Decorated Skull

This version is quite a bit better than the level 0, as could be expected for a level 3 card. If you spend 3 charges for the first use, that gives you 3 cards and 3 resources for a total cost of 1 card and 2 actions (not including the actions to defeat enemies or your own allies, but that probably would have happened anyways), for a net effect of +3 actions. With continued spending of 3 charges at a time, you are getting a huge net +5 actions for each, matching any other economy card that I know of (for example, Hot Streak gives you a net +5 considering the card, action and 3 resources to play it), and much better than most (Easy Mark gives you +1 net action for a single one and +2 for each that is tied to the first). The combination of cards and resources is often good, because you usually need one to use the other, but sometimes you won’t want one or the other, making the effect less useful. Obviously, this is best with an investigator that both defeats lots of enemies and has disposable allies, and at level 3 it is limited to rogues, Akachi Onyele and Ursula Downs. Of these, I think Tony Morgan and Akachi Onyele are the most likely to use it, since they are the best fighters. There are some accessories to compete with for each of these, but I think Decorated Skull is a contender in the right decks.

jmmeye3 · 629
I'm playing this in Akachi through "Forgotten Age" right now, and the card is bonkers. It also combos, not competes very nice with the "Empty Vessel", 'cause I'm a relic hunter. Without the skull, I would worry, how to find the "Limit 1 per deck" card, but with the extra draws from the skull and the usual help from "Arcane Initiate" (who also feeds the skull), I see most of my deck, and sometimes even all each game. What an insane card, but the level 0 looks quite horrible to me. — Susumu · 371
Jacqueline Fine

I played Jacqueline through hard on the circle undone, paired with Winnifred. And once you understand the keyword “revealed“, she is a truly wonderful investigator.

What’s amazing about her is that she plays completely differently from every other character and every other mystic. With other characters, you have risk mitigation, knowing that there’s a lot of bad in the chaos bag. If you are a survivor, and you spend the XP, you can get around it, but otherwise the only way to succeed is to go testless.

Now, the odds are in your favor. And with her new accessory and hand mirror, you can do even better. Rogues will be your best friends, Because now you can tell them the exact number they need to hit for Gregory, double or nothing, watch this, or Parallel O’Toole’s power. (Just the mirror by itself is a wonderful pick for Sefina.)

When Jacqueline isn’t around, you’ll miss her. Her ability means that your allies are more likely to survive the mythos phase & land attacks. Like all mystics, she could switch between offense or defense depending on what style she slots, or go with events that she recovers with prescient.

Who saw it coming?

MrGoldbee · 1470
According to the wording she can never gain the draw card benefit from her elder sign because she has nothing which cancels the effect. Her ability cancels the tokens. Fab printing from FF one again :/ — Spectre · 7
the token has the effect listed above, so it is canceled along with the token on any skill test that has an elder sign, if it only canceled the token you'd still get its modifier for the test. — Zerogrim · 295
Quick question, can you elaborate your sentence: "...And once you understand the keyword “revealed“". Am I right understanding her effect that BEFORE she or another investigater grabs into the bag you can activate your ability and then draw three tokens instead? — Judge_pohl · 1
I'm not sure I'd ever paid Jacquiline with Jim, but she could help mitigate Final Rhapsody.... — LivefromBenefitSt · 1067
I'm with Judge_pohl. I have no idea what you mean by understanding the keyword "revealed". Is there some secret meaning that isn't obvious? — eapfel · 6
I think the crucial thing the OP is talking about is that if you reveal a token, and ignore it, you are considered not to have revealed it in the first place. A common sense reading of "reveal 3 tokens, then cancel 2 of them" would indicate that you revealed all 3 of the tokens involved. But you are only considered to have revealed the one uncancelled token. — NarkasisBroon · 10
Do we have a rule or FAQ reference for this argument? It would weaken her quite a bit. Ritual Candles are no longer insane with her. — nierensieb · 1
Is a canceled token still considered revealed? — Yoritomo · 13
No, a canceled token is not still considered revealed. However her power says when an investigator "would reveal" any number of chaos tokens, so you would have to trigger her power before any of them are revealed and subsequently canceled/ignored. So I'm still not seeing how any of this applies to what the OP says of understanding the keyword "revealed". Ignoring and canceling revealed tokens has nothing to do with how her power works. — eapfel · 6
What is the difference between "ignore token" and "cancel token"? There is a rules clarification that says that an "ignored" token does not trigger "reveal" effects. But I have not found any rule about cancelled tokens. — haakenlid · 1
https://arkhamdb.com/card/04110 — haakenlid · 1
According to the rules clarification on "Counterspell" it seems that "cancel a token" and "ignore a token" mean exactly the same thing. — haakenlid · 1
I have to assume that the Elder Sign is supposed to read: +1 if this token is canceled or ignored draw one card. Or else it would never occur. — dlikos · 160
I'm fairly certain for the elder sign it's if you reveal the elder sign its plus one. This means that in order for the second sentence to activate, you must reveal it during her ability or a card effect, the choose to cancel it/ignore it. Example, investagtion test, you use her ability you get a 0, elder sign, and - 4. you choose the 0 and cencel the other two. you can now activate the card draw from the elder sign. — . · 35
Olive McBride

With Jaqueline and Voice of Ra, it’s now possible to play big money mystic. When before you would have to sacrifice or play a lot of alchemy, now you can play Olive, use Jaqueline’s ability, and get 6-10 bucks reliably. Get that card back with prescient and your mirror of scrying to guarantee you get to play it three or four times a game, and you can play all the expensive spells you want. It’s completely possible to play Miss McBride and not use her for skill checks, only from cards that require you to draw tokens. And she even helps with Jaqueline‘s weakness!

It’s always good to have a spotter when you’re predicting the future.

MrGoldbee · 1470
I agree that this is a good combo, but how do you get 10 bucks? Voice of Ra gives 1+2/spooky and draws 3 tokens. With Fine and McBride, you can either draw 5 tokens (one of which you replace with a draw 3 pick 2 before knowing what it is) and then overall cancel 2 of them (or just the auto-fail, but that's not going to happen unless literally all 6 tokens are spooky). Alternately, you can use Olive's ability first and draw 3 (one of which is replaced by a Fine-modified draw 5 pick 2). But the point is, either way you have a realistic maximum of 4 tokens drawn for a maximum of 9 resources. You could only reach 11 resources if you revealed 6 spookies across 7 draws and canceled just an auto-fail which is incredibly unlikely. If there are 17 tokens in the bag, 6 of which are spooky, you are looking at an average of a little under 6 resources on from Voice of Ra. Again, not a bad combo - I actually rather like it - but not quite as powerful as you describe. — Death by Chocolate · 1485
These investigator decks need to get released so I know what the hell voice of ra is. From context I gather it's a zero-cost Mystic event that says, "Reveal three chaos tokens. Gain 1 resource, plus two resources for each [spooky] token revealed." Something like that? Maybe a negative rider for the auto-fail? — SGPrometheus · 821
@SGPrometheus It is exactly what you say. Plus it has the Spell trait, so synergy there with some stuff. And it can pitch for 1 Will. — Death by Chocolate · 1485
Contraband

Sure, lemme try an analysis.

TL;DR: This is a great upgrade to Contraband 0xp, and is a powerful card in a vacuum... but unless I'm missing something, it's overshadowed by the same-priced, same-XP, far-more-reliable Swift Reload.

+++

As an upgrade, this one is great. 1 less resource saves early setup actions, and even puts it in Turn-1 range for the BAR, Flamethrower, Rogue's .45 Thomspon, or Typewriter via either Emergency Cache (STTP Leo Andersen) or Another Day Another Dollar (any Rogue).

The +2 ammo/+1 card alternate effect is great, too, ensuring value late-game on empty guns.

Now for the problem: Swift Reload. Huge similarities- cost, XP, class. Leo can even STTP them both. The difference is a chasm of flexibility in maximizing their effect.

  • Both can load a max of X Ammo, where X is the target weapon's original clip (not counting combos, but we'll get to that).
  • To max Contraband (2), it must be used during an action AFTER playing the gun, but BEFORE firing a shot
  • For Swift Reload, it must be used any time after emptying the gun... and does not require an action

IOW, Swift Reload lets you "pay later", and only when you NEED to- even mid fight!- to get the same effect that Contraband (2) requires you to pay for up-front, spending an action (and possibly AoO), and which you may not even ultimately use.

Now, that's if they're played by themselves. Enter the Contracombo!

Yeah, you know what I'm talking about- the famed 2x Contrabands = 4x Ammo, usually illustrated on Leo/Zoey's BAR for 32 whopping bullets- a profit of +3 clips/+24 ammo. And you don't need two Contraband (2) specifically; anything that can overload ammo (Venturer, Custom/Extra Ammunition) can tilt a single Contraband (2)'s payout over SR.

But when it comes to reliability, the Contracombo takes Contraband (2)'s situationality and makes it worse. Supposing the ideal, that 32 bullet BAR, you need:

... and you pretty much need them all at the same time.

Swift Reload can't really combo... but to get a max profit of +16 bullets from two of them, you just need the weapon- purchased & used as needed- and then one SR + 3 resources to reload when/if it empties, and another SR + 3 resources when/if it empties again, likely spread over several turns. Drawing the SRs late doesn't reduce their value, and you still net +2 clips.

And that last bit's kind of the clincher, as obvious as it may seem: the perfect Contracombo is kind of an illusion. It doesn't give you +4 clips, it gives you +3 (you started with 1)... and that's only 1 clip more than you get by actionlessly Swift Reloading as needed.

+++

Of course there's a few other asymmetries- Contraband (2) has much better pips, it can grant Supplies instead of Ammo, Jenny can't Swift Reload her Twin .45s, you can tutor Contraband (2) with Backpacks/Smuggled Goods. EDIT: And in MP, Contraband (2) can be used on allies (thanks to MrGoldbee for spotting this!).

But for its purpose of getting lotsa bullets, it just feels like Swift Reload will win out more often.

HanoverFist · 739
Unless you reload your friends! — MrGoldbee · 1470
Excellent point! Contraband can reload allies in MP. — HanoverFist · 739
I think you covered it pretty well, Contraband has higher combo potential, and can reload more than just guns (Fingerprint Kit is a good one). A few other combos include Fence (makes Contraband and most weapons fast), and also the fact that you can dig out both copies of Contraband with Smuggled Goods, and recur one of them from the discard later (though that can be better or worse depending on when you draw it.) — Zinjanthropus · 229
Or you can empty your gun while gathering 2x contraband, then start with Swift reload and quadruple that — Django · 5108
.35 Winchester

This card is better than it looks, competing with some of the better weapons available at level 0. As pointed out in another review, in easier fight tests the damage the Winchester deals per action is close to other weapons such as the .45 Thompson and .45 Automatic, though slightly inferior for easier tests. However, it actually deals more damage than any other level 0 weapon when you are facing tough fight tests, such as when your final skill value is equal to the test, when it deals about 3 times more average damage than the .45 automatic (try out the math to see it's true). This happens more often when you are using an investigator with relatively lower fight (such as 3 combat with Skids), so the Winchester has more value for these investigators if you need to have a way to deal damage. Conversely, investigators with 5 base combat benefit less from the Winchester.

The other things to consider when deciding to use the Winchester are that it takes up 2 hands slots, and that the damage it deals comes in packages of 1 and 3. The 2 hand slots might be less of a problem compared to the Thompson, for example, since the Winchester is cheaper to play, so you can potentially use it quickly and replace it with other hand assets more easily than playing the more expensive thompson. The damage dealt is definitely something to consider. I think doing 1 or 3 damage might not cause overkill more often than 2 damage attacks, since 1 and 3 health enemies are pretty common. But you could in theory deal 1 damage twice, miss, then deal 3 damage to a 3 health enemy, which would be far from ideal. So it's definitely best to use the Winchester when the 3 damage is needed. In the same way, being able to adapt your plan depending on how much damage you deal after each attack can be very effective. This works best if you have alternate ways of dealing with enemies that don't take hand slots, like evading or allies that damage such as Alice Luxley or Beat Cop.

Not to mention, it is really fun using the Winchester! You look forward to seeing whether the revealed token will give you a critical hit, unlike other weapons where the token can only have a negative effect.

jmmeye3 · 629
There's an upcoming card in the Nathaniel Cho pack that converts excess damage into resources, so that might make cards like this more palatable as well. — pneuma08 · 26
nice idea! — jmmeye3 · 629