed me, Seymour I can grow up, big and strong Would you like a Cadillac car? Or a guest-shot on Jack Paar? How about a date with Hedy Lamarr... You gonna git it! — MrGoldbee · 1468
YES! A full parody needs to be written of that song as a review. — HanoverFist · 737
Yup, not only were the masks stupidly broken, slotless powerhouses of cards, but then this. I remember seeing this, same as when I first saw the stops Cyclopean Hammer (thankfully now fixed, still way , way strong but playable) came out in EoTE, but these plants... wouldn't even be fine at 5xp Exceptional, as seekers would easily find it and then just eat the whole game. I mean it's very 1950s Pulp Fiction, The 50ft Carnivorous Plant that ate Arkham Horror, but seriously, what is their deal with seekers? Surely they know they community really complain about how absolutely overpowered seekers are compared to everyone else. Survivors literally got 9, only 9 4-5XP cards in the entire collection, whereas seekers have 37! Rogues like 22 something. What the actual gives FFG? I get that clues make the game move forward, but entry cycle it seems like there's some headway towards pushing seeker down or not giving them so l super broken crap, and the other classes get better tools to help them bridge the gap, then BAM! seekers pull way ahead again? Why? — Quantallar · 8

This card is completely out of control. Instant, checkless, on-board enemy deletion that gets recharged by investigating well. Once your mushroom is big enough to eat (often from a single good check) you'll have a chance, often 2 since you can just hold Uncanny Growth from previous turns, to make him big and hungry again.

Assuming your seeker is at all capable of investigating, you'll likely instantly kill every non-elite you draw for the rest of the game once this guy is up and running.

This needs to be made exceptional and even then it's too good.

Do you think it would be in a universe where it could conceivably be balanced (not actually balanced, we can't work miracles) if both the Uncanny Growth fetching and the chomping ability were both Actions instead of fast? — NightgauntTaxiService · 424
I mentioned in the Sentient version (probably even more busted somehow) that drawing the Growth should at least take the action still like with the unidentified version. — MegatonSamurai · 11
It's legitimately annoying how broken this card is, just ran a scenario where it did ~15 damage, fast+kills aloof, with an easy test that can be done in advance, or even just take a combat AOO and then defeat your 4HP enemy. The developers of this game hate Guardian. There are not even near any equivalent effects where Guardian can collect 3-4+ clues for XP, and this card fights better than Guardian can in many respects. What a joke. — CHA · 8
Uncanny growth should only give one growth on a successful investigate so it takes an investment of time and resources to chomp an enemy. — EnglishLord · 1
Hi, I don't get it (maybe due to my bad English). After using Uncanny Groth it's going out of the game and not in the bonded cards, isn't it? How is it possible to recharche the Myconid with it? — Kuguar · 1
Ok, got it, same as in soothing melody it's bonded. — Kuguar · 1

Our table played this plant in one of the Hemlock Vale scenario and we had to double check whether we got something wrong, because everything is so uncharacteristically way too convenient, lol!

  • Kills any enemy engaging with anyone at your location, or even not engaging at all like Aloof enemy. You just take a look at its HP box when someone drew it in Mythos Phase and throw it into the discard pile.
  • Sure picking up Uncanny Growth is once per round despite the lack of exhausting, but its so even in very busy round you can stock it on hand and get a chance to do 2x Uncanny Growth next round. There is no penalty for not feeding it constantly or holding onto Uncanny Growth. The 1 cost of Uncanny Growth rarely matters when the Seeker also owns Dr. Milan Christopher. It also comes back to hand immediately if you fail instead of being set aside!
  • Not even discard the enemy like Kymani Jones ability but it defeats, so you get Victory and other stuff like Microscope as usual!
  • Exhaust is nowhere in the text box so it can even eat with stockpiled growth, do the Uncanny Growth thing, then eat again in the same round!
  • Felt like it should have something that directs harm to its frail 1/1 soak, or threaten you somehow if you don't feed it. Turns out the soak is not even its weakness, it's a free goodies! Unless scenario card do something very funky, no way it'll get hit when Seeker likely has an Ally that takes an actual slot to take the hit. It doesn't have an Ally trait either so scenario card that are designed to bully allies missed this thing!
  • It's not even checking printed health, it checks remaining health, so for some reason if your Seeker pulled harsh tokens and can't pre-collect enough growths earlier, someone can soften it up a bit (maybe with other automatic damages) and it's still testless munching time!

Maybe "limit 1 per deck" is only its real limitation, or how the Seeker can sometimes (unlikely) lose a held-on Uncanny Growth to a treachery that discard it to discard pile and can no longer "search your bonded card" to add it back to hand. The hoops it needs to get its unlimited testless enemy management going is very easy, compared to something like Nephthys.

5argon · 10529