Stalk Prey

Stalk Prey — the enemy tutor comes to Survivor and not a lot of people care

tl;dr: Stalk Prey is the weakest card in the enemy-tutor family — if you allow the cross-class comparison. For nine years the effect lived only in Guardian and Rogue; moving it into Survivor 0 hands a dozen previously locked-out investigators an enemy on demand, and most of them don’t care. Those who already could are better off with other options.

THE FAMILY

Every player card that searches the encounter deck for an enemy, as of July 2026:

Class Name Cost Spawn Benefit
OtH (0) 1 card
1 resource
With you mythos draw replaced
OtH (3) 1 card With you mythos draw replaced
3 resources (on defeating it)
KtHN 1 card
1 action
With you 1 clue
X resources (X = its health)
WtP 1 card
1 action
With you
(exhausted)
X cards (X = its damage + horror)
PtTR 1 card
1 action
Normally X resources (X = its printed health)
Stalk Prey 1 card
1 action
1 resource
Normally 1 card
1 clue
1 free move (toward it)

These six sit in three classes, so "which is best" is mostly a category error.

Nevertheless, the ONLY ones that allows enemies to normally spawn is Stalk Prey and Paint the Town Red (and not to our benefit). Given both are from Chapter 2, I wonder if this is a deliberate change in game design.

TWO ARCHITECTURES

Draw replacement (both On the Hunts). Mythos-phase filters: instead of a random draw — a treachery that might screw your finicky sanity — you draw a chosen enemy, engaged with its spawn overridden. No action spent; the table's encounter intake doesn't rise. OtH (0) searches the top 9 and, on a whiff, makes you draw normally anyway. OtH (3) searches the whole deck, so it can't miss while enemies remain, and pays +3 resources on the kill.

Action-speed tutors (the other four). These replace nothing: an action buys an extra enemy, compensated in tempo.

  • Kicking the Hornet's Nest pays a clue plus health-in-resources but delivers the enemy ready.
  • "Where's the party?" is the safest (arrives exhausted: no attack of opportunity, no retaliation) and pays in cards.
  • Paint the Town Red is the leaner Hornet's Nest interpretation from Chapter 2: resources only, normal spawn.

WHAT STALK PREY ADDS

It joins the action-speed group with the smallest payload — one card, one clue — and two properties none of its peers has (not necessarily great):

  1. No non-Elite restriction: Good, given you are out fishing for enemies.
  2. Positioning: the enemy is drawn and it resolves its own spawn instructions and the final clause grants a free move toward it.

I fail to see how option (2) is positive in the majority of cases: AHLCG rewards consistency. If you get an enemy, you probably should know how you are going to be dealing with it. Nobody should go out fishing for enemies and pull a cultist that puts your team into the witching hour, or a chunky enemy over your unsuspecting seeker. Does this make the card bad? No, but it does make imperative that you have a much higher situational awareness of wth you are doing before using it.

Also, mind the "Then" clause: no enemy in the top 9 cards means no draw and no clue.

NEW ACCESS

Investigators who can take Stalk Prey and could take none of the earlier five:

Of these, the ones that care are parallel Wendy, Miguel, and maybe Silas:

  • Parallel Wendy — her seal engine fires per non-Elite evaded; Stalk Prey summons the newest bless/curse battery, HOPEFULLY engaged with her, and ready to be evaded. Unfortunately, I don’t think my table will tolerate me playing another || Wendy deck.
  • Miguel: his event-only extra action makes it close to actionless, and his traps want enemies arriving AND do not care if they arrive farther from him.
  • Silas: kills stuff.

Yorick might be interested, since those graves are not gonna fill up themselves, but he already had OtH (0) .

Silver Tongue

I wanted to figure out how "Starting" works and the internet told me about a new resource for the game: The Grimoire. It's the new online rules document for 2026 and beyond, found at this url:

Grimoire

images-cdn.fantasyflightgames.com


Here's the entry in the Grimoire for Starting:

Starting

Starting is a keyword ability.

After drawing their opening hand and taking a mulligan (but before shuffling any cards that may have been set aside during this step back into their deck), an investigator may search their deck for one copy of a card with the starting keyword and add it to their hand.

• This means that an investigator may begin the game with one additional card in their opening hand.

Baseball Bat

Had one game with William Yorick and baseball bat. I don't quite see why it is a good fit at all. An auto fail leave the player encountered yet unequipped. Two hand slots means there's no backup weapon. Yorick can only retrieve assets after a defeat. Any two health enemy, at level difficult, could be hard to defeat at difficult level.

I Immediately swapped to .45 Thompson, and eventually went for old hunting riffle, by which time the risk can be managed with eucatastrophe and will to survive. and most importantly old hunting riffle, while jammed, is a valid candidate of act of desperation, which can loop with Yorick's elder sign ability and resourceful.

jpfustc · 2
Yeah, knife's better and less precarious. — MrGoldbee · 1585
Dread Curse of Azathoth

I can't think of a single use for this card. Seriously it's just +1 damage and only +2 will. It's exceptional so it not only is more expensive than other more useful cards but also is so bad because you need to have something in place to handle the doom that gets placed on it. If it did not take up an arcane slot I could maybe see a use for it or if it was at the very least a fast action and cost nothing to play but it's just awful. If you are doing some kind of challenge run I guess I could see some use because of how bad it is or maybe a doom build but it's just so awful. I think that if it was a level 0 card it could work maybe but seriously in a mystic deck? You gotta be kidding me.

I *think* they made it that costly because it does not require spending uses. But I agree with you: that one upside does not justify the immense costs. — AlderSign · 474
I think the stats and resource cost is very fair for one of the few spells with infinite uses that doesn't require spending charges/secrets. But this is most definetly ain't worth 6 exp — HeroesOfTomorrow · 107
In a chapter 2 environment I have no clue what they were thinking with this. In a chapter one environment though this is probably fine. Use Elle to hide some of the doom until you luck into a skull, keep a moonlight ritual in hand and only play it if you're unlucky, or just have some token manipulation. — Spamamdorf · 5
It's main problem is, that Cosmic flame (5) comes with the new core set. It brings the same basic attack, has more versatility and sufficient charges. So the dread curse has to sleep in the box until the stars align and the chapter investigator with doom shenanigan rises. — Tharzax · 2
Needs its combo pieces. Then it's an infinite ammo gun. — MrGoldbee · 1585
So is Meat Cleaver, with far fewer and more realistic combo pieces and 6 less XP cost. — Eudaimonea · 9
True. — MrGoldbee · 1585