Versatile

Let me pop this into the collective consciousness of the AH community:

With the advent of the Edge of the Earth permanents (which all severely muck with your deck at 0 XP), where does versatile stand?

Should it be taboo'd down to 0? Should the number of new level 0 cards be changed from one to two so you can at least run a playset?

I think both. Versatile has a lot of problems as a design: Adding one card to your deck and increasing its size by 5 creates a very intense anti-synergy that makes it hard to justify this card. Likewise, being 2 XP to downgrade your deck in most ways is rough, and the only way to justify it is if you built your deck around a card you lack access to and you seriously risk never drawing it outside of Seeker.

But the idea of being able to get just ooooooone playset of a very useful card into the 'wrong' type of deck is very interesting, but the cost of 5 extra cards is pretty extreme on its own in a way that is not intuitive until you run the math.

At the very least one of these two things could stand to be changed. You have a little under 50/50 odds of getting what of getting the thing you paid 2XP for and ruined your deck probability to nab even with two copies on a hard mulligain, but at least that is remotely likely compared to going hard for your single splash and only finding it maybe twice a campaign in your opener as a 28% snag. Or if you could start with it you can build your deck more appropriately around those extra cards and you get at least one more chance to find that card you hurt your deck to get.

dezzmont · 222
Surely the argument now should be that versatile just got a MASSIVE boost with 5 new level 0 permeants you can take, you have to be Mateo or use in the thick of it but now you can start as any class* with any permeant (sorry Preston). — Zerogrim · 295
I don't think it is worth taking 2 trauma and increasing your deck size by 5 to take any of the permanents off class. Underworld Support for obvious reasons, Forced Learning because the card is already adding 15 cards to your deck and your diluting further the mid game advantage it gives you, Rabbit Hole in general really wants you to be a mystic and its hard for non-mystics to upgrade enough to make it worth it (though Survivor, especially alt skids, might be able to make it work), Short Supply pretty much requires survivor access to get value, and Geared up requires a lot of deck consistency this card hurts, though it is probably the only one I could see being remotely attractive off class even at the cost of 5 cards into your deck (though not the trauma hit) for some rogues. All the existing permanents are either conservatively balanced or are finely tuned in a way that makes paying the extreme cost of two other 'muck yourself up' permanents to get access to them is just way to much. Would you play a neutral version of geared up that says "gain 1 Xp, take 2 trauma, increase your deck size by 5, and then preform geared up?" I think the new permanents are a good argument for not making this 0 XP, but less because it gives this a massive boost and more just because that is an unwieldy interaction and requiring In The Thick Of It to gain access to a versatile permanent pick is enough to ensure no one will ever consider it. I stand by 'Probably should taboo to give you two cards' though. — dezzmont · 222
I mentioned it in my review for "In the Thick of It": I think, this combo might be worth it for NaCho in the Rabbit Hole. He is interested in enought cards, where the discount matters, he has enough tutor optins for his gloves, and once he draw them the increased deck size also doesn't matter anymore. That's at least my theory. I want to try out this combo asap, but only after I got the Edge expansion (and likely finished my currently running campaig). "Geared Up" I think on the other hand, is bad enough even without the traumata. — Susumu · 381
I actually think with the advent of being able to open with a level 0 card from anyone now that it’s actually helped Versatile become more viable. You dont have to anticipate picking it up later to make your combo come together, you can start with your combo s1. — StyxTBeuford · 13049
Can we compromise and say if it gave you 2 cards it should add 6 to the deck, lets see less odd numbers please. — Zerogrim · 295
I think people view the 5 extra cards as a higher penalty than it is. In many decks, you can simply take 4 extra cards that allow you to draw card<s>, including the basic skill cards. This makes it have very little impact on your deck. — Tilted Libra · 37
Heavy Furs

A limited use Lucky Dice in a much less contested slot at 0xp, and gives health soak too.

This one is great. Seekers would love the uncontested body slot and health soak that they lack in-faction. The ability to cancel bad tokens is also incredible for a 0xp card. Special tokens can spawn enemies, drop clues, and add doom, being able to cancel them twice is insane value. Did I mention that it's only 0xp?

It's not an autoinclude. But it's a silver bullet for many decks that lacked health soak at low levels. And it's value increases further with anything that can heal it: Lonnie Ritter, Call for Backup, and Forbidden Tome.

Edit: It's also an additional cancel for Diana.

suika · 9505
I agree. This card is flying a little under the radar imo, but it's quite solid for a 0 XP neutral. If you have health issues you're happy to see it, and if you don't it's still plenty usable, paying 2 resources to redraw two non-autofail tokens in the future is not bad at all. And notably it doesn't exhaust so you can redraw twice if needed on a single test. You can also repair it with Lonnie Ritter, essentially paying 1 resource to heal and horror and redraw a future token whenever you want. That's pretty solid. — Soul_Turtle · 494
Interesting combo with Forbidden tome (Dark knowledge) as you can then move the damage to an enemy to heal Heavy furs. Probably in a Harvey or Daisy deck with Abigail Foreman. — AlexP · 277
And as a cancel for Diana is it legal to place this card beneath Diana after deal the 2nd dmg but before this card would go into discard pile? — Joannes · 1
@joannes yes it is, but since it's an asset you couldn't replay it with your knife — emmy_starlight · 7
Wither

Things have changed a bit here, and so I'll throw my two cents in for wither. There are always better options.

Yes sure, in theory with Arcane Research, its effectively a 2xp spell, but in practice it's not. To use arcane knowledge you have to have Wither which is just awful, and for most mystics in most situations is a blank draw, or worse a 2 resource 1 actions sink. So until you can upgrade both you lose 2 decks slots. Now let's say you know this and decide to use your first 6xp to get two Wither, then and only then is it somewhat viable. Not to mention using your Arcane Research on Wither instead of Shrivelling or Azure Flame is lunacy.

The cons to Wither:

1) Costs 4-8xp. 4xp means you have to waste the first two scenarios on Wither taking up valuable slots.

2) Takes up an arcane slot. If for some god forsaken reason you have been chosen to be the fighter as mystic, then you want both hands for Shrivelling and Azure Flame, which you can upgrade for 8xp by scenario 3. If you want something without charges then choose Sword Cane, though you lose two will.

3) Spectral Razor exists for the same cost, and action though its 0xp and can hit for 3, instead of maybe 2 likely 1.

4) Requires you to pull a specific token or does 1 damage, and doesn't help your next hits, essentially not doing its job.

Now I know this seems grim, but there are some pros that make it sort of viable? The pros: Wither

1) Infinite use, your the fighter and need an infinite use back up weapon but also need +2 will to consistently land hits.

2) Want to only use wither (to save deck slots) to assist your fighter by going first getting off wither hits (or misses) but dropping the enemies fight and health value.

3) You have built an entire deck around it, though it is not at all powerful enough for this to work well.

At the end of the day you have to look at your options, instead of upgraded wither what can you do for; 8xp, two spell slots, and two decks slots, that could help you win the scenario. The answer is a lot. Drop wither for more test-less clues, for upgraded allies, Charisma and summoned hound, Twila Katherine Price and Charisma (1xp more and gives infinite Shrivelling, Charisma and Dayana Esperence + Spectral Razor, the list goes on. Wither is never worth the price of admission, nor the cost of building a deck around it, though I would be willing to admit that Jacqueline Fine already builds decks around revealing tokens, so there is natural synergy. For every other mystic there is always a better option.

, · 561
Unfortunately, there's even less upside to be had - assisting your fighter would only work if the debuffs lasted until the end of the investigation phase, but the card states "for the remainder of the turn", which means that they no longer apply on the next player's turn. It's close to useless and makes me wonder whether the card was printed as intended. — Sorden · 1
You missed the best part: if you don't kill within the turn, your "bonus damage" is completely wasted. — suika · 9505
Even the option to kill an acolyte or a rat without using a charge has gotten a better option with the sword cane — Tharzax · 1
I think with a taboo of -2xp -1 willpower boost, would help by providing a middle ground between Sword cane, and Shrivelling. There is a slight boost in will and a chance to make the fight quicker/easier, at the cost of 4xp (for 2) AND an arcane slot.. — , · 561
Sign Magic (3) says this never takes an action to get free damage, and True Magick says you never even have to play it to make attacks when its out of charges. turns out cards have uses when you look for them! — Zerogrim · 295
That particular combination of 8xp cards (16xp of you get two of each) is capable of making the worst spell look usable. And even in that case, the only real marginal advantage Wither (4) over Wither (0) is a +2 to the check. Even in that case, I'd rather have literally other 4/5xp combat spell instead. The new Brand of Cthugha looks pretty good. — suika · 9505
In response to Zerogrim, I make a mention in my post that a deck could be built around using it, that doesn't mean it's a good card. You are sinking 6-10xp ON TOP OF the 4-8xp for Wither(4). instead of...adding; timeworn brand, red gloved man, empower + enchanted blade, summoned hound, azure flame, Knowledge is power for some and on and on. Regardless you are sinking a minimum of 10 exp and 4 deck slots to make a card work. I appreciate the attempt at being condecending though! — , · 561
so you'd rather spend 5/10xp on brand to fight at 4/5 than 4/8xp on wither to fight at 9+? you'd rather run cards with limited uses rather than cards that give infinity return on investment?, you'd rather take up ally slots rather than Arcanes?, yea wow you guys really showed me. the condescending tone was brought from the veiled insults in the pro list fyi, plus just sick of people pretending to give both sides on cards they clearly hate and not bothering to think outside the box. — Zerogrim · 295
You are taking your anger out in the comment section of a review of a card. This is not the appropriate method nor place to attack others, nor vent frustrations about a pro list. No one is trying to show you anything, we are simply speaking on our belief of the card. There is no one right way to play Arkham, and anyone who wishes to run Wither (4) can. This is a place for us to make out review of cards we have played with. I think you should reassess why you have chosen such an agressive approach to this review. I will not respond further. — , · 561
To set the record straight, I was referring to the new card Brand of Cthugha (a 4xp spell that fights at will+2) not the Timeworn Brand (a 5xp weapon). The Brand of Cthugha has 9 charges on it and you can spend a variable number of charges to do 1 damage per charge spend. So you can use it like Wither 9 times which is more than enough over the course of a game, with the flexibility of spending additional charges if you need more damage. — suika · 9505
To be entirely fair to Zerogrim, it's a bit strange to compare it to Empower Self and Enchanted Blade or the Timeworn Brand...I definitely don't appreciate the tone, though. — suika · 9505
Geared Up

This card can be amazing if you chain it properly.

There are two things that can bring an end to your turn 1 item binge: running out of resources, and running out of items to play. Here are some cards that can extend the party.

Another Day, Another Dollar: This is especially helpful if you're looking to put down expensive assets, like 4 and above.

Studious: Reaaaaally helpful. For this card to really be good, you want to be able to put down at least three items. And for every additional card you're able to start with, you increase the chances you start with those three items. As a side note, if someone else goes first, maybe they can help you with card draw with a card like Scroll of Prophecies.

Schoffner's Catalogue: Here's the way to REALLY gear up. If you're lucky enough to pull Schoffners in turn 1, it goes straight into play at 1 cost, taking up no slots. And it gives you five resources to spend on other things, for a net gain of 4. This means that if this card shows up in your opening hand, your funds for that first turn spending binge increase from 5 to 9. That likely enough to pay for everything else in your hand.

Backpack: If you get this in your opening hand, you put it right into play, and possibly gain three more playable items.

In sum: if you are running this card, don't think you're at the mercy of your opening five-card draw, and that 5 resources is your ceiling. Load your deck with cards that allow you to start with MORE resources and MORE cards, and you can really go gangbusters in that first turn.

still waiting on an FAQ to confirm it works with backpack, it for some reason doesn't include ever vigilants "one at a time" which makes it work with backpack and catalogue, does it lack it because it doesn't need such a phrase or is it meant to be "pick any number of items, play them all at -1 price" which wouldn't allow you time to trigger backpack/catalogue. — Zerogrim · 295
Yeah, some clarity on that would be nice. In my view, one at a time would be the default. Imagine if the card said, instead of items, "play any number of events, ignoring their 'action' costs." Obviously it would be weird to "play" all the events at simultaneously, but then resolve their later in some order. It messes with our natural sense of timing. I don't see why the same wouldn't apply to items with "when X enters play" type effects. — Mordenlordgrandison · 463
The old reliable SttP + Astounding Revelation also extend the party for those able to use them, granting ADAD's +2 dollars as well as peeling 4 non-asset cards out of your deck before draw. — HanoverFist · 746
I just realized that this also plays nicely with Black Market. If you can get it in your opening hand, you effectively have 9 cards to play with while gearing up... but it works even better in MP if you can get an ally to play it instead. You get an effective 10 card draw, plus your ally can potentially hard-mulligan for it, whereas you would likely not want to discard any initial assets to look for this. — HanoverFist · 746
Zerogrim is understating the lack of confirmation. As written, you cannot use the Backpack on turn one. You also cannot use the Shoffner’s. The rules for pay8ng costs then resolving effects are clear, as is the word “after”, which appears on Backpack. If you want to play it differently, you are issuing a little “home errata” on this card under the premise that MJ meant to phrase it differently. The idea that “one at a time” is the default is specious because it would mean that Ever Vigilant has an entirely wasted, redundant clause, which is rare. They put that clause on Ever Vigilant because they thought it needed it. They didn’t put it here so it’s peculiar to insert it. — Eudaimonea · 5
Entirely wasted redundant clause seems reasonable when compared "forced immediate advance" where immediate is already redundant. But playing all at once causes serious trouble. Having cards in play but with no effect happening so far makes you question whether you can interact with those and whether you can use their effects or target them for stuff like Corrosion. When they all get played and the effects happen afterwards this here leads to major questions: Pantalone let you draw cards and therefor can draw Overzealous. This can let you draw Corrosion while dealing with Pantalone but having played another item simultaniously and then not knowing whether this second item can be discarded. For this reason always(!!) play cards one at a time — Scythe · 1
Snipe

This is a pretty cool card, I think, with a few notable synergies and applications.

Probably the most notable part is that Snipe can cancel an . That is very worthwhile if you're going all in on a test, which is very likely with, for example, a Shotgun or Sawed-Off Shotgun. Or anything else with limited ammo but a big payoff.

Outside of mitigation, it is greatly increasing your odds of drawing a 0, but I don't know if you want to spend two actions to fight when you still have something like a -4 failing your test, much less a -2. However, with the help of some cards, you can play with the odds even more with stuff like Recall the Future and Olive McBride. The fact that you actually treat the tokens as a "0" is particularly spicy with Recall and Olive.

It also has a particularly nice synergy with the taboo .35 Winchester, as "0" tokens have a non-negative modifier. Considering that this play style already wants you to be running bag control, this might be the most interesting place for it. It's unfortunately out of reach for Jim Culver, but perhaps Sister Mary or even Jenny Barnes might want to play with this.

As a final note, Chuck Fergus can make it fast, thus mitigating the main drawback.

Zinjanthropus · 230
I can totally see myself using this with M1918 BAR to ensure a big hit on something terrifying. Too bad that in EotE I can still draw two Frost tokens and fail through them. — thinsilver · 14
Notice that non-taboo Winchester also works with Snipe. Since Snipe make the token as "0" token, you can get +2 damage with non-taboo Winchester. — elkeinkrad · 500
Parallel Roland can also play this as fast since it's a tactic. — tactis · 18
You probably shouldn't use this card because it's going to seriously hurt your upper arm the moment you shoot, and you will be lucky if the bullet escapes the bent barrel. I'm not even sure what the dude is looking at but it certainly isn't a method to ensure a well placed shot. — thekinginperiwinkle · 134