Spectral Shield

Pretty cool with Guardian Angel.

You can assign the damage to the Angel to add a bless to the bag, but then cancel it before actually taking the damage. This ups your ability to take 1 hits a lot and the trick becomes figuring out how to get enough charges to absorb all the hits. Breath of the Sleeper and Eyes of the Dreamer can help with that.

Unfortunutaly you are now building your deck around a specific card combo that is hard to draw into, but details details.

ntroust · 2
Still isn't a bad combo as if Sister Mary is playing Spectral Shield on herself, she likely has other cards that can benefit like true grit and Something worth fighting for. Suddenly you aren't building around Spectral Shield, but it is prolonging your soak. Unfortunately won't help with guard dog's or beat cop's ability — Wildcarde · 5
I would also add speak to the dead, as another option for shield charges. It's low cost and Sister Mary just might end up with curses that she seals with Favor of the Moon. Whatever charges spectral shield doesn't take can bring back a needed spell/ritual event from discard. Maybe we aren't even talking about just this one investigator anymore either.. — Wildcarde · 5
Wish I could delete my comment. I've been on a roll of misinformation. Speak to the dead uses offering not charges and thus will not work with spectral shield — Wildcarde · 5
Clairvoyance

This card has been in the game for a while now, but it is a prime example of unnecessary power creep. Essentially, this is Rite of Seeking without a drawback. 99% of the cases this should be used over Rite of Seeking, especially in harder difficulties where there aren't even any +1 tokens in the bag. Also Rite of Seeking (4) costs one more resource than Clairvoyance (5). Poor design, imo. Why design a card that is so close (and strictly better) to an old staple card? Just reprint Rite of Seeking for the Jacqueline Fine starter deck.

flamebreak · 25
Enraptured

Enraptured differs from its level 0 counterpart by: [A] allowing you to play any mix of up to 3 charges/secrets on assets you control (as long as you successfully investigate), [B] allowing you to put these on assets of another investigator at your location too (again following successful investigation), and [C] having a symbol. This latter point is crucial, as you can now commit it to all sorts of investigate actions. To not provide an exhaustive list, for there's your usual spell assets like Clairvoyance and Rite of Seeking, for there's Thieves' Kit (e.g. on Sefina) or Forensic Kit, and for (I guess on Sister Mary or Diana) there's Crowbar. Hyperphysical Shotcaster allows you to test whatever you like to investigate, so it sits across all of these camps. The also assures you can always get some use out of this by committing it to any test you want to.

The key thing here is how you consider the card, and realistically it's an economy card. Essentially Enraptured plays given you commit it to skill tests. In terms of the benefit, 3 charges/secrets is massive and the bar for successfully triggering this is low (i.e. pass an investigate test where it's committed). Take Clairvoyance - if you assign all charges to just that then it's equivalent to playing Clairvoyance from fresh, i.e. 4 resources and an action. So long as you have an asset that needs recharging (which again is a low bar), compare this to "Watch this!" (including its new upgraded version) and it can provide more economy for less risk. How much economy you get out of this obviously depends on what you're recharging - but it goes without saying it's always good and as it plays in essence it's far better than other cards which do similarly (e.g. Recharge). I would strongly recommend it on any asset-based Mystic for this reason, as it gives very strong economy vs. its experience cost.

Enraptured is also one of the best ways to add secrets to an asset. Truth from Fiction, Eldritch Sophist, Ariadne's Twine and Correlate All Its Contents are all okay at this, but they don't provide as big a burst as easily as Enraptured does. I suppose decks that have secret-bearing assets are usually Seeker decks, and of the Seekers I believe only Amanda, Daisy and Norman can take this currently - but even so on decks where you can take it and you have secrets it should definitely be in contention (plus as discussed a Mystic with this can use it to recharge a Seeker’s assets, which you can bear in mind when pairing investigators). My personal favorite secret-bearing assets are things like Scroll of Secrets and Eon Chart, and you can search "x:secret t:asset f:(the investigator class you're interested in)" to find more.

The last thing to say is Enraptured is a Practiced card. This means as mentioned that Amanda can take it and commit it to every skill test in a turn - which is bonkers for recharging assets and something I've just posted a deck around, and also it's targetable by things like Practice Makes Perfect too which allow you to double it up.

I guess in summary this is a very, very good card. Personally I'll be taking it on all Mystics where I want to recharge assets going forward as well as on other investigators which have access to it – it’s great!

HungryColquhoun · 9396
Zoey Samaras

Honestly, with bless deck she fills around 3-7 blesses per her turn, after removing 3 for her +1 dmg. Considering that most of the blessings don't ask for any resource bar the initial setup, this front feels just fine, if not better than standard. Though with this cover the Ancestral Token is a must, and her core Zoey's Cross starts being a luxury. On the other hand, you don't need to engage to get that damage, and easy 10 blesses in a bag make tests so much easier.

Gapaot · 1
Hardboiled

My first thought viewing this card was: When would I play this? As it doesn't help protect me during Mythos and it really doesn't help with fighting tough enemies since if I'm already comfortable passing attack tests against an enemy why would I commit it later?

The answer is you should view this card as opposite Take the Initiative in which you commit it on predominately non-Mythos/fight actions after smoking an enemy. On average you can expect to do two attacks for a round, that means when you commit it anytime to a valid skill test for the rest of that round that performing investigator gets +3 on it or +6 fight if they plan on punching anything. Seeker sad you had to deal with an enemy instead of a Locked Door at the same location? Well now they can get +6 for it.

But we can go further as you can successfully attack 3+ times with things like One-Two Punch, Leo De Luca, Luger P08, Lily's Agility Discipline, or Remington Model 1858. More attacks mean you can easily end up with a skill card on par with Promise of Power or Last Chance. Furthermore, if you decide to pick-up Bestow Resolve you can let anyone nearby blow any skill test out of the water by doubling the wild icons.

Granting someone +3/+4 on a skill test after pummeling enemies is pretty good and even if you don't have a teammate nearby you will likely want to commit it to Guardian's favorite encounter card Frozen in Fear, other nasty in your threat area tests, and/or location tests. Which you often want to do after smashing an enemy to dust to not take AOOs.

The only sad thing is that this card is not Practiced for folks like Mark/Roland (likely due to Amanda/PMP). Because if it was, I could see this easily becoming a staple alternative to Take the Initiative in which you trade Mythos protection for a more powerful investigator phase card.

As for now it's a solid lvl 0 card geared towards those who can get additional attacks off and don't need as much encounter protection as it does have its bad moments where you need to commit worse Unexpected Courage to hopefully pass a deadly test before you can fight and/or you miss all your attacks.

McJames · 202
This card is extremely powerful mark my words — MoodyStudent · 1