Pilfer

This card is an obvious combo with anyone who can take Chuck the O’Bannion. But it’s come into vogue for an investigator who takes more Tricks than gin rummy.

Pilfer isn’t just “get clues with agility”, it’s “get a lot clues with agility.” And while Rita could take it before, she didn’t have the economy to make it happen…until Crafty came along. With Crafty, and some combination of drawing thin, easy mark, or even another Crafty, you can play this* every turn. The flexibility of going from boss evader and map explorer to second seeker is wild.

Things like live and learn, “hit me!”, heavy furs and lucky(3) can make sure you meet the success by +2 threshold. Survivor blessed tech will also help a lot. It's a new day for multiplayer Rita. A day filled with pilfering.

*Level 3

MrGoldbee · 1493
How does Rita get it back once she's used it? — OrionJA · 1
He's talking about the level 3 version that goes back to hand if you succeed by 2 or more — nungunungu · 4
Bruiser

As existing reviews point out, it's relatively difficult to get value from Bruiser, because few investigators that repeatedly play Armor, Firearm, or Melee cards, relegating the main use case of this to act as a pseudo-static boost on fight checks. It works fine for that purpose, though it's a little overpriced for it.

But there are quite a few investigators who would go quite far with the discount. Allow me to highlight some of them:

suika · 9506
"I'm a bruiser. See my fireman coat?" — MrGoldbee · 1493
It can also boost the skill check on Enchanted Armor, not only on weapons. — Susumu · 382
"I'm a bruiser. See my enchanted armor?" — MrGoldbee · 1493
Hypothetical fireman Preston might be a bruiser it seems. — dezzmont · 222
Oh hey it lets anyone perform the trick Preston can perform using Inheritance -- attacking with a big boost multiple times for +damage with Fire Axe. — Yenreb · 15
Moxie

A major improvement from the original composure set. The new composures included in End of the Earth are, in my opinion, auto includes. 2 constant stat boosts, 0 cost, soak, slotless, a way to spend resources you don't need, and to top it all off it doesn't even cost an action to play. All you need is a way to find it in your deck, and as long as you can protect that 1 damage/horror that will send it to your discard then it can stay in play all game, easier said for Survivors probably. Much like the original versions, I personally think moxie and Plucky are two of the stronger ones as they help protect against treacheries and can help with monsters/clues respectively. Rogues really can get a lot of treachery protection out of moxie especially if you can generate a lot of resources (and which rogue can't). And honestly, who doesn't love the art for this card? Save the puppy!

Tay5967 · 20
Agreed. Way too strong. Even if they didn't give passive bonuses they'd probably still see play as a fast, costless soak. — flamebreak · 27
I guess that non-direct damage/horror Must be assigned to moxie. My Reading is that this Kind of damage/horror couldn‘t assign to allys or other cards like e.g. Elder Sign Amulet. Or I am wrang? — Baseliner · 131
@Baseliner The effect only happens of you choose to assign non-direct damage/horror onto your investigator card you MUST first put them on Moxie (as well as all other Composure card); such effect doesn't prevent you from assign the damage or horror on other assets such as, allies. — IvanYHYu · 11
@IvanYHYu: Thank you — Baseliner · 131
Meditative Trance

Emergency Aid and Logical Reasoning seem like good benchmarks for healing events. They both cost 2 resources, and they both heal for 2. Meditative Trance has the same printed cost, but will only heal for 2 if both of your arcane slots are filled, which in the end costs more resources, cards, and actions. In a vacuum, definitely not worth it.

Of course, you're not filling your arcane slots purely for the sake of getting this card online--arcane assets do useful things too, and odds are if you're running this card you're also running Dragon Pole. We run into the same issue here as we do with the staff: cards that depend on other cards being in play to be strong are questionable in their utility and efficiency. However, as a healing card you'll be more likely to play it later on in the game anyhow, at which point hopefully you'll have your slots filled. On the other hand, theoretically if your assets are fully set up that means the game is probably going well, meaning you may not need healing.

In addition to the obvious, there are a few not-so-obvious things that make it even less appealing:

However:

  • Unlike Emergency Aid and Logical Reasoning, the healing itself is flexible! This somewhat makes up for the fact that you can only play it on yourself. Maybe you can run it with Solemn Vow and such.
  • Breaking the limits and having more than 2 arcane slots filled takes you into value town. Even just having 3 (from the additional slot you get with Dragon Pole) is pretty good. I'd caution against just taking a bunch of cards that increase your slots, but like the pole if you push it, the effect becomes massively strong (albeit increasingly impractical). I'd probably stop at 5, but if you want to make a deck that allows you to heal 11 damage/horror at once, no one is stopping you.
  • Lack of the Spell trait locks out some good combos, but Insight and Spirit have some okay stuff going on! De Vermis Mysteriis and Prophetic still work, Crafty and Boxing Gloves are there I guess, Calvin Wright can take it but shouldn't, Cryptic Grimoire and Eidetic Memory might be good.

Overall, I'd say this card is only worth considering if you're building a Dragon Pole deck and really chugging your arcane slots accordingly. I'd still like to see more support for this deck archetype as it doesn't really seem all that practical especially at higher XP level play, it's just such a cool effect that as of now takes too long to set up and has fairly meager returns for its considerable expenses.

Lily Chen, Dragon Pole build, helps tank all manner of face eaters. — fiatluxia · 68
"Boxing Gloves" are hard to justify and fit into a Diana deck, but they are not terrible. So I would not totally dismiss them as "being there". Diana has plenty of good to great for her Spirit cards in her pool. — Susumu · 382
This card is saving my Luke in Innsmouth. The comparison to Logical Reasoning & Emergency Aid is a good one, and I feel this card is easily on par. Apart from Dragon Pole, Sign Magick(3) has boosted this thing's likely on-cast value to 3 for many other archetypes. And while it takes a while to get those 3 arcane slots filled, healing has the benefit of usually being a "no hurry" task that you wont need until late mission anyhow. And yeah, the flexibility to take care of either Health or Sanity is huge, especially given Mystic's otherwise lacking options for soaking/healing HP. — HanoverFist · 756