Mitch Brown

Mitch saved the life of Leo in the canon, so there would be no Leo without Mitch. He was the sole survivor of the last expedition from Leo and deserves our love just for that.

Mitch Brown is an wonderful Ally for Leo Anderson. At 3 cost, it is well priced for 2 sanity and 2 health, but you won't be using him for soaking damage. His power is equivalent to 2 Charisma, with the extra limitation to hold non-unique ally only. I don't find this limitation very problematic, as has enough excellent non-unique allies, between Beat Cop, Venturer and Guard Dog.

Mitch is also a wonderful target to Calling in Favors, as he makes it possible to replay the ally returned to the hand playable the very next turn - giving an extra ally slot and respawning an ally for 1 action. Finally, playing Mitch feels GOOD. You get the feeling of someone having your back. ready to deploy a full expedition behind you.

Overall, I love the card as it fits the mechanics of Leo extremely well, is well balanced and tells us super cool stories of friendship.

batman14 · 7
Hear hear! Mitch falls into that category of "boring, but awesome" that you occasionally see, much like Beat Cop or Lightning Gun. He's also one of those signature cards that feels like it completes your investigator when it comes down. He's great! — SGPrometheus · 841
I don't think the comparison with Charisma is fair. Sure Charisma only gives you 1 Ally slot, but on the other hand it doesn't take an ally slot as Mitch does. So if your purpose is to have 2 Beat Cop at the same time, both Charisma and Mitch can let you do that, in both cases at that point all of your ally slots would be taken. It would be more correct to say that Mitch is a Charisma with added Health and Sanity, but that is not permanent and he can only come in one copy, so it's not as reliable, plus it has an additional limitation, but that is minor. Apart from the health/sanity the only real advantage compared to charisma, is that it can combo with calling in favor as you mentioned. — Killbray · 12357
Tempt Fate

This card is much more potent and insidious than it first appears.

The effect of adding 3 [curse] and 3 [bless] to the chaos bag is not why I would consider running Tempt Fate. All that does is to increase the volatility of the chaos bag, unless you have a way to leverage blesses and curses (which I'm sure will be coming out in this cycle - I'm writing this review as of Innsmouth Conspiracy).

The secret effect of this card is that its a 0 resource, fast card (that can be played in any window), that says draw a card. Discounting the bless and curse mechanic for a minute, this is a completely free "cantrip" (or card that replaces itself). So it costs no actions nor resources to play and the only real opportunity cost to use it is to include it in your deck over something else. So lets think about that cost as a benefit.

There is speculation in many card games that such a cost-free cantrip would see play at the highest levels because it makes your deck more consistent. Effectively it can be considered to be "water" because it will always be played straight away and replace itself straight away; it might as well be considered not in your deck for most purposes. This means that you are effectively breaking deck construction rules by packing 2 less cards than your deck size, therefore making it more consistent.

Fortunately Arkham Horror is different to most other card games: card draw for us is not necessarily king, owing to every deck having at least one weakness that it mostly doesn't want to draw into. However, digging deeper that's not really true - most weaknesses can be handled, but you just don't want to draw them at the wrong time. So given that you can control when to play the cantrip, the main reason against making your deck smaller can be ignored with smart play.

Do you run Prepared for the Worst / Tetsuo Mori to get away with running fewer weapons in guardian? Tempt Fate too. Do you use Mr. "Rook" to help find specific cards or to set up a combo? Tempt Fate too.
Do you ever spend experience on cards and want a higher chance of finding your powerful cards each turn? Tempt Fate.

I fully expect this to get hit by the taboo list; such consistency feels like the sort of thing that gets put onto XP cards. I only hope it doesn't set a precedent.

The_Wall · 287
I think you're really underestimating how bad adding 3 curses to the bag is. I don't think this card is worth playing unless you have a way to exploit curses. — OrionJA · 1
The thing is, I dislike the idea of running this card just for thinning your deck. You know what else effectively does that while also giving you a net benefit? Any of the neutral skill card assuming you can trigger them reliably. If you're Joe Diamond, and you're not already running both of Overpower and Perceptions, and you have no blurse synergy, DO NOT TAKE TEMPT FATE. — StyxTBeuford · 13049
I agree that curses are bad, they are pretty likely to make 3 tests fail. Tempt fate is easer to play than the neutral skill cards, as they require an approriate test. Overpower doesn't do anything when there's no enemy around. However with more XP your stats will increase so the curse's modifier is less likely to cause a fail and tempt fate makes it more likely to draw your XP cards. — Django · 5154
Unless you get both at once. Or all 3. — MrGoldbee · 1486
I still think you take the appropriate skill cards first. Overpower has done its deck-thinning job if you get it to trigger at any point, so unless you get it in your hand and never see an enemy, it'll work effectively the same as Tempt Fate, while also boosting a fight and not hurting you randomly later. If you want to add in Tempt Fate after than, fair enough. — StyxTBeuford · 13049
That* — StyxTBeuford · 13049
Overpower is not guaranteed at all, there has to be an enemy, then even if you cover the -7/-8 there is still tentacles. This is actionless and testless, Overpower requires a test and probably an action. Therefore guaranteed deck thinning (and yes the point is to dig faster for your XP cards). Also the bag has increased volatility as I said, but adding 3 blesses generally counteracts adding 3 curses. Unless you'd like to show statistical analysis to the contrary? — The_Wall · 287
I think you guys are getting hung up on the fact that I called out Overpower specifically. I really do mean whichever neutral skills work for your build. If you don't think Overpower will trigger reliably, then don't take it, but still look at the other neutrals based on your stats. — StyxTBeuford · 13049
I haven't seen the statistical analysis yet comparing curses to blesses, but the general consensus from people who have played with the mechanic right now is that curse hurts more than bless helps, and I think that makes a lot of sense as you're typically overcommitting to tests anyway. Bless is more likely to be helpful when you're meeting a test value (so it cancels a negative) or under (where it brings in the potential to succeed where you otherwise wouldn't), while curse can cancel your overcommit and destroy your odds, which hurts much harder and is more likely to happen. Of course, that doesn't factor in how one would play while knowing the tokens are in the bag, so that comparison is still a bit choppy, but I think generally it makes sense that curses hurt more than bless helps. — StyxTBeuford · 13049
Many decks rely on some powerful combos. In these cases this card is probably more useful than on average. The cost of increasing the randomness of the chaos bag is small copared to pull off your combo sooner. Finally, if Harvey Walters is on your group ot seems the easiest way to trigger his ability. — Matamagos · 4
Sure, I'll agree if you're staying away from the bag and you really need to pack as much cantrip as possible, this card makes total sense. But I absolutely reject the idea that every deck under the sun must include 2 of these forever to be optimal. I think all else equal, the cantrip skills are a better include first. — StyxTBeuford · 13049
Tides of Fate

Definitely has its merits IF you can pair it correctly.

I mean, maybe you could play this on its own as some sort of one-round Hail Mary where you don't have to fear all the curse tokens you ended up sinking into the bag, like some kind of weird, reversed Will to Survive, but then you have to deal with the fact that ALL of your blessed tokens are corrupted back to curse tokens, and NOT just the ones you initially converted.

However, even with just the base box, it really doesn't seem hard to fill the bag with curse tokens (Faustian Bargain, Deep Knowledge, Promise of Power, etc.), so I do think this can work really well as a combo card with cards that would spend bless tokens from the bag, maybe curse tokens if you're willing to wipe the bag of bless tokens. As of this review, only the base Innsmouth box has been released, so the only good combos I can think of is 1.) playing this immediately before playing Rite of Sanctification, especially if you pulled a nastily timed Crisis of Faith as Sister Mary, and 2.) use the Cryptic Grimoire's second action after the round ends if the curse+bless tokens in the bag = 10+ beforehand.

But honestly, I wouldn't be surprised if there are more cards that require large costs of bless (or curse) tokens down the line, so I'm anticipating seeing even more use for this in the completed campaign. If you think of any more combos (now or in the future), share them in the comments!

TheDoc37 · 468
Do it on the turn you fight the boss. — MrGoldbee · 1486
What happens when there’s 10 bless and 5 curse left at the end of the round? Will 5 bless remain or discarded? — Django · 5154
Since the card says to replace the bless tokens with "an equal number of [curse] tokens", I think that you're supposed to remove the bless tokens first, then put in X tokens, where X = number of bless tokens removed. With this interpretation, you'd remove the 5 excess bless tokens. — TheDoc37 · 468
We need an official ruling on this, because "replace" is defined as "take the place of", and it doesn't make sense to me that you can "replace" a token if there's nothing to put in its place. — adran06 · 19
This card acquires a whole new potential now that "Hallow" was released. You could potentially turn 10 curse tokens into bless tokens and then remove them all with Hallow and remove a Doom token as well in the process. It would still be quite costly though. — Killbray · 12357
I'm not seeing anything when I search for "Hallow" on this lovely page. I'm guessing it's a new card that's been spoiled but not officially released, or maybe the website's database hasn't been fully updated yet? — fractalhack · 3
I'm running this in a Mateo deck together with "A Watchful Peace" and it's crazy good to clear curses while skipping encounter cards — pewpew · 25
It seems particularly good attached yo "Dayana Esperence" to get 3 turns free from curses. — LeFricC'estChic · 86
imagine I have 10 curse tokens in the bag, then play this card at the start of the round to make them all bless tokens and, before the end of the round play a second copy to make them curse tokens again — Nardo · 2
Do they become bless tokens or does ir trigger twice making them curse tokens again? — Nardo · 2
Solemn Vow

With the release of Sister Mary, we see another great use for this card as her Guardian Angel can really benefit from moving damage off of it. As long as your Vowed gator has the cards to receive the damage, the Guardian Angel can even potentially defend future damage that gator would receive, so if played correctly, you and your partner would take damage as normal, but now you're getting double the benefit as you can just constantly proc GAngel's effect over and over again.

I do think that, as more cards come out and more synergies are introduced, this card might be seeing more and more combos just because of the fact that it doesn't limit the kind of cards that are interacting, such as by trait. Not game-breaking, but allows for a lot more creativity.

TheDoc37 · 468
Mark & Mary forever! — MrGoldbee · 1486
SO CLEVER — Krakenonastick · 9
Add Lonnie Ritter or Jessica to heal for free. — Django · 5154
I can't help but laugh at the idea of a Guardian Angel putting damage on you, instead of preventing it. — flamebreak · 25
It is kind of funny how the way it's worded, it's not the investigator who made the solemn vow is heroically taking damage off of you, it's you reminding the investigator to keep their promise and tossing them damage/horror. The card effect ofc needed to be worded that way to work with the rules, but it's a silly thing to imagine, thematically. — jetjet96 · 1
Plan of Action

Hm so looking at this its either a weird unexpected courage with incredibly restrictive icons OR its an amazing unexpected courage that also lets you draw.

The key difference would be if during your first and third action you are "between" them as well, if we can trigger the middle effect AND the first and third effect I can see this card being very useful, but if its just +2, or +1 wild draw I don't think its worth the hassle of finding the timing on this over unexpected courage or Inquiring mind.

Side note: it is fun bringing back Trish's flavor of swapping around her stats all crazy like in the board game.

Edit: Given a year with this card, I include in basically any deck that can run it, 1 wild icon draw a card is just such a handy effect so frequently that it is worth the tiny amount of effort it takes to make it work. The me above is an idiot, ignore them, and enjoy having like 20 skills in your deck that all replace each other muahaha!

Zerogrim · 295
Between isn't during, so this is either +2 OR +1 and draw. It does seem tricky to use, but it seems super interesting for Amanda Sharpe, who basically gets three effects over the course of her turn. Other than that, it seems kind of wonky. — SGPrometheus · 841
For Amanda it's 2 icons (for exemple for evading), then 1 icon and a crad draw, then 2 icons. And for her too, only one wild icon. So even with her, I prefer Unexpected courage. — AlexP · 277
So I don't see this being an Amanda or a Trish card, what I actually see is a third and fourth perception in Harvey, triggering a free draw on him is pretty nice, and it still gives you +1. — Zerogrim · 295