Rite of Seeking

I wanted to write a short but glowing review of my second-favorite Mystic card. I'm going to focus here on 3-and-4-player, because that's where Rite of Seeking really shines. (Though this card is certainly playable in 2-player, too.)

I think some people are scared off by the 5-resource and 4-XP commitment. I'm writing this to say: don't be, at least not in a high-player-count game. This card is expensive, yes, but it has a strong tendency to totally crush scenarios. Clues are how you win the game, and repeatedly clearing whole locations in a single action is amazingly powerful.

You can think of this card as turning 1 card, 5 resources, and 4 actions into 9 clues. That's really, really good. Of course, you need to pass 3 skill tests to get that result. But since most Mystics have naturally high Willpower, build their decks to crank that Willpower up even further, and get a further +2 from this card, passing those tests is rarely hard, even on Expert. Plus, Mystics have an abundance of cards that can eliminate the possibility for bad luck--Grotesque Statue and Time Warp are two particularly effective ways to combat the Autofail token and go great with this card.

Even if you only succeed on two out of three tests (and with proper precautions, you will usually do better than that), getting six clues from this card is still respectable.

It is important to play around that special token drawback, but it's usually not too hard to do that. Just investigate for your last action. The key here is planning your turns ahead of time so you can do useful things with your first two actions before you Rite of Seek. More often than not you need to move before you investigate, anyway, so that's one useful action accounted for there. I have rarely found this to be a significant drawback. If you find yourself urgently needing to investigate earlier in your turn, which is pretty rare, the aforementioned Grotesque Statue can help.

Arcane Research and Delve Too Deep are highly recommended. I think this card would still be worth it even if you weren't running those XP accelerants, but it's certainly better if you can purchase this card earlier in the campaign and support it with other XP cards. Uncage the Soul and Emergency Cache are good for helping you get both this and Shrivelling into play in a timely manner--should you be fortunate enough to draw both. Arcane Initiate is useful for making that happen.

As awesome as this card is, I don't think this is necessarily the highest XP priority for Mystics: if your party is light on combat, the upgraded Shrivelling is surely more important. But it's way up there for me, and in an investigation-light party I could see going for it very early.

And don't even get me started on this card in Akachi, where it naturally has 4 charges...

CaiusDrewart · 3185
actually hurts Rite of Seeking - by revealing 2 tokens, you double your chances of drawing the symbol you're trying to avoid. — EmmeBGG · 15
Comment got cut off. Grotesque Statue actually hurts Rite of Seeking - by revealing 2 tokens, you double your chances of drawing the symbol you're trying to avoid. — EmmeBGG · 15
On the contrary. See the FAQ under Grotesque Statue. — CaiusDrewart · 3185
Stunning Blow

Im very surprised how good this card is. Yorrick and Ashcan Pete should always have it in their deck, especially in multiplayer. It really helps with tricky situations like moving on your second move to a location with an enemy you cant kill with one attack. It also helps avoiding accidental hits.

Pgpgpg · 77
I want to stress how excited I am to try this in Survivor version of Tony Morgan. He has trouble evading, but he can use this to turn a fight into an evade. — StyxTBeuford · 13049
And Rita? — jd9000 · 76
It's basically a Vicious Blow for Rita if you build her for Bat/OHR, but if you're using Ornate Bow like I usually do with Rita it's not a great choice. — StyxTBeuford · 13049
Not quite as good for Rita but an option though. Mostly because of the aforementioned bow thing. I generally take her with 2 bows and 3 rifles so it comes in handy ;) — Tsuruki23 · 2577
3? — MrGoldbee · 1491
Call of the Unknown

Unless it's the back end of a scenario, you're going to end up tanking the 2 horror at some point. It's usually too much tempo loss to constantly move and investigate, even for Ursula. And once you take that 2 horror, you can look forward to drawing this again. Really that's what you're trying to prevent by satisfying that Forced trigger every turn- card draw denial. It is incredibly annoying to top deck this several times in once scenario. That said, take Mr. "Rook" to soften the blow. Yes, the card will recur even after Rook takes the two horror, but at least you pulled two other cards while drawing this one. It's a very thematic and engaging weakness to play around. Just take care you don't get hit too many times.

StyxTBeuford · 13049
The Pathfinder asset for 1 xp is a great way to mitigate this weakness. Gives you a free move per turn. — Ezhaeu · 50
Pathfinder and Shortcut are such great Ursula cards to begin with, no doubt. But even with them you're using your free moves most of the time when dealing with this in a way that doesn't most effectively further the Act, and therefore you lose tempo. Unless it's near the end of a scenario, you're gonna eat the horror at some point, because the alternative is too terrible. — StyxTBeuford · 13049
Jake Williams

Saying Jake Williams is bad because Dr. Milan Christopher exists seems incredibly unfair given the fact that Milan is basically the best Ally in the game. Even taking taboo out of the equation, Jake is still incredibly good with Milan in your deck even before grabbing Charisma. For one thing he can help you draw into your other Seeker allies (Milan, Rook, Horowitz). Revealing and putting locations into play is very easy thanks to Pathfinder and Shortcut. His soak and his AoO prevention is also HUGE for Ursula decks that aim to clean up a scenario quickly. It lets Ursula rely on her 4 more strongly, as she doesn't have to worry about losing as much tempo if the board gets cluttered. This is especially nice in true solo where one of the biggest issues a true solo deck can run into is being bogged down by too many enemies at once. Jake, alongside Ursula's free action, makes that so much less of a concern. Jake is incredibly good, and alongside the run of great Seeker allies Ursula can run makes Calling in Favors a very strong choice in Ursula decks.

StyxTBeuford · 13049
Song of the Dead

So I have question about a potential combo for this card. Jim can take Double or Nothing, Eldritch Inspiration and Seal of the Elder Sign. The latter allows him to guarantee drawing a skull, so that's three damage. EI could then be played to recur the skull effect for a further two damage. How would DoN then interact in that scenario ? Both it and EI have an effect to resolve an effect an additional time. The question then is which effect kicks in first. Does DoN double up all of the effects inc the additional two damage you get from playing EI, or would it merely double up the initial result of the attack ? Either option is pretty awesome of course, but one of them would deal 8 damage and the other would deal 10. Guaranteed !

Also, is there anything to stop you from playing two copies of EI on the same attack ? Depending on the interaction with DoN this could get you all the way up to 14 damage on a single action.

Sassenach · 180
My interpretation is that, Double or Nothing basically makes you resolve ST.7 twice. Everything that either resolves during ST.7, or directly changes what happens in ST.7, will be resolved twice. In this case, the effect of Skull with Song of the Dead is a token revelation effect, which resolves at ST.3, and it changes the effect of the test into "deal 1 + 2 damage". So if you double the Skull effect with Eldritch Inspiration, it changes the effect of the test into "deal 1 + 2 + 2 damage". This "1 + 2 + 2 damage" will then be resolved twice if you committed Double or Nothing. And yes, you can use 2 Eldritch Inspiration on the same trigger. RR, Reaction Opportunities, "Using a Reaction ability in response to a triggering condition does not prevent other Reaction abilities from being used in response to that same triggering condition." — ak45 · 469
I have a question about the wording on this card. Is the effect of the skull symbol dependent on a successful test, or is is it an effect that happens as a result of the token being revealed during the test regardless of success/failure? Example. Diana Stanley fighting Masked Hunter, 5 vs 4. Pull skull, -2 due to doom on cultist. Success = +2 damage, or failure =0 damage? — MagnusLothar · 1
You would have to succeed in the test, as the effect of pulling a skull gives that attack +2 damage. If you could fail and still have the bonus it would be worded as "deal 2 damage to that enemy"; similar to the curse based spells. — Jaysaber · 7