Orphic Theory

This becomes a must pick for high draw seeker decks in Dunwich Legacy.

Slot pressure is usually only to dream enhancing serum, of which you only need one. Orphic Theory can essentially block everyone's favorite treachery, beyond the veil. This ends up being a very strong counter to that card, as you can proc Orphic Theory just before you meet the criteria for Beyond the Veil to trigger. It breathes life into high draw seeker decks, which used to have to spec into Versatile -> Deny Existence to run that campaign.

Outside of that, it has some pretty great uses still for most high draw seekers. A couple of treacheries that come to mind are Arctic Wind (an absolute bane to high draw seekers in EoTE) and the possessed treacheries in Carcosa.

Overall, definitely don't count it out. If you're in a campaign with "safe" treacheries Farsight still probably wins the slot, but at 1 exp it's a godsend for those bad ones.

drjones87 · 195
Just make sure you aren't going into your upkeep with a one card deck or you will die anyway, but thats easy enough to avoid. — Zerogrim · 295
@zerogrim Why you said that? The card says "Until the end of the round", so the effect stays during (and until the end of) the Upkeep Phase too. — Flazzy · 5
Sure, you'll survive until the mythos phase of the following round. — Susumu · 372
Breach the Door

The obvious benefits of Breach the Door, already stated:

  • Makes it possible for even the lowest intellect punching investigators to pick up clues

  • Enables the clue getters to suck up clues even faster

Not mentioned yet:

Breach the Door combines very well with cards that provide benefits for 0 shroud locations. Some examples:

Special case:

  • Guardians have access to a bunch of cards that trigger the discovery of clues, but they don't have access to many investigation boosters. Breach the Door definitely comes in handy when your low intellect Guardian draws the Unspeakable Oath (Curiosity) weakness.
EmmeBGG · 15
Getting a location to shroud 0 with Breach the Door just to use Stirring Up Trouble seems like a bit of a waste, but I guess if it's worth using Breach the Door on it's probably got enough clues that you'll want to pick them up as quickly as possible. — TenDM · 1
Savant

I have a feeling that this might be good in Finn, to get a +3 Willpower, which also could double as a +1 if you really need it. Haven't tried it out though. If you have a way to boost your Willpower or Strength value, it get's even better, but that's probably not that easy in a typical Finn deck.

elfstone · 1
It's actually +4 Willpower and +2 for anything else, because it adds Wilds in addition to the Wild already present on the card — Nenananas · 258
I've never played Savant outside of low Willpower Rogues. Outside of covering your lowest stat I'm not sure it's worth the xp, but man has it saved me against Frozen In Fear a bunch of times. — Pseudo Nymh · 67
Jenny can also use this — Jota · 7
Spirit of Humanity

This also pairs well with Charlie Kane.

Decklist: arkhamdb.com

You can use a bunch of cheap allies with a Rogue/Survivor build. Priest of Two Faths, Treasure Hunter to stack the bag with Bless.

Merrlish · 41
Lucky!

Its not new to say this is one of the best cards ever printed, its not even really original to say this is a cornerstone of survivors to this day, both are things I feel strongly about but today I want to say something else great about lucky.

Its one of the first and best examples of a card that wins you the game by doing nothing at all besides changing your approach while its in your hand.

I have many times run lucky and held it back in my hand for rounds, sometimes half an entire game, never committing very highly on tests, sitting at a gentle 60% pass rate and never actually failing to a point where it would matter, the sheer amount of energy you save, the resources, the cards and the mental strain to just play super reckless and worry about the consequences later, you will win so much faster playing that way if your luck is at least marginal.

I can't count the amount of games I've ended with a lucky in my hand staring at me, gathering dust and looking back at how demolished the level was.

Its gotten to the point where lucky is SO good at making me win, I don't even include it in decks any more, it is perhaps to me is the only card in the entire game that simply by having had it in a previous deck (and no longer running it) I still get a massive benefit from it, simply by allowing myself to experience that risky, devil's gambit play style.

Lucky, it used to make me win games by sitting in my hand doing nothing, now it sits in my collection, and still is making me win games.

I'm curious what other cards can say the same for other players.

Zerogrim · 295