Ravenous Myconid

Just as good as the Carnivorous Strain, except for treacheries. Just need as much growth as the shroud where you stand and you are now immune to treachery effects. Between the 1-2 Uncanny Growths (in case you held it over from last turn) and Pathfinders/Shortcuts from being Seeker, this is a trivial task. Never mind that you can use it on any investigator no matter where they are!

You barely have to play the game with this thing. At the very least the cost of drawing Uncanny Growth should be an action like on the base unidentified version.

Ravenous Myconid

This card is completely out of control. Instant, checkless, on-board enemy deletion that gets recharged by investigating well. Once your mushroom is big enough to eat (often from a single good check) you'll have a chance, often 2 since you can just hold Uncanny Growth from previous turns, to make him big and hungry again.

Assuming your seeker is at all capable of investigating, you'll likely instantly kill every non-elite you draw for the rest of the game once this guy is up and running.

This needs to be made exceptional and even then it's too good.

Do you think it would be in a universe where it could conceivably be balanced (not actually balanced, we can't work miracles) if both the Uncanny Growth fetching and the chomping ability were both Actions instead of fast? — NightgauntTaxiService · 430
I mentioned in the Sentient version (probably even more busted somehow) that drawing the Growth should at least take the action still like with the unidentified version. — MegatonSamurai · 11
It's legitimately annoying how broken this card is, just ran a scenario where it did ~15 damage, fast+kills aloof, with an easy test that can be done in advance, or even just take a combat AOO and then defeat your 4HP enemy. The developers of this game hate Guardian. There are not even near any equivalent effects where Guardian can collect 3-4+ clues for XP, and this card fights better than Guardian can in many respects. What a joke. — CHA · 8
Uncanny growth should only give one growth on a successful investigate so it takes an investment of time and resources to chomp an enemy. — EnglishLord · 1
Hi, I don't get it (maybe due to my bad English). After using Uncanny Groth it's going out of the game and not in the bonded cards, isn't it? How is it possible to recharche the Myconid with it? — Kuguar · 1
Ok, got it, same as in soothing melody it's bonded. — Kuguar · 1
Fire Axe

Quietly a much better upgrade than it looks like.

One of the big problems with a Dark Horse build is a lack of resources, only made worse by the total lack of skill bonus on their key assets unless you're spending money, like Fire Axe and Mariner's Compass. Unfortunately money is the one thing you aren't allowed to have, and you probably want to be playing a flex investigator to take advantage of Dark Horse. That makes it hard to get your passive skill boosts- you're broke and need every stat, here.

Scavenging is probably your best way of recurring cards to add skill boosts, but a lot of assets have pretty weak icons. While a lot has been made of 2 XP only adding Fast to this card, I would argue that's the least significant thing on this whole card- the real draw is a second Combat commit on an Item. Your only other options for this are Baseball Bat, Chainsaw, Gravedigger's Shovel and Sledgehammer. Not a lot of stuff there that's useful in such a build, and nothing less than 2 XP.

So, is two recurring combat icons worth 2 XP? If you're not playing Dark Horse at all, this probably isn't very exciting, and if you aren't playing a flex build you probably don't have enough recursion to benefit from the extra icons (or at least, have better ways to use your recursion). But if you're hitting the road with both your Axe and your Compass, this is probably a nice upgrade you want to consider alongside stuff like Persistence. Niche, but very much appreciated as an upgrade in my opinion.

A8mew · 8
Control Variable

Working a Hunch but discounted by 1. Given the requirement of revealing a curse, its less flexible for things like snagging a final clue and moving, although it has the niche upside that it can discover the clue outside your turn.

It being Cursed means that it can also be taken by ||Wendy and Kohaku.

kamiidude · 63
Question: does this work when Olive puts out 3 tokens? Example: Let‘s say the second token is a curse and I choose the third token (e. g. -1 token). — Baseliner · 119
Strong-Armed

There was a classic Vincent Lee combo: makes a slash with his Bonesaw and commit On the Mend, takes 1 dmg and heal with Bandages, add another On the Mend to your hand. Well, now the strong-armed doctor may do this trick in any other weapon (or lets say surgical instruments). To other guardians, its also useful to cancel the and does more damage. Its a better form of Analysis to all who want to fight.

BTW its fix Ornate Bow pretty well. It is the only card that can easily commit to the bow shooting with a plus dmg.

OnThinIce · 26
Ad your statement regarding Ornate Bow: Not quite, Long Shot also does a very similar thing. — AlderSign · 309
I believe the Vincent combo doesn't work. You take 1 damage on step 6 of the skill check (while On the Mend is still committed) and you could only get back On the Mend after step 8 when committed cards are discarded. — Minethlos · 2
@Minethlos On the Mend is only limit to 1 in hand, you can get another copy from out of play (if any) while its committed. — nightroar · 453