Segment of Onyx

Too powerful card (even with +3 xp). why?

  • easy to collect: Deck tempo of most seeker is very fast. It means that it's not hard to find all three segments of onyx.
  • powerful ability: Pendant of the Queen has three ability, and all three are powerful
    • teleport: why Elusive is powerful and tabooed? I think you know the reason.
    • clue: you could detour high shourd or investigate penalty. Moreover, you can discover a clue at any revealed location. If your teammate reveal a location and you don't want to go there, you can discover clues at there only by pendant.
    • evade: Pendant's auto-evade works with elite enemy. (why? I don't believe.) Also, don't forget this is trigger ability. You can always chance to trigger between 3.2 and 3.3. This means that Pandent can evade any enemy ignoring any ready effect such as TNOZ BOSS.
  • easy to recycle: After you use all charges, all segments are shuffled into deck. If you make your deck thin, and use all charges. Then, you could replay your new Pendent very easily.
elkeinkrad · 150
Vicious Blow

Vicious Blow is an absolute staple card for anyone who wants to fight monsters (and has access to it). Dealing 1 extra damage is critical for dealing with 3-health enemies with a single attack from a standard 2-damage weapon.

This card will save you 1 action every time you commit it, assuming you hit. No frills.

See also Deduction.

Crash · 7048
A perfect example of what a Core Set card should be. Although there were a few misses here and there, the fact that so many of the Core Set cards have remained as powerful staples 4 years into the game's lifespan is testament to the foresight and ability of the AHLCG design team. An excellent card that likely will always be worth considering for any fighter who can take it. — Soul_Turtle · 1
Rabbit's Foot

This card is so essential in Stella they even gave her an upgrade for it.

When I’m playing as the postmaster, this is worth keeping in your opening hand unless you’re really driving hard for your chainsaw or an upgraded ally. One extra card for almost every turn of the game, and it’s especially fun when treacheries make you discard your hand. Even better paired with Labranche, to commit cards, get new ones, then get new ones.

MrGoldbee · 1061
The upgrade is from Return to Night of the Zealot, predating Stella by quite a bit. It is nice that the upgrade (and this card) finally found a more powerful home in Stella Clark builds. — Soul_Turtle · 1
Rabbit's Foot

This is a fine specialty card, but not a great general purpose card. The problem I have with this is that in general, the goal of Arkham Horror is to find a way to rarely fail skill checks, which means this card will rarely activate. Frequently failing skill checks is a good way to lose the game. Now, the cost of this card is fairly low, that isn't really the limiting factor. The limiting factor is that this costs an accessory slot, and there are many other good choices for that slot. I think this is a reasonable card for most characters to play if they weren’t planning on using the slot for anything else, but I tend to find that most characters have other things they really want in that accessory slot, and this item isn't really competitive with them.

If you have designed your deck to intentionally produce a lot of skill failures that will trigger this, Rabbit’s Foot is a fine specialty card to put in your deck.

ChristopherA · 74
I think rabbit's foot may be the best card in all of arkham because it helps you justify only being a little up on unimportant tests, like if you are going to pass 60% of tests on base stats then 60% of the time you are wasting commits, rabbits foot says "until you fail a test why bother committing, drawing cards is a decent compromise for failure" and if you never ever trigger it you have wasted 1 accessory slot and 1 resource and won the game trivially. — Zerogrim · 187
@Zerogrim You’ve also wasted 1 card and 1 action. That said, I agree that the card is good. The accessory slot is more competitive now than it used to be, but you WILL fail some tests in a scenario, even if you aren’t a fail-to-win deck. Especially if you are a survivor. At its cost, it only needs to trigger 3 times to ‘repay’ itself. And it’s a wild pitch, so even if it’s drawn late or in duplicate, it’s pretty useful. — Death by Chocolate · 790
It's neither the best card in the game nor a fine specialty card. It's a good card that not all investigators want but most would benefit from in some capacity. Regardless of how you set up your deck, you can usually expect to fail some tests. Some investigators are more conducive to that than others- Preston Fairmont can expect to fail virtually any treachery he draws and therefore RF becomes a very reliable way to keep his hand filled. Obviously it works as a real specialty card in Stella where you intentionally fail, but even outside of that I've had good success using this card in Yorick, Silas, early Calvin, and even Rita. The fact is you will fail tests, so what RF offers is a way to soften the tempo loss of failed tests, and it does so very cheaply. Combo with fail cards like Look What I Found (remembering that most Survivors have subpar intellect), or cards that intentionally draw failure like Drawing Thin. Drawing lots of cards is usually pretty good, and while RF may never be as reliable of an engine for as many investigators as Lucky Cigarette Case, it's still a solid pick and one I carefully consider anytime I build a deck. — StyxTBeuford · 12467
Scrying

Must-have card for Gloria. No action required, and Gloria can look 4 cards; all encounter cards drawn at next mytho phase can be checked and distributed even if 4 player game. (If she discard one, then she will check another by Alyssa or Scroll of Secrets.) If she trigger scrying for each round, you cannot meet any Ancient Evils at all! Of course, the number of charges is limited. However, Twila solves this. The remaining problem is taking horror. In my experience, whenever I trigger scrying by Gloria, I take 1 horror (except very few scenario).

elkeinkrad · 150