Preposterous Sketches

I only started playing about a year ago. When I first saw this card I thought it seemed good. Having more cards means having more options.

Then I did the logical breakdown on the card as to whether it gives you a net gain or a net loss. It costs a card, an action, and 2 resources to gain 3 cards. The cost is higher than the gain, so I thought that it was a waste of space that could be filled with something better... like Laboratory Assistant.

Logically speaking you could just stand still and draw 2 cards and that would pretty much do the same thing in terms of your hand, save you the money, and you would have 2 spaces in your deck for a better card. However that analysis, though true in a void, didn't take the context of the game into account. After playing this card in a couple of decks using a limited card pool, I have a better understanding of when this card is helpful and why.

This card can be good in an opening hand. Investigators start off with resources, but they often don't start off with their important and essential assets like Dr. Milan, so having this card (and/or Laboratory Assistant) in your starting hand helps your deck to get up and running. Let's say your deck has 33-35 cards in it, then using this gives you 20% or higher chance of finding one of the two copies of an essential card. In all fairness, so does Eureka, and that doesn't cost anything, so Eureka is probably the better card. What cards like Eureka (and No Stone Unturned) don't do is thin the deck much. This card thins 10% or more of your deck, and thinning the deck gives you a better chance to find the most important card(s) on every subsequent draw.

Even if you don't find your essential asset on your first action, you have a chance to draw into your second copy of this, Laboratory Assistant or Eureka, so you can have another try at finding it.

The other thing that this card does well, is refilling your hand so that you can use Higher Education. If this were the first card played, you could still play 2 more cards (e.g. Magnifying Glass) and still be able to use Higher Education. Having to use actions to draw cards so that you can use Higher Education never feels good.

After the first round, this card is harder to play because players are often setting up their assets so there is less money to spare. However once a person has some basic assets in play, they can find themselves with some disposable income, and it is always helpful to fill up your hand to have more options and keep Higher Education enabled.

Comparing this card to Laboratory Assistant, Lab Assistant does provide some soak, though I replace them as soon as I find the Ally I need. I find Sketches card can be more reliably played, because Laboratory Assistant needs an ally slot to be played into, so it often can't be played mid or late game. Also plus 3 cards feels a lot better than plus 2 by comparison. Although I like to use both cards, and I think they work well together, especially with the +2 hand size allowance, I find that this card outshines Lab Assistant and if I only had extra space for 2 cards i would choose Sketches.

Comparing this to No Stone Unturned (0) and Eureka, which are comparable, but only half serve the same purpose, because they don't fill up your hand or trim the deck down by much: Those cards don't have the risk of drawing weaknesses, and either are better at finding cards (No Stone) or cheaper (Eureka) to use.

Comparing this card to Cryptic Research - well it has the same effect, but most of the costs are removed. This card is basically Cryptic Research (0) and i say that because I often see people replacing Sketches with Cryptic Research in their deck lists.

With the limited card pool decks e.g. only using cards up to Carcosa, I find myself consistently using 1-2 Laboratory Assistants, 2 Preposterous Sketches, and 2 Eureka if I have space, so that my Seekers can be consistent. No Stone Unturned (0) feels like it wouldn't benefit a seeker deck much unless it had a really important card. If I were to put in a powerful card like Key of Ys into a deck that can use the Seeker card pool, I would quite possibly use 2 copies of as many of the cards mentioned above as I could, so that I would be able to get the Key into play as soon as possible.

RamonNZ · 2
Premonition

I am convinced the reason that Premonition was included in the Chapter 2 Core Set is because the designers intended for it to be used with Will of the Cosmos as a way to easily discard Doom that gets added to a player card from Will of the Cosmos under a player's control.

When Premonition is played, it is under a players control. Under the rule Ownership and Control. "Cards by default enter play under their owner's control. Some abilities may cause cards to change control during a game."

Will of the Cosmos adds doom to a player card. arkhamdb.com

xaxppzx · 69
Good combo. — MrGoldbee · 1542
Dexter Drake

Powerful and flexible, Dexter gets my prizes for both most powerful and most potential for the 2026 core investigators. All of chapter one has shown us that five willpower and some spells to make use of it is already the makings of a top tier investigator. Combine that with the strongest signature card of the 2026 core and a fairly mild weakness (easy to deal with and won't even require an action on some board states) Dexter compares well to the top tier investigators from chapter one.

As a baseline his ability lets you play two assets at a time, which by itself is helpful to speed up setup. It may not trigger quite as much as someone like Joe, but it's going to give you some free actions every game regardless of what you do. It can start getting crazy if you add in assets with fast, or equivalent effects like Prestidigitation, which will let you "buy" actions on crucial turns.

The other part of the ability, to return an asset back to hand, is what really pushes his stock up and keep his deckbuilding and potential play patterns unique, fun and open ended. Being able to reset any asset means you can always reload a limited use asset if you need to, but it also means any card with an enter (or exit) play trigger gets very interesting. A unique effect like this is something you will always be able to revisit when new cards are added to the pool. I will really be on the look out for economy and draw effects attached to assets.

powerguy · 11
On the Lam

I want to sing the praises of this card after seeing it in four player. Our Skids was in a corner of the theater in Carcosa(1), three enemies on him... And instead of getting rescued, played this.

The enemies weren't hunters, and were very annoying to deal with. Unless you could just ignore them and then leave them in the corner, never reentering the encounter deck. That gave the clue Seekers more room to run away and handle the investigation. Wonderful card.

MrGoldbee · 1542
Black Chamber Operative

This is a surprisingly rough weakness and I think it's a competition between this and Breaking Point (Isabelle) for the worse investigator weakness in the 2026 core.

I've already seen it cause some very negative game states/experiences. You can (and should) obviously build your deck to prepare for this card, but there are plenty of common board states where you can draw this and end up completely stuck. In larger player counts with a proper fighter it's less of a problem, but it doesn't magically disappear. Trish can't do damage to this on a basic attack even if you draw a zero and evading just causes you to get attacked. It's also resistant to all the Rogue damage options which target or get boosts against exhausted enemies. In short if you have no clues and no weapon then you can't interact with this card and get action locked. So your best course of action is ... skipping your turn and hoping to be rescued.

Imagine drawing this end of T1 in true solo - I guess you either walk to the nearest location with clues and investigate or start drawing to try and find a way to damage this (taking opportunity attacks the whole way and likely being defeated in the next turn or so).

I understand why they didn't want to give this card a lower fight number, because it makes it trivial to deal with in multiplayer but I really wish the forced ability here was limited to once per round to give players ways to interact with this card with basic game actions (even if it's painful and inefficient).

powerguy · 11
Punch it 3 times and prey for an elder sign — Olimarrex · 6