Alchemical Transmutation

This card is considerably better when you're using it in a Sign Magick deck. You don't need to waste actions activating this anymore, just use it in conjunction with a spell you're already using! The same can be said for other under-used spells such as Clarity of Mind etc. That's more of a note about Sign Magick, but it's still worth mentioning!

snacc · 1023
Agency Backup

At five XP and seven resources, you absolutely have to build your deck around agency backup. It’s not incidental, it should be critical.

Thematically, this card is Roland Banks pulling out all the stops. No more skulking: it’s time to meet force with force. It can give him clues or some sanity soak, and with Hallowed Mirror he can keep it going even longer.

Zoey would have to pick up some rogue economy cards to afford this.

But this is the card Tommy players salivate over. Calling in Favors to make it happen, then using them up to get cash back. (The last damage/horror can even come from someone else at your location, giving you eight resources, three damage and three clues per use.)

Pair this with the The Star • XVII for truly ludicrous results.

MrGoldbee · 1497
Medical Student

Arkham has a grudge against healing. I'm of the opinion that the usual theorycrafting arguments against slotting healing are overly simplistic; they ignore the fact that while healing does not directly help you win, there are times when the game simply becomes an endurance test and soak alone can't save you. There are also investigators who can put it to much better use than others, and interactions with other cards that can elevate it even further. Nevertheless, healing has historically been very weak and/or inefficient, and at the end of the day if you're going to slot it, it better be really good.

And this one is good! For 2 resources and an action, you heal 1/1 AND get a 1/1 soak. That's hard to compete with at level 0.

"But how can an ally be better than a slotless asset, like First Aid, or an event?". Because that problem is an opportunity in disguise!

Just a few examples:

  • Along with all the other allies with instantaneous effects, Calling in Favors is going to be very powerful and versatile.
  • William Yorick can recur this actionlessly after a fight, when he or his friends may need it (traditionally he may prefer more soak, but consider this in multiplayer).
  • When Tommy Muldoon plays this he can sacrifice it, get his money back (in resources or bullets), and draw it from his deck again, ad nauseam, turning him into a mean team healing machine.
  • Leo Anderson makes this an actionless 1-cost card, and it's non-unique, so he can put it under Mitch Brown, and since it can heal his other allies he can tank like nobody's business.

You may have noticed I've only mentioned investigators. I might be missing something but apart from working with Miskatonic Archaeology Funding I don't really see this contending in decks. That may change but for the time being I think the only seeker interested would be Joe Diamond, and he's half guardian anyway, and has other ways of staying alive.

Meanwhile, the combos are simply off the wall. In addition to working great with investigator abilities in this faction which I mentioned above, let's not forget the growing pool of allies who turn pain into gain. Beat Cop, Guard Dog, Grete Wagner, and the ultimate Agency Backup would all appreciate a medic. This is a lot like First Aid of course, which can be used multiple times instead of just having an instantaneous effect, but requires XP and another action to play and doesn't combo in the ways previously mentioned.

There is of course a cost not printed here, but one that looms over us all when we consider slotting allies, and that's the human cost. Is it high time Arkham's best and brightest stepped up and started helping with this eldritch horror problem? Should we perhaps consider not placing Massachusetts' next generation of medical professionals in harm's way? Do they get course credit? You decide!

Great synergies, I was about to write this off given how heavy the competition is for the Ally slot. I hadn't considered how Yorick & Tommy could recur this for the heal effect so conveniently. William can also use L0 Chance Encounter to inexpensively proc the on-arrival heal. — HanoverFist · 758
I would definitely agree that Medical student is one of the more efficient healing cards. Not every deck wants disposable allies, but for those that do, Med Student is great. It also is a handy one card solution to the EotE weaknesses. — Zinjanthropus · 231
This does have use in seeker decks with unearth the ancients 2. Drops any shroud to a 2 with direct horror/damage healing. — drjones87 · 206
The Harbinger

DEFINITELY a lot milder than Norman's other weakness, which wasn't too much to deal with in its own right. is generally the cost to rid oneself of a weakness, so this fits right in there, and you probably are going to get rid of this as fast as possible - I mean, look at its effect, why would you NOT - so if this spends more than a turn plaguing you, you're... probably doing something wrong. No offense.

In any case, the Livre d'Eibon is so much better than Split the Angle, so it's a small price to pay for a MUCH better Signature.

supertoasty · 40
Interestingly, this weakness is one of the few that doesn't cost you a card draw unless you deliberately don't remove it while it's revealed but before you would (fail to) draw it. So mild! Also, it gives you protection from a certain treachery in Dunwich... — slyguavas · 49
Weaknesses almost never cost Norman a draw because of his Forced ability — PanicMoon · 2
@ PanicMoon: see Rules Reference regarding "cannot". This even counter Forced abilities, so the Harbinger stays on top of your deck. — Susumu · 383
Trusty Bullwhip

When one thinks of "attacking with ," their mind immediately turns to the undisputed King of the Relics, the Ornate Bow - and Ornate Bow the whip is not. Sure, you don't need to reload it every round, and it's got fast, but... that's about it. And to be honest, that's to be expected, since the Bow is a deck staple of its own right, and the Whip is more of a supplementary card for Jack, getting him out of a pinch with any creepy crawlies by either delivering some more pain than usual or binding them up for a bit with a free evasion. Basically, what I'm saying is that if I go a game committing the Whip to a different test as a slightly more buff Manual Dexterity rather than playing it, then that would be fine with me.

Maybe if a certain runner could make use of it then it would be better, but alas - you can't use Signatures that aren't yours. Sigh.

supertoasty · 40
It's slotless tho. That's HUGE. — MrGoldbee · 1497
Someone gave me bad info. Oops — MrGoldbee · 1497
It's actually better than the bow in action economy. After two actions over two turns, you can do 4 damage with the Whip, and only 3 with the Bow. At 3 actions over 3 turns, they match again. So there is benefit to the whip over the bow. — Tilted Libra · 37
The whip can deal 4 damage during a single turn (attack for 1 damage twice, another attack for 1 damage +1 damage for exhausting). The bow can be fired, reloaded and fired again for 6 damage. Comparing their damage output over two turns with exactly two actions each seems like you're stacking the scenario heavily against the Ornate Bow. — olahren · 3601
But you get and AoO while preparing the bow, while the whip is one-handed and you have the option to evade instead of doing more dmg if needed. — Gsayer · 1