David Renfield

I used this card in my Sefina Rousseau deck (i included mainly spell cards) yesterday and i think he's very strong for 3 reaons:

  1. Boosts , mystics main stat
  2. Damage soak. Only mystic ally with more than 1 HP.
  3. Provides ressources for mystics many expansive assets, like Shrivelling and Rite of Seeking.

Other advantages:

  • He's also pretty cheap at 1 ressource (including discount from his own ability).
  • Ability always succeedes, unlike Alchemical Transmutation and does not harm user, unlike Forbidden Knowledge
  • You MAY to add doom to him, when using his ability. You'll get less ressources, but decreases the risk of advancing the agenda
  • Can be killed by placing damage on him, if doom is an issue

Disadvantages

Combos to deal with doom

Django · 5164
I thought about getting him for solo Jim, so you think its viable? I might try him, as replacement for Lone Wolf and as a boost at the same time. But, that would mean to stick to 1 or 2 Charisma :-/ — XehutL · 48
This is a strong Card and adresses several mystic Problems (Ressources, stamina soak). You should Play him if you can compensate the Doom. Tell me more about your Deck, if you want more tips. — Django · 5164
Ambush

This card gets better, when you know the scenario and "ambush" fixed spawns (advancing act or agenda).

It doesn't matter which player stays behind. This allows the parties fighter to "protect" a clue gatherer, as long as the gatherer stays at same location.

Even if it does not trigger, it may safe a lot of time if the gatherer knows he is safe for 1-2 rounds while the fighter saves someone else or hunts specific enemy (Smite the Wicked).

It's very useful when there's lots of clues on one location, like in bigger parties (3-4 players) or special locations (The Hidden Chamber).

It also helps on higher difficulties, as the damage is an "auto success".

Django · 5164
+3 in a Nathaniel deck. — MrGoldbee · 1493
Question on this with Zoey. Does Zoey get her resource from engaging before this card blows up a 1 or 2 hp enemy? — lockque · 1
Nope — MrGoldbee · 1493
Are we sure Zoey doesn’t get the resource? Does the enemy not spawn engaged? Related question: if a two health enemy with an engage effect (eg., Deep One) spawns in a location with Ambush, does the engage effect trigger before it dies? — carlsonjd11 · 521
Given comments on other cards relating to enemy spawns - Enemy spawns, automatically engages, engage effects are triggered (Deep one horror, Zoey gets resources), then enemy spawn effect are triggered, like this card. — Merzbro · 145
What about this card + On the Hunt (3)? If the enemy spawned with OtH is defeated by Ambush, I gain 3 resources? Thanks. — yuna1979 · 1 2 days ago — yuna1979 · 1
"Let me handle this!"

This card can be used on enemies and the other investigator does not have to be at your location.

This card is great to protect other (noncombat) players because it can be used on enemies and spawns them on the users location, instead. It also saves the user lots of move actions, if he's the main killer.

So long a player has this card, other players are basically immune to monsters. This allows noncombatants to split from the rest of the team and do some power clue gathering. But be aware, when there's 3 or more players, there's a chance all players draw an enemy.

Combos:

Django · 5164
This card does more than steal enemies. Another side benefit is that it can take nasty Willpower checks away from those who cannot afford to fail them. Also, if a card does physical damage to an investigator with low stamina, this is a way for a Guardian with decent stamina to soak that damage. It's also a 0XP card so any of the investigators who can splash 5 cards of other classes can take this. This card is almost a must-include in all Guardian decks and those who can splash it should consider it. — mmychal · 1
Question: In a 2 player game, player #1 draws their encounter card during the Mythos phase. Player #2 plays Let me handle this. They resolve the card. Player #2 then has to draw another encounter card, which is their "card for turn", right? — VanyelAshke · 188
I've been searching for an answer to this question and I cant find anything definitive, but I have convinced myself you are correct. The main reason why is because consider the scenario where the player turn order is switched from your example. If the Guardian player goes first, draws a card and deals with it, then nothing prevents him from playing Let Me Handle This when his partner draws an encounter card second. In that scenario, it seems clear that the Guardian player would have to resolve two encounter cards whereas the other player would get off without resolving any. I have seen all kinds of analysis comparing the language on this card to other cards and specific rulings, etc., but to me, the most convincing point is that the turn order of encounter cards should not dictate whether this card has the Guardian deal with two cards or one card. — OrWi11 · 1
I can certainly see where the case could be made for that interpretation, being able to see the encounter card then switch places in the sequence would be valuable, but I think it only really works if the 'considered to have drawn' only applies to resolving the card. I play "Let me handle this!" and the original drawer essentially adds the line 'Revelation - Pass this card to investigator X' to their encounter card. If it applied on a sequence level it would probably break a few things. Ie, If investigator 4 used "Let me handle this!" that way on the lead investigators encounter draw it would end the Mythos phase without anyone else drawing as they've drawn early and there is no next player in 'player order'. Either that or we restart player order and the lead investigator draws again. Even in the earlier cycles if that were the intent it would likely include a line specially detailing how the sequence was changed/interrupted. It's why cards like [First Watch](/card/06110) have very dense text boxes. — TenDM · 1
Alchemical Transmutation

This card is a trap, don't play it.

In best case you spent 6 actions to gain 8 ressources, if all tests succeed with no negative side effect. My cost calculation inludes: draw card, play it, pay 1 ressource, spend 3 actions to trigger it.

if you spend 6 actionst to gather ressources instead, you're only two behind but with no side effect and 100% chance of success.

Futher problems:

  • I occupies an arcane slot. Most mystics need one for an attack spell and the other for Rite of Seeking.
  • If you fail, the card is less effective than "gather ressource action".
  • Has on third chance to deal one damage to user. Mystics don't have high HP, this can kill you.
  • Some scenarios add doom on specific symbols, so you want to avoid any kind of test in such a scenario, turning this into a dead card.
  • It occupies 2 slots in your deck, which can be used for much better mystic cards. Forbidden Knowledge or David Renfield is a good replacement, if you need ressources.
Django · 5164
I disagree with your analysis. It's 4 actions to get 8 resources. All cards must be drawn, it doesn't make sense to factor that in. The resource is already factored into the outcome. — Nils · 1
@Nils 4 actions to fully use it (1 to play, 3 to activate fully) to gain 8 (9 total minus the 1 to play) but there's more to it than just that. It does cost you a card draw (and a card in your deck) as you don't need to have a card to just gain a resource. The 1 resource cost to play is more detrimental than just gaining 8 instead of 9, as you need to have that resource available before you gain anything. I think it's a little much to say it's 6 actions but it's not just 4 either. There are some still some huge downsides to consider. — Etainz · 1
Agree with Nils here — Xorin · 1
Calling in Favors

You ALWAYS take this card

IF you have the following allies in your deck

  • Beat Cop, so you can swap your damaged Beat Cop with a fresh and free Beat Cop. And you get the old patched up Beat Cop in your hand. Unbeatable.

  • Guard Dog: same reason as above. You can mix Cops and Dogs for major mayhem. Woofwoof.

  • Brother Xavier: More meatshield. Just trade him for himself. You just saved 4 coins. Prayer answered.

  • David Renfield, so you play him, you ll take some damage on him, take some doom on him. Take some coins off him. And then when doom becomes a probem, you swap him. You can even ditch Moonlight Ritual or Forbidden Knowledge from your deck. Amazing!

  • Aquinnah. Is it true? Can you recycle her just like the old and true Beat Cop? YES! But that's insane. INSANE!


But Fellow Investigator what happens when you got this idea about a deck, with one Ally card, that you need to get in play asap or else it's GG? No probem. Here is Calling in Favors the true Hero of your deck.

Other strong contenders:

  • Cat Burglar You usually want this guy before you see the first Monster popping up right next to you. Meow. Meow.

  • Dario El-Amin Two coins for one action? Yes please. He can even do work with Leo de Luca who is also on this list. Kashing.

  • The Red-Gloved Man Some people have crazy ideas about this card in combination with William Yorick. With calling in favors, you can make sure that Red Glove Dude is ready and waiting in your discard pile. Hello Mystery Man!

Did you just list every single Ally? More or less. Yes. I didn't list Stray Cat. Cats dont do favors. Everybody knows this.


A small excerpt from the interview I did with Doyle Jefferies from the local newspaper about this new appartus: The phone.

But why? Why is this phone such a spectacular invention? My readers deserve to know.

Well Doyle, it offers so much. Lets list it up:

  • Card search for what many consider to be the strongest cards: Allies. 9 Cards! Thats better then No Stone Unturned
  • You can use an Ally with a come into play effect and upgrade him or her to a more permanent Ally or use the come into play effect twice or up to three times.
  • You can heal up old Allies and play them again.
  • You get a discount on the fresh Ally. So you dont need insane economy to play all these allies.

Does this phone and ring apparatus work better when you have many friends? Yes. It starts working when you get 4+ allies in your deck. It gets slightly more reliable when you have more.

Should our friends here in Arkham consider picking up Charisma, the extremely popular parfume everyone keeps raving about.. The phone works even without Charisma, Doyle. But yes. It's delicious. Hell. You can even fit in two copies of Charisma now, for the ultimate well scented experience.


TLDR

THIS CARD IS BONKERS, CULTISTS HATE IT, ALLIES LOVE IT, PUT IT IN YOUR DECK, TWO COPIES, ALWAYS, NO REGRETS.

aramhorror · 704
Please re-edit the font size, so they won't disrupt sake composition on small/mobile devices. — XehutL · 48
Err, page (not sake) composition :) — XehutL · 48
"Cats don't do favors. Everybody knows this." (spits coffee everywhere) — bricklebrite · 533
This review was a joy to read haha. Great card and great explanations :) — Gyara2020 · 1
As a mobile reader, can confirm that don't size doesn't suffer. — Ensign53 · 3
I updated the review and changed the fontsize for all your mobile pleasure. — aramhorror · 704
Thank you. — XehutL · 48
Best card review ever. Thank you for your deep analysis and cat references :) — Trochomancy · 1
Calling in Favors has gotten even better with the introduction of Mr. Rook and Research cards. Three more deck searches and the potential to gain 2 resources on top of that? yes, plz — Zinjanthropus · 231
How about using Mandy to get TWO allies into play for free/cheap? Still waiting for the taboo on this card. — Hylianpuffball · 29