Indebted

The past-due notices in the art are addressed to Finn Edwards. Worth noting for anyone who is making lore-based decks.

(200 character count; 200 character count; 200 character count; 200 character count.)

anaphysik · 97
Indebted is a pretty good weakness, thematically, in general. A lot of stories you make make up around it. — Zinjanthropus · 229
I actually did get Indebted in Finn and didnt even notice that. Very cool. — StyxTBeuford · 13043
Déjà Vu

More Deja Vu weird questions.

Say I have Flare, I use Flare and it gets exiled.

Before the next scenario do I get to:

A: remove flare from my deck and replace it with a level 0 card, then repurchase flare for 0XP and replace another card in my deck or B: simple repurchase flare and effectively not alter my deck.

Given deja vu costs 5xp I think it having a subtle adaptable effect on the deck is intended, what are other peoples thoughts?

Zerogrim · 295
There's nothing stopping you from replacing a different card. Albeit the kind of situation where you want to swap in just one card is kind of rare; with adaptable you're usually swapping in two cards for a scenario, which you'll need two Deja Vu for. The best use case is probably when you upgrade two Myraid cards and don't want to leave the last useless copy in the deck. — suika · 9497
why would you need two deja vu, you can swap three cards out as long as you can use two flares or what not, you could swap out as many as three. Just a nice side benefit to such an expensive card. — Zerogrim · 295
Occult Lexicon

I've seen players comment on their experience with playing Occult Lexicon a few times during a scenario. Based on my understanding of the card, that's not possible.

Bonded cards have this ruling:
New Keyword: Bonded. If your deck contains a card which summons one or more bonded cards, those bonded cards should be set aside at the start of each game.

  • Before scenario, set aside 3x copies of Blood-Rite into a pile.
  • During scenario, play Occult Lexicon. You fetch the 3x copies of Blood-Rite from the set aside pile of bonded cards.
  • You play another hand asset over-top of Occult Lexicon. Lexicon goes to the discard, and all 3 copies of Blood-Rite are removed from the game.
  • Later in the scenario, you replay Occult Lexicon. The Blood-Rite cards have been removed from the game; they are not considered to be amongst your set-aside pile of bonded cards.
    Right?
VanyelAshke · 181
That appears to be the current consensus yes — Sycopath · 1
I agree. Nightmare bauble sets attached parasites asside when it leaves play so I guess they come again if you replay it (only those attached, not those in other areas) — Django · 5142
Seal of the Elder Sign

It's expensive XP-wise, but this can be used to address Marie Lambeau's weakness, Baron Samedi. Since a star allows you to add doom, you can speed up the Baron's exit by a full round. Pushing him out 1 turn sooner means you can get rid of him on agendas that would advance at 3 or 4, while otherwise you need at least a buffer of at least 6. Getting 3 doom on the Baron over 3 separate rounds is surprisingly hard.

It's pretty good with Marie even outside of that. combo it with Mystifying Song, place extra doom on something that you can benefit from. must obvious choice would be Renfield. you can leave 2 doom on him for a while, play Mystifying Song when it would advance. Add a third doom with SotES, trigger Renfield, adding a 4th doom, gain 4 resources, Calling in Favors (or an AoO, or whatever) to kill him off, still have rounds left. — Zinjanthropus · 229
Open Gate

In a 4-player Standard campaign, I always start my deck with 3 of these, and remove them somewhere before the halfway point of the campaign, and it works out well for me each time.

To start with the upside, if I draw 2 Open Gates, it routinely saves the group 3 actions a game, sometimes less, frequently more. In most campaigns' early missions, you're in the "explore" phase of the mystery, where you are wandering around town/campus/jungle flipping locations and collecting clues. Since you're low-xp characters, you don't have much of your jank, but the game accommodates you with easier shrouds and monsters, many of which are beatable with just base stats. It's usually effective for your group to split up, but there's always that Act that says "investigators at <Location X> spend clues as a group to advance/resign", where the party has to get to a specific spot. Open Gate lets at least one teammate teleport there, which may even let you advance the Act a whole turn sooner than you could have otherwise.

As for the fail cases, If I draw 1 Open Gate early but never get its partner, then I'm out a card and resource, which is a fair price for a failed gamble in this game. If I draw it late, I can pitch it to a treachery. It may be suboptimal, but it's never dead.

The card definitely gets worse as the campaign goes on, both because missions start to become "charge forward to your inevitable doom" with no backtracking, and also because your bottleneck changes from movement action economy to succeeding repeatedly at difficult tests, and Open Gate doesn't help with that.

Like Flashlight, I think this is an excellent level 0 card for your starting deck that you swap out later as they become obsolete.