"You've had worse..."

Rogues are known to be sketchy, but paying yourself?! I guess the potential weirdness of this card is limited by having to give the resources all at once, but as long as you have 5 (which is easily doable as one of the greens) this card is more and less flexible than Deny Existence at the same time:

  • (-) You can only choose damage and/or horror.
  • (-) You can only cancel 5.
  • (+) You can mix damage and horror.
  • (+) You can target other investigators.
  • (+) You can target investigators at connecting locations.
  • (+) Damage/horror can come from player card effects.
AlderSign · 314
Spectral Shield

I've been thinking for a while that this card may be "the sleeper hit" of The Drowned City Expansion, so I gave it a try this weekend. I started a new campaign with Daisy (and not a high power-level Daisy: no Guiding Stones, no Empirical Hypothesis, etc.) playing with 1x Spectral Shield, 1x Eyes of the Dreamer, and eventually 2x Enraptured (which has other uses than putting chargers on Eyes of the Dreamer).

Based on my initial test in an off-class investigator, I'm overall really impressed with Spectral Shield. It's a combo card (although you could play it for a 1-cost fast on its own to prevent one damage/horror, I guess?), so if you're not using charges as your main engine then you'll need to find both Spectral Shield and something to fuel it.

Right out of the gate on Scenario 1, I started with 2 horror (In the Thick of It), failed an early treachery for 2 horror, and then drew my The Necronomicon weakness which is another 3 horror if I want to clear that. That's 7/9 horror right there. Yikes! My Guardian just randomly discarded Hallowed Mirror! Panic! I have a Logical Reasoning in my deck, but I need to find that... And then instead I found Eyes of the Dreamer + Spectral Shield, and... I'm pretty much fine? Now I don't have to worry about:

  • Ward of Protection horror
  • Horror from cycling my deck
  • Swarming attacks, mostly (most Swarming is 1 damage or 1 horror each)
  • "For each... choose..." effects where one of the options is 1 damage or 1 horror (because the "for each/every" rules for decisions is that each is its own effect)
  • A 2 horror effect defeating me (now it takes two such effects)

There are so many effects that are trivialized when you get to prevent 9 damage/horror (maybe less, as I did use Eyes of the Dreamer now and then to not autofail a critical investigate with Deduction). (EDIT: Using is forced, not optional, so cannot combo with Deduction and the like. Thank you for the correction; the rest of the review still holds true for me.)

The main downsides of Spectral Shield are:

  • You have to find 2 cards (normal combo tax)
  • 4 resources is pricey early game for some decks
  • You must spend the charge if you can, which can be annoying if (for example) your only charges are on tabooed Pendant of the Queen and you're at risk of removing it from the game
  • This combo helps you "not lose" more than it helps you to win, if that makes sense

I'm very curious to play it in a Mystic with high-charge assets (Brand of Cthugha, Eyes of the Dreamer, etc.) rather than low-charge assets (Shrivelling, Rite of Seeking, etc.). I think that Spectral Shield could really open up a number of cards. Don't want to get damaged because of Alchemical Transmutation? Just spend one of its charges! Don't want to take horror from Shrivelling (3)? Just spend a charge from somewhere else! And so on. And with Eldritch Brand, you can start with a 9-charge spell from the outset, so the combo tax is further reduced.

I'm going to continue testing this card out to explore whether this card trivializes the encounter deck with all of the ways investigators can now replenish chargers: Uncage the Soul (3), Ghastly Possession, Enraptured (2), etc. Let me know what your experiences are!

This card looks very interesting. The safety net given by SpFor the record, you cannot use Deduction alongside Eyes of the Dreamer (It says "Use Willpower instead if Intellect", which is not optional unlike Divination, where the change of skill tested is optional). — aurchen · 17
Whoopsie! Thank you for that correction. You are completely correct on my misreading it as if it worked like Divination. Thank you! I think the rest of my review still holds. I’ll edit that part now. — SocialPsientist · 148
"Where's the party?"

Honestly an amazing card. There are obvious uses like finding the victory point enemies for the xp or just drawing a bunch of cards but I want to cover some other very useful use cases:

•Fishing out difficult enemies just before an act/agenda shuffles the discard back in to avoid drawing them again.

•Certain enemies want to be evaded not fought but this can be awkward if they spawn at a crossroads or location you'll have to backtrack on, by going to a dead-end and playing this you can ensure they stay out of the way.

•Getting the victory point enemy out of the deck when there is downtime so you don't have to deal with them later AND they spawn exhausted giving your team time to deal damage risk free of oppertunity attacks, relatilate or regular attacks.

•Enabling otherwise inconsistent clue getting cards like Scene of the Crime or Evidence! (notably able to find big enemies for Evidence! (2)) for when you really need the clues. Conversely being able to find high stated enemies for a card like Power Word early can allow you to get a lot of value or high health enemies for "Let God sort them out...".

•Certain enemies may have prey traits which are problematic for your team such as preying on your low or teammates to target their weak points, by drawing them yourself early you avoid these issues later for them (especially true for enemies which do things when they engage someone such as unavoidable damage).

A lot of these are minor use cases which aren't always useful, but considering you get all of this on a 0 cost draw card is amazing utility if you know what you're doing and long term will redefine how enemy management rogues go about their jobs and is a massive boon for guardians who get access to this like Zoey Samaras, Leo Anderson or Marion Tavares. Similar cards like Kicking the Hornet's Nest or On the Hunt may perform some of these jobs but "Where's the party?" does all of them and does it best I'd say.

Riski · 20
I think I don't get your first bullet point - you want to avoid drawing an enemy by drawing it? This sounds like taking an attack of opportunity to avoid taking an attack during the enemy phase (although that's not how it works). So I suppose your argument is all about timing? — AlderSign · 314
yes it was more about timing, now I read it I didn't end up actually saying that my bad. — Riski · 20
Marion and Tony loooove this card. Tony was already pretty happy Kicking the Hornet's Nest, and now we have this. Trish and Alessandra also like it since their abilities rely on enemy presence. — StyxTBeuford · 13029
The enemy also spawn engaged with you so you can also pin down an aloof enemy with ease — Tharzax · 1
It also sets up easy Let God Sort Them Out — OrionAnderson · 92
I want to play this in Alessandra just to follow it up with a Stir the Pot. — StyxTBeuford · 13029
My fav is probably that it makes Waylay viable if you pull out an enemy with victory. — AlderSign · 314
Cosmic Revelation

Cosmic Revelation turns a Play Action and a card in your hand into one Draw or Play action for each player at your table. Assuming you value every card in your hand as being worth one action, Cosmic Revelation's value scales proportional to the player count:

Telosa · 55
I would add that in 2+ player games you give other players the possibility to play a card during your turn. And with Farsight, you can play Cosmic revelation as a free action and get an other player to play a soak before you try to attack an enemy with Retaliate (for example). — AlexP · 255
Forensic Kit

Long review ahead, so I've included a TL:DR section at the bottom. Feel free to skip to that!

Forensic kit is interesting in that, while you can use it to investigate with , realistically it's more specialized towards investigation with . The reason for this is that its extra horror-healing benefit only works with an exhausted enemy at your location, and while there are other means to evade/exhaust enemies (e.g. Transmogrify), 9 times out of 10 you're going to be using for evading as normal. If you want to investigate with then you're far better off using Grim Memoir, which has an identical resource cost and number of uses while offering a bigger skill boost and arguably a better benefit for most Seekers (the possibility of card draw).

Where this card starts to shine is on Rogues who can take it (in particular Kymani Jones, Trish Scarborough, Finn Edwards and potentially Monterey Jack) or Lucius Galloway as the one Seeker who is slightly more specialized towards (especially with his ability). All of these investigators have below average Sanity (and some like Lucius and Jack have weaknesses which deal you horror), so having an option with both gives you clues and heals horror linked to your preferred enemy management option (evading) is excellent card compression. It makes standalone solutions to these problems (e.g. Liquid Courage) much more questionable.

The obvious comparator to Forensic Kit for agility users is Thieves' Kit. Thieves' Kit by contrast has more uses, doesn't offer a +1 skill value, and returns resources for successful investigation. The uses here is a key consideration, as Thieves' Kit is okay for longer before you need to replace it. For me though, rather than considering these cards as competition, I'm very likely to take both on investigators where I want to use to clue-find (and if you have one in each hand, you can use whichever is more beneficial in the circumstances). Having four cards in a 33 card deck that allow for this gives an 81% draw chance of at least one in a hard mulligan, which allows your investigator to get clue-finding much more quickly without needing to fall-back on things like Streetwise.

For cards that interact well with Forensic Kit, there's String Along and "Where's the party?" - both of which keep enemies engaged with you after they become exhausted. This allows you to drag enemies to other locations with clues and so heal horror (and can help fire off abilities like Lucius’s, especially if you drag an enemy to a location with clues in preparation for it readying in the upkeep phase). Kicking the Hornet's Nest is also nice to spawn an enemy at a location with multiple clues (and so then evade and use the Kit). Alton O'Connell is worth a mention, as he boosts but also allows for occasional clue compression when succeeding by 1 or 3 (which I'd argue is more common on Rogues using to clue-find, as they don't have as trivial ways to boost agility compared to Seekers who have things like Magnifying Glass for intellect). Pilfer can be synergistic from having clue compression off , but whether the resource cost is worth the price of admission is up to you.

For a look at a deck in practice that uses Forensic Kit, I've just posted an Ascetic Kymani deck which uses both Forensic Kit, Thieves' Kit and Grappling Hook to have a lot of ways to clue-find with agility. Feel free to check it out!


TL:DR

  • Forensic Kit favors investigation through , as Grim Memoir otherwise is typically superior for clue-finding with .

  • High Rogues who can take it and Lucius Galloway are therefore a good fit, as they all have below average Sanity and can readily evade enemies to benefit from its horror healing.

  • Thieves' Kit is an obvious comparator. Taking two copies of both Thieves' Kit and Forensic Kit can be beneficial, as it gives an 81% draw chance to find at least one in a hard mulligan on a standard deck.

  • Cards which pair well are String Along and "Where's the party?", which keep exhausted enemies engaged with you for opportunities to heal horror even when changing locations. Kicking the Hornet's Nest allows you to spawn enemies on locations where there's already clues, evade them, and then use the Kit.

  • Alton O'Connell, as a new level 0 booster who provides occasional clue compression, is also worthy of consideration. Events like Pilfer have overlap due to testing for clues.

HungryColquhoun · 8735
Handcuffs + Dr. Fern = Yellow thieves' kit. — MrGoldbee · 1473
Sounds fund - I like it! — HungryColquhoun · 8735
*fun (damn typos!) — HungryColquhoun · 8735