Azure Flame

Finally, Shrivelling has more competition for offensive options on new investigators. Azure Flame matches Shrivelling in a lot of ways - It's a 3-Cost, 4-Charge Spell which uses Willpower and deals +1 damage. Shrivelling remains a mainstay in Mystic decks for a reason, and that identical core functionality means this can compete with it. The only question is, how does it stack up?

The immediately notable difference is the downside - while Shriveling hits your sanity on , , , , or , Azure Flame instead hits your health on +1, 0, or . How does that compare?

In terms of how often you hit the downside, Azure Flame comes out ahead. At first, on Normal difficulty, it looks relatively even - there tends to be a 1 token difference between the two, one way or another. However, most campaigns will muck around with the bag, and do so by adding negative tokens - tokens that always add to Shrivelling's set. This means that over a normal campaign, you will tend to hit Azure Flame less and less, and Shrivelling more and more. That's also discounting the fact that Azure Flame becomes even less problematic at harder difficulties, where +1s and 0s fade and negative tokens increase.

This also impacts its synergies to some degree. It's the middle-of-the-road option if you're messing with token effects. Dark Prophecy won't help like with Wither, but neither will it hurt like with Shrivelling. Eldritch Inspiration won't be of any use at all, and Counterspell and Defiance can only be used in their more general 'prevent a modifier' effects. There's a small amount of synergy available with the unusual seals (Shards of the Void if you're running both, Crystalline Elder Sign, and The Codex of Ages for Father Mateo). These are worth keeping an eye on if you're low on slots and need to pick between one and the other.

The other main question is if you can deal with the downside when it hits. Shrivelling hits for horror, which Mystics tend to have a higher tolerance for, and which they and may have more measures for. With Holy Rosary, Arcane Initiate and Fearless as common picks, sanity damage is something Mystics can usually take. On the flip side, regular damage is harder to mitigate, with David Renfield as the only Mystic ally with more than one.

The final item for comparison is a deck-building consideration, and will depend on what else is available when Azure Flame is eventually released. One major part of a Mystic's consideration is Arcane Research, and the bonus XP it can provide. Shrivelling has a large opportunity for upgrades, allowing you to go to Shrivelling (3) or Shrivelling (5) over two different sessions. Until we find out if Azure Flame has upgrade options, it will not be able to take that XP, which may result in some waste over a campaign.

To summarize: If you have more health to spare and are trying to pull the classic token modifiers, Azure Flame probably wins. If you have the horror to spare, are already trying to avoid the classic token modifiers, or are using Arcane Research, Shrivelling takes it.

Of course, if you're looking to have consistency with your attack spells, there's also a good chance that you'll just want to run both. Azure Flame's consistency is comparable enough to Shrivelling that it may take the place of Wither for any mages who simply needed one more attack option.

Ruduen · 1021
Dayana comes in at a whopping 3 health. Also, since you wrote this, Eldritch Inspiration (1) was added which does cover it. — Death by Chocolate · 1489
Glimpse the Unthinkable

This card will be insane with the Harvey, I'm not sure how big his hand size finally be but the potential is there for this card to finally shine. Specially if there are more cards that trigger upon being drawn.

While this card can obviously do a lot potentially with Harvey's massive hand size potential, I feel like he of all Seekers gets the least out of it. His innate card draw means that his hand will probably be full or near full a lot of the time anyway. — StyxTBeuford · 13050
Could make you go insane if your discard pile and deck run out... I updated my own review of this card to explain why. — Django · 5163
The fact that you have to draw cards until you max your hand seems like a really risky gamble in some situations compared to the 1XP version. The risk of drawing one or more weakness cards when you are running low on life and sanity really ruins this card for me with Harvey. — haakenlid · 1
Winifred Habbamock

Insane. It’s very easy to trigger her reaction 2 times in a turn, and to succeed by a lot besides.

Winifred’s biggest drawback is that it can be difficult to find tests to over-succeed with. In a group setting she therefore excels in a similar role to Finn, by engaging that one most problematic enemy and keeping them occupied Wini can turn a poorly located enemy into a repeatable source of cards such that evasion isn’t as big a sink of actions as it might be for other characters. In a solo setting Wini needs Lockpicks up right away so that she can reasonably commit her Opportunists to a number of tests without losing them. The end result of this is a draw machine that rivals even Minh.

Of the Mono-color investigators she is quite easily the best, with access to a card pool which complements her strengths, but she does struggle with Willpower tests. For this you will probably want to hold onto a couple guts and maintain a healthy respect for which tests you can fail without major problem.

Take her for a spin, you won’t regret it.

Difrakt · 1325
No joke about her card draw. I had 2xOpportunist in my hand, 2xPickpocketing out, and Lucky Cigarette case. Ended up drawing through my deck like 4 times in the second half of the game and ended with 20 resources. It was bonkers. — Zinjanthropus · 230
Just as an addition: I was mostly milking one enemy and investigating mostly, as there was only one enemy out. I didn't have any boosts for investigating, so it was just committing a ton of skills. Minh also helped out with analytical mind, though. — Zinjanthropus · 230
Just hope that you don't get amnesia as a weekness. That would really shut the engine down... — Zinjanthropus · 230
How we deal with the low willpower? Same stat as Finn and same problem: a 1 is too low to try to pass the will tests and it's better just to recover sanity aftewards. But unlike Finn we have no acces to acces to Logical Reasoning or Peter Sylvestre. Liquid courage seems not optimal. After checking, neither we have dump allies with high sanity to soak horror and die. Pobably our best bet is the old Elder Sign Amulet. — Matamagos · 4
There are basically three avenues available to (solo) Wini to succeed at an important wp test IME: Either you save up Anything You Can Do Better (which, even on its own brings that number up to 7--You could probably safely add Watch This! (with a bet) to that in a lot of cases--or you run Say Your Prayers, so that once it gets bad enough that you'll die to Rotting Remains, you might be able to not die--probably also want to commit another card or two to this, just in case-- or you commit an entire hand's worth of wild icons to the test (well, maybe not literally your whole hand, but you get the point). I think you probably want to combine all three strategies, really. I don't think you necessarily need to _only_ use AYCDB for that, though. In multiplayer you have "You Handle This One!" which is surprisingly effective considering you'll probably cycle your deck 3-4 times, drawing these cards each time, You can also intentionally pair up with a mystic (who can Ward (2) your tests, potentially, and is probably a good target for YHTO). If not that, consider partnering with somebody who can take Hallowed Mirror or Logical Reasoning. Elder Sign Amulet is probably not a bad idea, either. I actually think taking Versatile for Hallowed Mirror might not be bad either, as Wini probably isn't going to have too much of an issue with the extra 5 cards. — Zinjanthropus · 230
Oh, there's also Money Talks. That's pretty effective if you're running a deck with a lot of resource gain. You _can_ get a ton of resources with nothing more than Watch This and Lone Wolf, but it can take a pretty long time, so if you aren't specifically taking other econ cards, Money Talks might end up being a dead draw for a good chunk of the game. Then again, Say Your Prayers is inherently a dead draw for much of the game, so it's arguable that it's actually any better than Money Talks. Well Connected is probably quite similar. — Zinjanthropus · 230
Does her ability trigger while you are committing cards (basically: can you commit the card she draws in the same test)? — Gandalph · 34
Just listened to the Drawn To The Flame episode for her card reveals. Does 2x Opportunist in a test trigger her ability, or would you need a third card in there? I’m assuming it’s the latter because of the word “different” in her ability. — Hilgendwarf · 1
@Gandalph no you cannot - if you look at the timing window you commit cards and then there is a player window. @Hilgendwarf, yes you need a different named card. — xccam · 1
Of the Mono-color investigators she is quite easily the best. good joke. — Rentgen · 1
.18 Derringer

I think this card is ridiculous. Seems to me like some serious power creep has been introduced with the investigator decks, and this is a prime example of it. All previous survivor weapons have followed an archetype. They're potentially powerful but all come with major drawbacks. Baseball Bat takes two hand slots and can break at any time, Fire Axe only gives extra damage when you burn through all your resources, Meat Cleaver requires you to take horror to trigger the extra damage and only gives a meaningful fight boost when you're already riding the sanity line, Old Hunting Rifle can jam. They're all good, but you need to take the rough with the smooth. This is nothing like any of those weapons. There is no rough. It's insanely overpowered for 2xp.

2 resources to put it into play, +2 fight for +1 damage and not only do you get your bullet back if you miss, doing so also makes it easier to hit next time. So this is 2xp and 2 resources for a guarantee of 6 damage. No other card in the game offers that kind of value. Oh, and this comes in the survivor class where it can easily be recovered from the discard pile and played again. I honestly don't see why any survivor except maaaybe Wendy would ever leave this out of their decks. It's the ultimate auto-include.

I think it will prove to have been a mistake to start releasing obviously OP cards like this. It smacks of an attempt to cash in. The starter decks are pitched as being aimed at new players but I'm willing to bet it'll mostly be experienced players who buy them so they can their hands on cards like this one.

Sassenach · 180
Most experienced players are collectors who buy everything anyway, or at least attempt to, so "attempt to cash in" is kind of a wacky comment, especially when so many of the now Taboo cards are from the *Core Set*. — Soloclue · 2616
I agree that this card is way better than previous survivor weapons but I think that needed to happen. It is very difficult to build a consistent Silas deck that can be the groups main fighter. — Someguy11 · 1
It's clearly OP. This needs to not give the up front +2 and either make it a +1 or make it a +0 and give the followup a +2. I think that makes it a bit less just straight OP. Probably the latter due to the ammo being saved. The taboo cards from the core set is because they were just getting into their design paradigm. This seems clearly like it's back to the old core tabooed design it's basically a guaranteed 6 damage. — LikeWise · 1
well if you compare strictly numbers on the card, its a very very powerful weapon for sure. But don't forget it is also only available to investigators who doesn't do that much fighting. So I don't think it's OP in that sense. I mean its super great in a Yorrick deck... but does it makes Yorrick OP ? nah... — GWItheUltimate · 1
I like that it fits into a different archetype, since most survivor weapons prior to this were of the "do more for less" variety, while the .18 Derringer is a card that plays into the Survivor's ability to "mitigate failure". The problem, if there is one, is that it the two XP you spend on the upgraded version here buys you a lot. Most other weapons with a decent base version get + 1 ammo, or - 1 cost, or +1 fight, alongside a minor or moderate special effect. The .18 Derringer here gets - 1 cost *and* + 1 ammo *and* its special effect gives you a conditional +1 fight. That — RichardUptonDeckman · 33
That is a really good deal! It's in the territory of cards like Blackjack and Switchblade, which were pretty poor level 0 cards, and I don't think .18 Derringer (0) is poor. It doesn't help that a 2-shot, 3-cost gun becoming a 3-shot, 2-cost gun feels like such a dramatic change when adding 1 ammo and losing 1 cost - it's super-efficient! It's not totally out of the realms of the design space, however... some of the 3 XP upgrades on level 0 weapons are this good or better. There's also the fact that while this is certainly a great little gun, it doesn't do anything particularly spectacular - Survivors have always been able to pay down two resources and swing at +2 Fight for 2 damage a hit. This lets you do it one handed, and with a higher floor on your effect, but it's still got a lower than ceiling than baseball bat, which can hit four or more times with a bit of luck and/or a Will to Survive turn. — RichardUptonDeckman · 33
Try to play this "op" on expert, and u change ur opinion after streak of misses — Rentgen · 1
Delilah O'Rourke

Protip: enemies exhaust after attacking during the enemy phase. As such, you may want to trigger her during the player windows that occur before the readying of the enemies, namely between steps 3.3 and 3.4, and between 4.1 and 4.2

jd9000 · 77
This comment right here. hot damn. — Difrakt · 1325
Good point, though it’s hard to setup if the target didn’t spawn at your location or you engage another investigators enemy with your last action — Django · 5163
Sry i meant if the target DID spawn at your location. — Django · 5163
the problem with this is that somebody needs to be taking an attack for this to work. admittedly taking hits isn't that big of a deal, but i don't think you need to for Delilah to be good. that being said, guardian Tony can take Dodge, and probably likes the static +1 combat Delilah gives him. — Zinjanthropus · 230