Sign Magick

I'm not sure why the designers are so dedicated to making it difficult to get an extra arcane slot. An extra ally slot is more powerful, yet Charisma is way cheaper and more efficient than this card. It is true that a lot of characters would really like to have an extra arcane slot, but that is because the arcane slot limit is kind of an annoying inconvenience that would be cool to circumvent, not because it is some vital part of game balance that would be super powerful to overcome. Yes, it would often be worthwhile and convenient to play a third spell, but not at the cost of nearly doubling the cost of a spell (is that third spell you are playing really worthwhile when it costs an extra three resources and a card?). And on top of that this card still has a significant downside that it sits in your hand useless until you actually need to play a third spell. Again, Relic Hunter lets allows you to break the accessory limit as a permanent (!) for no cost other than 3 XP, so why does this card have to be so expensive? I’d think it was still a bit pricey, but more reasonable, if it had a resource cost of 2. A resource cost of 3 just seems mean for a card that does nothing but permit you to then pay for another card which is probably not even one of your best two spells (since those are in your first two slots).

ChristopherA · 114
Yea the only saving grace with this card is that it is Fast, but it being Fast also means it no longer synergizes with Uncage the Soul. Naturally, you can play Uncage the Soul on the spell you now have a slot for, but it really just means you need yet another cards to match up. Perhaps we will see an upgrade in Return To Circle Undone. — LaRoix · 1648
It has actually been kind of confirmed, that there will be an upgrade of this card in the Return box. There's a picture released in the Preview article by FFG, that can also be found on BGG, where you can see it. (Albeit not read, what it will do. better.) There will also be a new Tarot card, "The Hierophant • V", which is already listed here. Until then, I found the Cat ally from Jaqueline qite useful. I run it in Akachi in TFA, where I wanted spells for fight, investigate and evade. You often get into the situation, when you just have one or two charges left on a spell and want to play a third one. The cat is then perfect to get your slots temporarly up to three and use a soak, once one of the spells is empty. Sure, Ally slot is also preciouse, but as long as your only other ally is the Initiate or Renfield, you get by fine. And once you get your Twila or Dayana, there is always Charisma. — Susumu · 383
Meat Cleaver

This is not just a good card when played in a specialized way to maximize its benefits. I want to make it clear that this weapon is also very useful as just a general purpose weapon in the Survivor weapon pool. At the time of this writing, survivors without access to weapon-oriented classes have a very limited selection of weapons, and this can be the most reliable available weapon if you don't want to deal with the weird limitations of the other survivor weapons. The Fire Axe is a great weapon, but it forces you to give up all your money when you use it, which is really annoying if you don't want to play that type of character. And the Baseball Bat is also a great weapon, but aside from requiring two hands, it can suddenly disappear at any time and leave you without a weapon. The Meat Cleaver may look like a weird weapon because the way it manipulates sanity, but it really isn't that difficult for a normal character to use. You do not actually need to reduce your sanity to three to use the weapon as a + 1 bonus is still just as good as a machete, and while your sanity does tend to go down when using the weapon, it is not absolutely essential to play with Peter Sylvestre; it is pretty common that it gives you back the sanity you lose, so your overall sanity loss is usually pretty slow, and survivors have lots of other ways to soak some horror if necessary. In any case, the reality is that if you want to be serious about fighting you normally need more than one weapon in your deck so you can actually draw one when you need it, so even if Meat Cleaver is not your very favorite weapon, it is still available as a perfectly functional weapon to round out your deck.

ChristopherA · 114
Logical Reasoning

Too bad you can't discard Dissonant Voices with this. Yeah, I know, you could do it on somebody else, but not on yourself. Bummer.

Where it would be great, though, is with Farsight. Healing damage and horror is usually a hard sell because of all the actions it costs you...but a FAST heal of up to 6 horror among the whole team? Yes, please!

Pinchers · 134
Paradoxical Covenant

Best combo with Olive McBride. Olive helps to find both and and Covenant prevents Olive's penalty, resolving 2 tokens. Note that after you trigger Paradoxical Covenant, you don't need to reveal additional tokens for revealed & . Of course, you could trigger Paradoxical after you reveal all tokens; but, Paradoxical is auto-fail.

Here is probability table for Paradoxical Covenant. This table assumes that the bag has 16 tokens and no reveal another token effect. Row is the number of bless tokens, and column is the number of curse tokens (or vice versa).

Normal case (16 tokens) (%)

1
2
3
4
5
6
7
8
9
10
1 0.65 1.20 1.67 2.07 2.42 2.72 2.98 3.22 3.42 3.60
2 1.20 2.22 3.09 3.84 4.49 5.05 5.55 5.98 6.37 6.72
3 1.67 3.09 4.31 5.35 6.27 7.06 7.76 8.38 8.93 9.42
4 2.07 3.84 5.35 6.67 7.81 8.81 9.69 10.48 11.17 11.79
5 2.42 4.49 6.27 7.81 9.16 10.34 11.39 12.32 13.14 13.88
6 2.72 5.05 7.06 8.81 10.34 11.69 12.88 13.94 14.89 15.73
7 2.98 5.55 7.76 9.69 11.39 12.88 14.20 15.38 16.43 17.38
8 3.22 5.98 8.38 10.48 12.32 13.94 15.38 16.67 17.82 18.85
9 3.42 6.37 8.93 11.17 13.14 14.89 16.43 17.82 19.06 20.18
10 3.60 6.72 9.42 11.79 13.88 15.73 17.38 18.85 20.18 21.37


Olive case (16 tokens) (%)

1
2
3
4
5
6
7
8
9
10
1 3.92 6.81 8.96 10.59 11.83 12.79 13.53 14.11 14.56 14.91
2 6.81 11.85 15.65 18.54 20.76 22.49 23.84 24.90 25.74 26.40
3 8.96 15.65 20.71 24.60 27.61 29.96 31.81 33.28 34.44 35.37
4 10.59 18.54 24.60 29.27 32.91 35.77 38.04 39.85 41.30 42.46
5 11.83 20.76 27.61 32.91 37.07 40.35 42.96 45.06 46.75 48.11
6 12.79 22.49 29.96 35.77 40.35 43.98 46.89 49.23 51.12 52.66
7 13.53 23.84 31.81 38.04 42.96 46.89 50.04 52.59 54.66 56.36
8 14.11 24.90 33.28 39.85 45.06 49.23 52.59 55.32 57.55 59.38
9 14.56 25.74 34.44 41.30 46.75 51.12 54.66 57.55 59.91 61.86
10 14.91 26.40 35.37 42.46 48.11 52.66 56.36 59.38 61.86 63.91


J-Fine case (16 tokens) (%)

1
2
3
4
5
6
7
8
9
10
1 2.08 3.71 4.99 6.01 6.83 7.49 8.02 8.46 8.81 9.10
2 3.71 6.31 8.54 10.34 11.81 13.01 14.00 14.81 15.49 16.05
3 4.99 8.54 11.11 13.49 15.48 17.12 18.49 19.64 20.60 21.41
4 6.01 10.34 13.49 15.86 18.20 20.21 21.90 23.33 24.54 25.57
5 6.83 11.81 15.48 18.20 20.32 22.55 24.51 26.18 27.60 28.83
6 7.49 13.01 17.12 20.21 22.55 24.43 26.51 28.38 30.00 31.39
7 8.02 14.00 18.49 21.90 24.51 26.51 28.17 30.10 31.87 33.42
8 8.46 14.81 19.64 23.33 26.18 28.38 30.10 31.58 33.35 35.03
9 8.81 15.49 20.60 24.54 27.60 30.00 31.87 33.35 34.67 36.31
10 9.10 16.05 21.41 25.57 28.83 31.39 33.42 35.03 36.31 37.50

Additional note: Unlike Olive, Jacqueline Fine has less effective. This is because both & have "reveal another token" effect, and Olive resolves two tokens, so that Olive could trigger Paradoxical if she reveal both from first 3 tokens, but Jacqueline doesnot.

elkeinkrad · 512
Math incl J-Fine? — MrGoldbee · 1505
I find that olive table is wrong. I fix it and add J-Fine ASAP — elkeinkrad · 512
I updated olive & jacquline table. I think both table is fine; I checked by Monte Carlo simulation with one case. I also update blessing of isis probability table, so that you could see if you want. — elkeinkrad · 512
Enchanted Blade

Normally I think of Enchanted Blade as a weapon designed for guardians, since the additional cost of an arcane slot means nothing to them but is very painful for mystics. But since this version of the weapon can only be taken by mystics, I thought it was an interesting exercise to compare it to a spell instead, Shriveling (3) in particular, which has the same resource and XP cost, and compared to spending one charge on the blade, is the same number of uses for the same damage.

To make this comparison directly you have to pin down the relative willpower and combat ability of the mystic. I feel that a mystic whose combat is only two points below their willpower (for instance, Jim Culver with St. Hubert’s Key, or Akachi without a willpower bonus) is a relatively muscular Mystic who would be a good candidate to wield a blade, so I made the following comparisons assuming combat equals willpower minus 2:

Advantages of Enchanted Blade:

  1. Allows you to spend two charges on a single attack for double the bonus. This is a huge advantage since it is actually very efficient to do so when fighting an enemy where the extra damage is useful.
  2. Enchanted Blade can be used without spending charges, and is equal in combat ability to the Sword Cane for this purpose, without having to spend the extra card and resources to play the Sword Cane, and without the limitation of having to exhaust it.
  3. Enchanted Blade does not have the risk of causing horror damage.

Advantages of Shriveling:

  1. Compared to using the Enchanted Blade and only spending a single charge, Shriveling gives you +1 fight ability.
  2. A Mystic is likely to have lots more ways to commit cards with willpower bonuses or otherwise boost willpower, fewer ways to commit cards with combat bonuses or otherwise do anything to boost the fight ability on Enchanted Blade.
  3. This card can be upgraded to Shriveling (5), which is a very impressive upgrade and is much better than the blade if you frequently fight foes with 3 health or with 5+ health.
  4. Some decks may find it helpful that this is a spell rather than an item (such as a deck using Arcane Initiate).
  5. Does not require a hand slot. If you use your hand to hold a Sword Cane, you can use it to evade, which Enchanted Blade cannot do. Or you have the option of holding something else in that hand.
  6. In order to keep using the Enchanted Blade’s ability to fight without charges, you have to keep it in play eating up a spell slot. If you play Shriveling and Sword Cane instead, you can replace the Shriveling with a new spell once you run out of charges, and the Sword Cane will stay in play.

After doing the comparison, I felt the Enchanted Blade is more impressive than I first thought. I don't think either the blade or the spell clearly wins the comparison, it depends on the character, but the blade looks like a perfectly reasonable choice for the deck of a Mystic with good combat ability, despite costing a spell slot.

ChristopherA · 114
I think Shrivelling is the clear winner in this comparison. I can see a case for Jim, as he has just +1 in willpower compared to strenght, and a weakness, which can dish out some surprise horror. (But then, he could just as well rather take "Azur Flame" to counter the extra horror and have extra synergy with his ability.) Akachi (who in theory could also take the Guardian Blade) in particular likes additional willpower buffs like "Holy Rosary" or "Four of Cups", which synergies best for her, because she will use her main stat not just for fighting, but preferably for clue finding and possibly evading as well. A charge from the blade also would not satisfy "Angered Spirits". Your 3rd bullet point is particular true. Both level 3 cards seem fine early to mid campaign, but Shrivelling can be upgraded to a great end campaign card, XP spent on the blade will get more and more mediocre on the long run. On a general (albeit very niche) note, there are a couple of Dunwich enemies, who are better taken care of with a spell than a melee weapon, being a relic does not help with them. Also even though there are plenty other options for using your "Arcane Research" discount XP, it is very likely that you will spend just 4 XP for both copies of your main fighting spell at level 3. So you might get both copies a scenario earlier than you would get them in case of the weapon. — Susumu · 383
It is also a good option for Diana since her Willpower can fluctuate quite a lot during a scenario. — LaRoix · 1648
I played a lot of Diana. She's the only investigator, I published a decklist here for so far. And I think, "Enchanted Blade" is pretty bad for her. 6 XP for 2 copies are awfully expensive for a card that gets obsolete in any game, once she has 3 cards below her. You can get her there quite fast, if you pack enough cancels and ignores in her deck. — Susumu · 383
Idk, having an extra fight option isn’t bad at all, and E Blade is better than Shrivelling at delivering one fantastic hit when you need it. Diana’s economy and draw means she doesn’t need two copies necessarily anyway. It’s definitely not bad for her- maybe not her top option, but plenty of people do fighty Diana with .45 Auto level 2 or Machete or lots of other things. — StyxTBeuford · 13062
My weapon of choice was the .45 in Diana, because it has the potential to cancel a retaliate triggered by "Daring". In practice, I think it was not really worth it either. I consider forfeiting combat-based fighting as a whole with her in future decks. "Shrivelling" is in my opinion not the best option for her either, "Azur Flame" is much better. Because of the self inflicted horror caused by "Arcane Research" and "Ward of Protection", she is much more durable in damage than in horror. But she could still take a one-off "Shrivelling" (or "Armageddon") as back-up. Diana's draw is also balanced with her increased deck size, so she definitely wants two copies of her important cards for consistency. — Susumu · 383
*to IGNORE a retaliate triggered by "Daring". That's important distinction. Albeit in practice, I normally was on 5 or 6 willpower, by the time, the gun was empty. — Susumu · 383