Chainsaw

Chainsaw Take Heart Dreams of the Deep Fail (1) Oops! (4) Live and Learn Take Heart Dreams of the Deep Fail (5) Oops! (8) Live and Learn Resourceful Succeed (11, return first L&L) Live and Learn Resourceful Succeed (14, return second L&L) Live and Learn Succeed (17)

Each L&L is triggering at the same timing sequence of 'after the first failed test ends', but due to the rules for Nested sequences must wait until the previous L&L is fully resolved.

Thank you for coming to my TED Talk.

? — MrGoldbee · 1486
He's saying you can do 17 damage in a single action with the Chainsaw as Silas, assuming the stars align and you have exactly the right cards in your hand, which isn't likely, but it is funny. — SGPrometheus · 841
can't you only play live and learn in response to a failed test, though? — Zinjanthropus · 230
Yes; in this example, he fails the first two test. Oh, I guess it's two actions. — SGPrometheus · 841
I guess where I'm confused is the part where it's Live and Learn + Resourceful succeed followed by Live and Learn + Resourceful succeed. You can't play Live and Learn to redo a successful test. — Zinjanthropus · 230
Those are the live and learns from before going off. — SGPrometheus · 841
While the first two tests fail, ALL four Live and Learns are in the timing window ‘after’ that first failed test. Per the rules, if a triggering opportunity occurs and an ability is played, after that ability is resolved you are STILL in that same timing window. It is like why Nethaniel can defeat an enemy, trigger Boxing Gloves which draws Glory, then play Glory which draws Evidence, and then play evidence - after each ability finishes resolving, you are still at the ‘after an enemy is defeated’ window. Likewise, each Live and Learn is played when you return to that ‘after a failed test ends’ window. — Death by Chocolate · 1489
Interesting. The Nathaniel Cho example actually makes perfect sense to me, but in the case of Live and Learn, you're doing 2 skill tests between failing the first test and playing the third L&L. I will take your word for it, though. Sometimes the rules are unintuitive. — Zinjanthropus · 230
Not that I didn't already think Live and Learn was a really good card, but it makes it much better that you could theoretically trigger it a second (or third or fourth) time even after one of them succeeds. — Zinjanthropus · 230
@Zinjanthropus There’s nothing particularly sacred about skill tests here. ‘Making a skill test’ as part of playing live and learn is just a game effect - same as ‘drawing a card’ as part of Glory. It’s a more involved game effect, for sure, but nothing that makes the timing rules function differently here. — Death by Chocolate · 1489
You could also choose to gain 2 supply in this sequence and only lose 2 damage for a total of -1 supply used to deal 15 damage. — Mataza · 19
Will to Survive

While I understand the logic behind this card as a down-leveled version of the popular classic. I believe printing this card was mostly a mistake. In most non-Preston decks, this card is just too expensive for what it does, and even in young moneybags, he has to boost on top of this to still succeed at something.

This card's natural home is in one main place: Jenny "Stop The Flow Of Time!" Barnes. It replaces the Premonition that tells you how much to commit/pay to hit your goal with... just flat out guaranteeing the (over)success in a very clean way.

Even outside the logical extreme, this thing goes best with big chonky Double or Nothing maneuvers, and its availability at level 0 means that even more rogues (or whomever) have access to it - and even more characters in general have access to it + Double or Nothing.

Maybe I'm wrong and there is a middle ground existence somewhere for this card, but I predict it will mostly be underwhelming or degenerate with little in between.

Agreed completely. For Preston even, without Donut, 4 resources is a lot, giving up the ability to do almost anything else that round. You might Intel Report for 2 clues with that money, which is usually much better than one clue. — StyxTBeuford · 13049
The All In you linked to is the All In agenda from House Always Wins. — Soloclue · 2608
@Soloclue OOPS! I’ll fix that, thanks. — Death by Chocolate · 1489
I’m still confused what this card is used for? In my mind, not revealing a chaos token means you cannot proceed with the skill test? Is this to “mute” other (negative) outcome from treacheries or events that are dependent on the chaos tokens being revealed? — HeathrowT5 · 1
@HeathrowT5 Not revealing chaos tokens means that you are just comparing your skill vs. the test. This is useful if you are at or above the test and don't want to pull negative tokens, or if you want to fail and don't want to pull positive tokens. — Time4Tiddy · 249
Stand Together

With the release of the Nathaniel Cho deck, guardians now have an incredible array of resource generation in-faction at level 0. In the past, I would slot two Emergency Cache into practically every guardian deck I made, but these days that feels greedy. I say greedy because cards like this one give your team more resources, even though you get slightly less (I mean, mathematically you get 33% less resources while generating 33% more resources total). Similarly, Clean Them Out gives you one less resource, but eliminates a threat for your team. Relentless pays you for overkilling enemies, which doesn't really fit into the "less greedy" theme I'm trying to point out here, but it is another in-faction resource generation card introduced by Nathaniel Cho.

My point is that it feels like guardians have better options than E.Cache these days. Though you can rarely do better than "1 action and card: 3 resources," you can often do something else in addition, which could prove more useful than just gaining an extra buck.

SGPrometheus · 841
Flesh Ward

Not going to lie, an arcane slot card was the last thing I expected from Nate Cho's deck. That being said, this is a strange card that probably has a better place in non-guardian decks, like maybe Akachi.

My problem with Flesh Ward is that for the same amount of resources, I could have just played Something Worth Fighting For which can not only soak horror in a big chunk, but can also do it for my allies and can soak it from Rotting Remains. Basically the floor on Flesh Ward is me taking a single whack of 3 horror from a non-attack, and either dying from it or assigning one of the horror to flesh ward, killing it without spending any charges.

On the other hand, the ceiling of it feels really unrealistic: I have to take four attacks from monsters that only deal one damage of one type, spread over four turns, and then I can take one of each from anything and kill Flesh Ward, mitigating a total of six damage/horror, which is pretty sick, but not at all realistic.

I think there's probably a use case for Flesh Ward as the thing to keep your sanity up while fighting monsters that do one damage AND one horror with their attacks, which there are plenty of in the game. You'll soak some attacks, and by the time Flesh Ward runs out your sanity and health are about even. Maybe you'll get lucky and completely cancel some attacks, and sometimes you'll eat two or more damage or horror and still get hit, but for 50% or 66% of normal, which is strong damage reduction.

The bottom line here is that if you can afford the investment and the time, Flesh Ward will outperform True Grit/Something Worth Fighting For. However, resources and time are in short supply in Arkham, and unless I'm playing Tommy I generally can't find the space for True Grit/Something Worth Fighting For, making me think the same will be true for Flesh Ward, except that because of how it works even Tommy doesn't want it. Maybe it is strong enough to justify its cost for someone like Roland, but I can't tell just from looking at it. I'm sure someone who can manipulate the cancel or the charges would like it a lot, but it looks pretty underwhelming for everyone else.

Update: played the basic Nathaniel deck and got this down very early. Initially, after taking a 2 horror treachery straight to the face, I was like, "I knew it!" But having it for basically the whole scenario did end up saving me 6 health/sanity. I think I end up liking it slightly more than SWFF or TG, but it is a bit selfish.

SGPrometheus · 841
There's a little bit of margin for Flesh Ward with some enemies that behave unusually and ready/attack in unusual circumstances, maybe? Like, it lets you ignore one Eztli Guardian a turn and they can be a big action sink if they have to be dealt with , and there's a couple of unique enemies that can ready unexpectedly in TCU but it does seem super super hard to use well.... — bee123 · 31
That's true; trolling Eztli Guardians is a really funny corner-case for this card. But no matter how erratically enemies behave, Flesh Ward exhausts to cancel the damage, making it impossible to use cleverly. I'm interested in what higher level versions might look like, that either don't exhaust or have larger mitigation, or just lower cost. — SGPrometheus · 841
Great for combo with Guard Dog and Survival Knife though — GWItheUltimate · 1
I've actually grown to really love this card with Mary. If you get it down early, it is an amazing shield that essentially doubles her life, which when combined with her super high sanity turns her into a pretty nice tank. Note that this is when I rely on the old .35 Winchester (taboo) for pretty consistent massive damage from her as well. — lockque · 1
This did feel a bit of a pessimistic review. If you’re a guardian and getting stuck in with monsters, engaging them to take the heat off the other investigators, then you can regularly take attacks (and it’s not being selfish!). Works well used like this with survival knife, riot whistle/taunt, guard dog, counterpunch. Surprised nobody has mentioned the flexibility it gives too... if you are in a high-horror scenario then use it to take the horror away... if you are in a high-damage scenario, then use it to stop the damage — Phoenixbadger · 199
This card would be much better in Innsmouth without the restriction of enemy attacks. Sure, it should not work on "Smoking Pipe" and the like, but it would be nice, if you could counter enemy engage effects with it. — Susumu · 381
Mark loves this card. — tasman · 1
Would this work with Diana? It cancels damage or horror which would trigger her draw a card gain a resource — JourneysintoArkham · 7
I don't see why it wouldnt work with Diana.... But problem is you need to put it under her investigator so you would lose this card. It's not a card you would expect to use up quickly either since it's 4 charges, 1/1 soak and exhausts on use. — fates · 54
I don't think it would work well with Mark. It cancels the damage taken so his ability wouldn't work with it. — fates · 54
Machete

The decision to increase this to a 2xp card was a very good one, because it was just too strong At level 0, making all other level 0 weapons poor contenders when the Machete is available. Looking back to before the taboo, the existence of Machete was very frustrating, because it discouraged trying out other weapons. Also, it permanently takes up a hand slot, making it harder to use other tools (like magnifying glass for Roland, etc) and 2-handed weapons.

So how does it stand as a 2 xp weapon? It’s still good, and now fills a nice niche instead of just limiting deckbuilding choices. At the time of this review, your choices at level 2 Guardian include Machete, Survival Knife, .32 Colt, Blackjack and .45 Automatic. Each has its own merits, and among these the Machete is still a top choice for investigators with high combat.

jmmeye3 · 630
The problem now is that Enchanted Blade exists at level 0 doing essentially the same thing Machete did, and its upgrade is about as costly and superior to Machete. — StyxTBeuford · 13049
Yeah, I very much swapped Enchanted Blade in for Machete and never looked back, and it's worked fine. Still, it doesn't feel as exclusive as the old machete; once its three charges are gone, I'm not worried about losing it, like I would be with this. — SGPrometheus · 841
Totally agree with SGPrometheus- Enchanted Blade is a great weapon, but doesn’t create the same problem that Machete did for multiple reasons. When the charges run out you will want another weapon, and it doesn’t outperform other weapons outright, for example the .45 Thompson is cheaper per bullet when factoring in card and action to play each, .32 colt can do twice as much damage with the right investigator. — jmmeye3 · 630
But then why not just spend more XP for Timeworn Brand? That’s the problem with Machete- it’s not good enough to warrant the 2XP right now. If it were 0 it would at least compete with E Blade. Maybe the solution is to up E Blade by 1 and decrease Machete by 1. — StyxTBeuford · 13049
I don't think the blade needs to change; it's not crowding out every other option like the machete did, it's just good. I do think that machete could come down to 1xp, but people would still not take it: I never go from the .45 to the .45(2), then to the lightning gun, because that's a waste of xp. That's the reason machete never gets used: it's in the middle and has no upgrade. It can't go anywhere. Even if you upped the blade to 1xp people would still take it, because they can then spend only 2xp for the upgrade; the xp to purchase it wasn't wasted when you replace it. — SGPrometheus · 841
Disagree on E Blade not crowding out options in exactly the same way as Machete, but I do agree that people would just choose E Blade in that situation since Machete has no upgrade. — StyxTBeuford · 13049
Lol — TheDoc37 · 468
For people like me who are confused reading this thread : a more recent ruling cancelled the taboo on Machete, which is now back to level 0. — minosrd · 1