Down the Rabbit Hole

I want to love this card. It feeds my munchkin brain in a good way!

In theory, even if you buy cards that are new for your deck, it will still be worth it if your original decklist features enough upgradeable cards.

For every 2 upgraded cards, a new card can be added while maintaining advantage. If you want to have the highest experience advantage, you need 14 upgrade cards in a regular 8 game campaign. If you merely want to stay neutral or above, then you'd be able to add 13 card in the same scenario. That would make you gain 14 upgrade exp with a 13 exp penalty for adding new cards (which would still be net-positive).

This card rewards pre-emptive planning and deckbuilding and gives more experience very early on.

Kantarak · 17
Play as Dexter Drake, and combine with a pair of Arcane Researches, In The Thick Of It, and Charon's Obol, for a potential net 43 bonus XP over an 8-game campaign! — HanoverFist · 759
Every side quest also counts, right? That would be a crazy amont of XP... I think cards which upgrades several times like Emergency Cash are espacially useful — Miroque · 25
Dexter also has access to Let God Sort Them Out for even more bonus XP. — puert · 48
In the Thick of It

MJ Newman has screwed us again!

The uninitiated may think that this is the opening for Rogues or Rogue-secondaries to get more value out of Charon's Obol, but little do they know that this is actually a buff to Ursula Downs!

How could they do this to us? Seekers buffed yet again?!?!?!??!!?!?!

Flamy · 6
Calvin Wright loves this. Its perfect! — Lorkan · 7
In the Thick of It

For me: card is good, but not for every character. If you have <4exp cards that you need most, take it (Calvin loves it)

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Pawiu14 · 202
Your post breaks formatting. Use a linebreak. — MrGoldbee · 1497
done — Pawiu14 · 202
Ice Pick

The discard effect makes this an absolutely God tier card for William Yorick or any survivor who can get Scavenging or the level two version of Scavenging. Also since this is a survivor card Resourceful works also!

marmaid · 10
There is something thematically satisfying about discarding one on a test and Scavenging the other on the same test, to constantly use both ice picks one after the other. — dezzmont · 222
Good old Ashcan loves this in combo with his usual Duke-actions. — Krysmopompas · 367
Old Shotgun

So the interesting thing about this card is obviously the clause that you won't find on any other card (so far), and that is "While playing an event, treat Old Shotgun's uses value as 2." This is easy to misunderstand (I know I did initially), so I figured I'd write a short little thing to clarify this for anyone who happens to be confused.

The main thing to remember about this effect is that the main role of Uses is not to determine how much ammo your gun currently has, but rather how much ammo it enters play with. This means that playing events after your Old Shotgun is already in play (such as Marksmanship or "Eat lead!") won't reload it automatically.

So, for that clause to matter, you want to be playing an event while it's entering play. The most obvious way of doing this is by playing an event which is supposed to put an asset into play, such as Ever Vigilant and Sleight of Hand. However, you could also try to get the card into play while playing an unrelated event, such as an event with a skill check, giving you a window to trigger fast abilities that put assets into play such as with Dexter Drake's ability and Joey "The Rat" Vigil. Swift Reflexes might work for this too, though I'm not sure on this one. Once it's entered play, the only event which still cares is Swift Reload, which explicitly checks the Uses value of the card (and so will reload it back to 2.)

This probably won't be a weapon you just happen to pick up - to really get the value out of it, your deck will need to have plenty of support for it (ways to get it into play with actual ammo and the usual ways of reloading guns afterwards, on top of wanting to oversucceed on the fight action). If you do though, you'll have access to a 0R 2XP gun with a pretty good fight bonus and (potential) damage that no other weapon at this XP level can compete with. Is that worth all the effort? Hard to say, but because of how weird this card is, I'm sure plenty of people are gonna try anyway.

Edit: Since making this review I've thought of a few more examples of ways to get it into play with ammo for those with survivor access, which are Scavenging (2) during an Investigation event, or Yorick using his ability during a Fight event where he defeated an enemy. It might inspire someone to make an Old Shotgun deck around that idea, so I thought I should add it here.

Lasiace · 23
What about Contraband? Would it double and go up to 4? — Tacomental · 21
No it wouldn't. Contraband doubles its actual uses not its "uses value". — vidinufi · 69
Thanks for the write up, since yorick said after you defeat an enemy i assumed it happened too late to enable old shotgun. Now I am thinking I might try including the old shotgun in an act of desperation yorick deck. — Masterface7 · 1
Do cards like Mano a Mano that deal testless damage work for Yorick? From the discussions I'm assuming the consensus is that they don't, but I'm not sure about the exact reasonings behind this. — BerserkCatshew · 1120