Summoned Servitor

Notably one of the only customizables Charlie can take, and one that has a couple of uses for him. Dominance (2XP) gives him a handy extra ally at less XP cost than a Charisma, Dreaming Call (3 XP) gives him the ability to bounce back Art Students or damaged allies, Wings of Night (1 xp) gives him a ride and potentially a taxi service, and any of the others gives him a bonus action at 4+1 wild for exhausting, which is both a substantial buff and a mini-Leo.

With all of those, you have a 7 XP bonus ally you can move to and leave at hard to stomach locations and still exhaust in mythos for 2 will or investigation phase for 1 ?. Not terrible for late game XP soaks, but probably not the first XP you're spending. For decks that want 4 Summoned Hounds, or just can't deal with that cards more considerable drawback.

Daemonic Influence is more of a trap - it cuts off the versatility of the card and is an obscene amount of XP that needs to be spent on other keystone 5 XP friends.

On other characters, this one's tough. The arcane or ally slot needs to be dealt with to really maximize usage, and Daemonic Influence is probably the breakeven point, meaning that you're spending a full 10 XP to fully kit a monster to eat your Renfield or Acolyte and give you limited extra actions at what will likely be less than your normal values. Might be a decent pick for doom oriented investigators who need to be able to toss assets, particularly the Mystic who comes with it, Amina Zidane.

Of course, once you have one, there's a ton of things about this card that are unique, and I think its position as an immobile action generator is most interesting:

  1. it can be left at hunter occupied locations to evade them endlessly, trivializing some enemies and even some scenarios. Ignoring Alert means its particularly good against Vengeance enemies and a certain forgotten age Snake.
  2. It attacks aloof monsters, and you can add vicious blow to the skill check. It also occupies space, which helps with placement of Acolytes and empty location enemies (although I think you'd prefer to drop Acolyte ON the space)
  3. It can live in hard to reach areas with bad EOT effects, as well as areas that constantly repopulate clues, where it will just get you a clue every turn. Scarlet Keys has a few of these.
Emyriad · 125
Charlie can't even use it well... It's (somehow) not an Ally! — Hylianpuffball · 29
Well, nevermind about all of that then! :p. — Emyriad · 125
But the description says the card has the trait ally. Probably the image isn't actual — Tharzax · 1
Charlie can take it, Hylian? His deck restrictions allow for Ally cards, not cards that take an Ally slot. Dominance removes the slot but not the trait. — acotgreave · 872
The description on ArkhamDB is referencing the Ally slot it takes, not the Ally trait. The card only has the Summon trait. — Hylianpuffball · 29
Hylianpuffball is right. Charlie could take it, and tick up to 4 boxes, if he takes Mystic as one of his classes. It then can occupy one of his additional Ally slots (and an Arcane slot), but it does not count as an Ally for his deckbuilding options. Just like Marie can't hit on (the Avatar in the Ally slot) Baron Samedi while playing "Calling in Favours". — Susumu · 372
Ah - my bad. That's what happens when you read the ArkhamDB UX and not the card itself. I'll get my coat... — acotgreave · 872
Looks like the Ally trait is missing to avoid using it with <a href="/card/03158">Calling in Favours</a> and recovery cards with "Dreaming Call". — BoZo · 1
It's also unique, so the dream of having 4 Summoned Hounds will remain out of reach. — Katsue · 10
Guardian of the Crystallizer

Note that although Guardian of the Crystallizer enters play exhausted, it still enters play engaged with the investigator who drew it.

When an enemy card is drawn by an investigator, that investigator must spawn it following any spawn direction the card bears (see "Spawn" on page 19). If the encountered enemy has no spawn direction, the enemy spawns engaged with the investigator encountering the card and is placed in that investigator's threat area.

Superstar · 13
May be so, but it doesn't make thematic sense — Lobstrocity · 2
"Oh no! Anyway" - Kymani Jones — AlderSign · 326
Sleuth

This is probably the hardest of the cycle to make work. However, there's one new tome in TSK, grim memoir, that works pretty well with this as it's both expensive and requires multiple skill tests. Using in a Daisy deck that also managed to find another good tome as a story asset.

dubcity566 · 111

Yig

Yig

Forgotten Age isn't everyone's favorite campaign, but it's worth noting the original Curse of Yig story was based in Oklahoma. So the next time you're wishing you weren't lost in the jungle while Poisoned and covered in vines, just remember: you could have been stuck in Tulsa.

This optional boss rewards 5 XP for killing him, which nice if you can juggle the vengeance needed to get here. That said, Yig has a decent bit of health. I recommend making use of the discard ability on Knife to get an additional damage in while fighting him.

SorryLaurie · 607
I'm sorru, is this a joke? Honest question. A knife is absolutely not enouth to kill this guy — Lodge_Infiltrator · 1
Rift Seeker

Interesting note: Rift Seeker has Cultist, so once it's shuffled in you can use it as a target for Mysterious Chanting that doesn't speed up the doom clock the turn it enters play.

Aside from that neat little interaction, Rift Seeker is honestly pretty basic; no Hunter if you decide to evade it and leave it behind, no "Spawn:" instructions spawning it at a different location preventing you from dealing with it, not even Retaliate in case you fail the 3 (or 4 once The Entity Above, The Entity Above, or Swallowed Sky enters play) test to hit it. Yes, it does have the Parley option, but that's a trap, paying a high cost (2 horror and 2 doom) for something that's honestly not that difficult (defeating a slightly tougher Ravenous Ghoul). Assuming you don't draw the against it, you can fairly safely treat Rift Seeker's text box as blank, except for Traits: those actually make it interesting, allowing you to fish out a (moderately) tougher Cultist with Mysterious Chanting in exchange for no doom entering play.

There are two copies of Mysterious Chanting in the deck. And they might also get reshuffled. So if you evade and ignore this card, it might bite you back. On the other hand, there are certainly occasions, when the parley action is good. 3 testless damage is great for an action, and if horror doesn't matter for you, you already know, which agenda is the actual act, and the other one would advance anyway in the next mythos phase, there is certainly no trap in this ability. I like the lore of this card. The tiny rider makes it traited a cultist, while his "horse" is a byakhee and monster. This gets even better in Barkham, where you spawn a stray cat, once defeated. — Susumu · 372
We used the Parley just the other day ago. It can be cool because other player at the same location not engaging with this can go first and help spending an action to get rid of it safe from any friendly fire, and we need to get the agenda advancing to reduce the effect of skull at that time. We got quite a lot of actions saved. — 5argon · 11014