Scroll of Secrets

We've known what this card's effect was going to be for a little while, and it feels like maybe as a result its slipped under people's radar a little with all the exciting new cards being revealed.

I tend to like to evaluate cards in the context of existing cards that do similar things, or at least fill the same role. In the case of Scroll of Secrets I feel that it kind of demands a comparison to the core set's Old Book of Lore. Both are seeker tomes taking up a hand slot, both give you an action that lets you look at 3 cards and draw 1.

However, Scroll of Secrets costs 3xp to the OBoL's 0, and only has limited uses at that. To make up for these downsides, it costs two fewer resources and gains some pretty interesting additional utility. It's pretty unlikely that most people would consider a 2 resource discount to be worth limiting the uses to 3 and upping the level to 3, so we have to look at what benefits the particulars of the cards effect bring.

First of all, the OBoL lets you choose one card from the three and then shuffles the other two back. The Scroll lets you make a few more choices. It allows you to choose to discard one of the three cards, this lets you get rid of a weakness or a card you dont want to see this scenario. Or even, for example, discard an Insight card to hit with Eidetic Memory. Additionally, the scroll lets you put the card you dont draw or discard back on the top or bottom of the deck. This means that if you see two cards you want, you dont have to shuffle one away. You can draw one now and put the other on top to draw at the end of turn. Putting a card of your choice on top also allows you to dodge drawing a weakness for that turn. I think the power of this effect shouldn't be underestimated, allowing you to actually start to thin out your deck and control what cards you are going to draw is a huge benefit over what is essentially just an upgraded draw action on Old Book of Lore. The power of this effect also clearly justifies the limited uses, otherwise you would be able to delay drawing a weakness indefinitely.

The second option that the Scroll of Secrets provides you is the ability to use it on the encounter deck. This acts similarly to the much maligned Scrying, only with similar benefits to those outlined above. If you see a card you really dont want to deal with such as Ancient Evils you can just get rid of it. It also lets you place a non-enemy card on top, which in solo could be a huge benefit. I think this mode is significantly weaker than using it on an investigator deck however, since in Solo you are unlikely to have the actions to be using this when you most need it (ie when you're already engaged with an enemy or dealing with a tough treachery). While in multiplayer you are only changing the encounter drawn by a single player which is only marginally beneficial in the best case. It is always nice to have this option though.

In terms of investigators, this is obviously good for Daisy Walker for all the same reasons Old Book of Lore is. Given how core that card is to her general strategy, I feel that this would be worth it even if it was just a third or fourth copy to improve her odds of drawing it. As it is, having all the benefits that I outlined above I think this card fills it's own niche in the deck and provides a lot of new potential power. For other investigators I do think this starts to look a little less appealing, Minh Thi Phan already draws enough cards that she doesn't benefit much from an upgraded draw action once per turn. Ursula Downs is good enough at both investigating and dealing with enemies that she can usually profitably use all her actions as it is, similarly for Joe Diamond. I think Rex Murphy is the only other investigator who I might consider taking this in, if only for the fact that it lets you actually get rid of his weakness for good.

It's worth mentioning this does synergize with Enraptured and Truth from Fiction, if the limited uses are getting you down.

Overall, I think this another solid addition to Daisy's library, and an interesting niche pick for investigators that are worried about drawing their weakness.

birdfriender · 1419
Excellent review for what I consider an excellent card. You didn't overly touch on the fact that you don't have to use it on your own deck, nor do you have to be at the same location as the target. This is a great way to spread the card draw love around, and add a little more support to Daisy. — cb42 · 39
I actually didnt pick up on the fact that you dont have to be at their location, that's a huge upside that I hadn't considered. — birdfriender · 1419
Quick question: does this count as a "draw" for the purposes of Ancient Stone: Knowledge of the Elders, by the way? It doesn't use that language, but Old Book of Lore does — Malgox · 20
You’ve answered your own question. OBL involves drawing a card (because it says a draw occurs) and SoS does not (because it never says a draw occurs). — Death by Chocolate · 1504
If Daisy already has better books in play, this combines really well with Knowledge is Power. After you select one card from the bottom three, you can put the rest on top and Knowledge is Power then gives you a free draw, handing you one of the two cards you didn't pick as well! — Will.I.Game · 30
.45 Thompson

So the upgrade to the Thompson has not generated as much buzz as the version, which doesn't surprise me too much. For 3xp, it drops a resource in cost and gains a niche but powerful oversucceed effect. Altogether not mind blowing.

This card is very interesting to me, not necessarily because of its power or interactions in the game right now but because of the sort of scenario it seems to be designed to handle. At the moment, we dont have a Rogue with a better stat than 3. This means that against moderate to high fight enemies its going to be pretty tough to oversucceed enough to get the benefit. If you're engaged with two 3 fight enemies then you need to hit 6 in order to get the action compression from the Thompson. This means you'll probably want to be pushing your initial value up to 9, a full 4 points over the bonus provided by the gun itself. I think this high cost to using the gun in this manner, even for just medium fight enemies, relegates this sort of plan to a desperation manoeuvrer. Where the gun does shine however is in situations with multiple low fight enemies, or at a push ones with combinations of low and medium fight. The Secret Name comes to mind as a scenario where I imagine this card would do a lot of work.

One powerful upside to consider for this card is that the second enemy you choose doesnt have to be engaged with you. This makes it particularly good for dealing with, say, the awful bastard birds. Unfortunately its usefulness for dealing aloof enemies other than the birds is a little limited again by the earlier point about Rogue values. A lot of the aloof enemies that you'd be hoping to use this against aren't slouches when it comes to combat either, so the Thompson is not going to be a reliable way to handle them for the most part. Also, for this plan to even be possible you need to be engaged with another enemy at the same location, which further limits is application.

The resource discount is significant, 6 down to 5 means that this can be played turn 1 without having to waste an action gaining resources, which is always a plus. This same discount was worth 1xp on Leo De Luca so I dont think I'd spend 3 for this benefit alone, but it does sweeten the deal somewhat.

In terms of investigators that can make use of this, "Skids" O'Toole is the archetypal "combat rogue", but then he has access to the .45 Automatic which does a large percentage of the work of the Thompson while leaving a hand and an xp free for Lockpicks. Jenny Barnes doesn't have a lot of better options for weapons, so I can imagine it being a reasonable fit for a Jenny deck that's not interested in Lupara. Perhaps a Jenny deck that's looking to be a dedicated fighter and so doesn't want to be limited to single turns of effectiveness with Sleight of Hand. As for the third 3 Rogue, Finn Edwards: both version of the Thomspon are actually Illicit. This means that the version of the Thompson has to compete with the much flashier one. I dont think the Guardian version is always better, but refunding its resource cost is a real bonus for a Rogue that cant take Hot Streak. That's assuming Finn wants either of them of course, which is a little doubtful given that he is the poster boy for Lockpicks and cant take Bandolier.

All in all, a pretty interesting option that opens a little more space in the rogue weapon pool, but one that I thing struggles to find a home among the investigators we currently have. I think when a 4 rogue who can more reliably trigger the bonus effect is released it may be worth revisiting this card. Either that, or when we have a cycle focused more on swarms of enemies.

birdfriender · 1419
I've been having some fun with this in Skids in a 4 player game, where I'm putting a lot of +combat effects in my deck, with the plan of consistently hitting the bonus. The extra attack does the damage — legrac · 115
--the extra attack does the damage of the primary one, so it's really good with Vicious Blow, and awkwardly, Marksmanship. I find myself burning out of ammo really quickly though. — legrac · 115
Well Connected in a big money rogue can get high as needed for combat once per turn. — jmmeye3 · 636
Tony Morgan and his 5 Combat are gonna have fun with this. — Amante · 10
Might work well with the recently teased Sharpshooter. Rogues have a lot of good options for boosting agility. — Zinjanthropus · 233
Grisly Totem

I think a lot of people were overly negative on the level 0 version of this card, which I felt was fairly powerful if not game changing. I think, on the contrary, most people are in agreement that both upgrades to it are strong additions to their respective factions.

In the best case scenario this card draws you an extra card each turn, while giving you +1 to one skill test. This is a reasonably powerful effect, though it comes at the cost of 3xp, 3 resources and an accessory slot. If Grisly Totem always maanaged to deliver on this potential it would be a reasonable if somewhat unexciting spend of 3xp. However, in order to get this effect you have to be comitting a card to a skill test every turn and on top of that you have to pass that skill test. Now, the Totem does help you to pass the skill test so its not overly likely you'll fail and miss out on the card draw, but there's always the . Needing to commit a card every turn however is a little more of a restriction, though the card draw Grisly Totem provides can help to fuel itself in this regard.

Now that is the best case scenario. If you dont draw this in your opening hand then suddenly its looking a lot worse. The big question really is, how many cards do you need to draw for 3 resources and 3xp for it to be worth it? And then, how early does this need to be in play for that to regularly happen. To compare, for 2xp you could include Preposterous Sketches which will draw you a guaranteed 3 cards for 0 resources, no matter when in the game you draw it. So how many cards does the Grisly Totem need to draw on average to be worth an extra 3 resources and an xp? To simplify, lets say that the extra experience and the plus one to a skill test cancel out. So the question is how many cards is 3 resources worth? I feel like a reasonable heuristic would be 2, in line with Emergency Cache. So to recap, we have to regularly be drawing 5 cards per game with the Grisly Totem before its beating Preposterous Sketches for efficiency. If we figure that we're likely to pass 75% of the tests we use this on, that means we have to have this in play for about 7 turns for it to be the better option. Which doesnt seem too tall an ask, though the later you play it the more you are likely risking by doing so.

For a brief aside, I do think this card bears comparison to the fairly medium Tooth of Eztli. Both provide you with bonuses to skill tests, and both reward you with a card draw once per turn for passing them. They both costs 3 and they both take an accessory slot. Now, you have more control over when Grisly Totem triggers, as you can use it on any skill test and not just encounter cards. However, you do need to commit a card to the test so you may not even be netting a card necessarily, whereas Tooth of Eztli only asks you to pass tests you would have to take anyway. I'm not saying that I think Tooth of Eztli is better, but it is 3 fewer xp and fills a similar role, so it bears considering.

All of this adds up to a card that sounds pretty okay, if not hugely exciting. But that's in a vacuum. What are the situations where this card over-performs? Well I think a big thing to consider with Grisly Totem is that since you are adding both a skill icon and a card draw to a test, its going to stack up well with other cards that are relying on you passing big tests. For example, applying this to Deduction isn't just giving you a card draw, its also improving your chances of getting the succeed by two effect on Deduction. In a similar vein, I think if you have a teammate who is using Double or Nothing then you can really help them out with Grisly Totem.

Another case where this card might shine is in a more support focused build. While has a lot of card draw options, the class is definitely a lot lighter on ways to help out other investigators with drawing cards. I think trying to leverage the ability to add card draws to other people's tests could be a fun way to build with this card, particularly if you are co-ordinating with your team on deckbuilding and you know one of your allies is going to be struggling for card draw.

All that said, this does all come with the caveat that you are able to keep committing cards to skill tests. This somewhat limits the usefulness of this card to investigators who already want to be proactively committing cards to their tests. This makes the most obvious use case, by far, Minh Thi Phan. Minh meets the criteria of wanting to proactively commit cards to skill tests, it also stacks with her Analytical Mind to allow her to draw multiple cards per test. Minh is also already incentivized to stack up test rewards in order to best take advantage of her ability, which is a playstyle thats get stronger the more ways you have to stack those benefits up. Outside of Minh, I'm not convinced this is a high priority upgrade. Its biggest advantage is not having much competition for the accessory slot, but even then I feel that for 3xp you can be finding more reliable sources of card draw.

birdfriender · 1419
I don't see Grisly Totem 3 as a source of regular card draw to be honest. It is a nice upgrade of its level 0 version that you 'll probably want because if you already have the level 0 version, it means you will be committing cards to tests often anyway, so it gives you a nice boost. Is it worth 3 XP? Not so sure. But it's definitely a fun way to get more card draw or give some card draw to your allies. I personally love this card in Minh and there's a certain build that combos this with Ancient Stone (Knowledge of the Elders) that turns Minh into a cannon. — matt88 · 3280
I think your math on 7 turns is a bit off, I think the +1 bonuses on test attempts is worth something too! I think this card can pay itself off in just 3 successes, and then becomes a bonus and card engine! — Tsuruki23 · 2603
Grisly Totem

There is a lingering question as to how this interacts with Take Heart. By rules as written, Take Heart's effect happens in step 7 of skill test resolution, same as the totem, and thus you can order the effects as you like in order to gain the benefit of Take Heart and take it back to your hand. Since there seems to be some uncertainty in the community as to this ruling, I'm going to consider this card both with and without this combo. Though my suspicion is that, since the rules as written support this combo, it is likely to stay.

So this is the long awaited (by me at least) upgrade to Grisly Totem. I think a lot of people were overly negative on the level 0 version of this card, which I felt was fairly powerful if not game changing. I think, on the contrary, most people are in agreement that both upgrades to it are strong additions to their respective factions.

The xp cost, the slot used, and to some extent the effect of this card make a comparison to Rabbit's Foot inevitable. Both are 3xp Accessories that go some way to insulate you against failed skill test. In the case of Grisly Totem this is by allowing you to "take back" a card after the result is revealed; in the case of Rabbit's Foot its by allowing you to draw a new card to replace the one's spent.

So where do they differ? Well, first of all Grisly Totem also helps you to pass the test, rather than just making failure less painful. In addition, Grisly Totem can be used in the aforementioned Take Heart combo as a way of generating cards and resources each turn. The Totem however costs an additional resource, while having for the most strictly worse icons. In addition, Grisly Totem only protects you from wasting cards on skill tests, it doesn't help you if you aren't committing cards to a test and it doesn't do anything to mitigate the wasted actions. Rabbit's Foot on the other hand can be used on any failed skill test, however important or unimportant it was. This allows it to be used on very high difficulty but low impact skill tests as a way to proactively dig for cards. Rabbit's Foot also has relevant combos, with cards such as Drawing Thin and Double or Nothing to allow it to act a pseudo-tutor effect.

I think that if you ignore Take Heart combo, Grisly Totem seems to stack up somewhat poorly against Rabbit's Foot in the general use case of softening the blow of failed skill tests. However, I think that Grisly Totem does have a niche where it substantially outperforms Rabbit's Foot. In my previous analysis, I was treating the value of a skill card returned to hand as roughly equivalent to digging for a card to draw. However, this may not always be the case. If you are for instance playing a Double or Nothing combo deck, returning your Double or Nothing after a is revealed is much more valuable than digging for a replacement card, for instance.

The other case where I think Grisly Totem outperforms Rabbit's Foot is when the additional skill icon is going to consistently matter. This means that you need to be playing a deck that plans on somewhat aggressively committing skill cards to tests in order to pass them. The obvious candidate here is Silas Marsh, which makes sense given that the second effect on this card is essentially a slightly different version of his investigator ability. However there is a case of diminishing returns here, since in order for this card to be maximally useful you would need to want that effect twice a round rather than just the once. Another investigator who often plays a lot of skill cards is "Ashcan" Pete, as he can use skill cards to boost his investigate actions with Duke, where other tools don't stack. It's also worth mentioning that due to the Blessed trait, Father Mateo can take this card. I'm not particularly convinced that this card does anything he wants, particularly since he has access to a lot of powerful accessories from his main class already, but its worth bearing in mind in future.

So all of this is assuming that the Take Heart combo doesn't work. However, as I said above, it currently does and likely will continue to. So in this case, it costs 2 upfront and then generates you 2 resources and 2 cards every turn from then on provided you fail a test. This is clearly extremely powerful. The caveat here is that unless you draw a treachery card with a test you're okay with failing then you are going to have to spend an action on doing so. Still, an action for 2 cards and 2 resources is well above the curve even for 3xp. For example, Jewel of Aureolus provides 1 card OR 2 resources once per turn on a 3xp accessory, for one more resource, and far less reliably. And that card is still pretty good! Of course this requires two cards, but Take Heart is already a staple and Grisly Totem is, as described above, at at least a pretty reasonable use of xp even without the combo.

So in conclusion, in a vacuum this card is a solid if not overly flashy choice for a few main class survivors, while also being part of yet another extremely powerful resource generating combo for the class.

birdfriender · 1419
Grisly Totem

The card is amazing for Minh Thi Phan. For a skill-heavy Minh deck, the difference between having Analytical Mind in the opening hand or not is huge. The card basically acts as a 2nd/3rd copy of Analytical Mind, drastically increases the opening hand consistency. Not only is that the case, it can also be played alongside Analytical Mind, and potentially another copy of itself with Relic Hunter (and trust me, it's worth it). With that setup, Minh can draw 4 cards a round extremely consistently. It also means she can commit 4 cards each round consistently, each with 2-3 icons. It's enough to cover every other test the party makes, if not more.

Not only is the card strong, it is also very flexible. Often when I play as Minh, conversations like this come out:
Me: I can give you 2 icons.
Teammate: Great!
Me: ...Or 3. Or 4. Or 5.
Teammate: @.@
Me: ...And with a draw or two. Or none. Which one do you want?

As a side note, the card combos well with Archaic Glyphs and Ancient Stones, which are strong cards you want to include in your decks anyway.

For other , the card is decent. decks naturally include skill cards like Deduction, Eureka!, Inquiring Mind and Perception, so the card will always have some use. However, the upfront cost of 3 resources is steep. It usually is not as critical as -buffing assets like Fingerprint Kit or Dr. Milan Christopher, so you may find yourself delay playing it often enough, making it a low priority upgrade.

ak45 · 475
I think there's a case for this in Daisy as well. If running Old Book of Lore, Daisy can have a ton of card draw, which makes skill cards attractive, which suggests a card for taking this card for even more card draw. It's another kind of engine to Dr Milan/Higher Education, and it's not Taboo. — Katsue · 10
I'm deep in a Return to Carcosa on Hard as Minh and my first 6 EXP was spent on two copies of this card. Regret nothing, intend to include this whenever I can. Icon-heavy decks are kept turning by their ability to draw cards, and this is quite the useful solution to keep your hand flush with options. — Swekyde · 66