"Look what I found!"

Oops! and Dumb Luck are more restrictive, but "Look what I found!" can easily trigger off a failed Investigate action on a Concealed card. Not a bad consolation prize, but potentially easy to overlook. If you're holding this card and your location has both clues and Concealed cards, it's probably (often) best to Investigate Concealed first.

PJFrigate · 336
Salvage

Strangely, this card doesn't specify a "non-weakness" Item, so one could remove Daisy's Necronomicon from the game.

(Finding how Daisy can play a 2xp card is left as an exercice to the reader. This would have been easier for Minh if The King is Yellow was an item.)

Emmental · 127
The silly solution is Versatile to include "You Owe Me One!", but the simple solution is Eidetic Memory. That said, even if she had it in her hand without hoops, I'm not sure how worthwhile it is. you spend an action to remove it from the game and get 0 resources - which is only useful if you are spinning your deck, but then you would have likely had to spend an additional 3 actions to have gotten it out of play earlier. Most Daisy decks would rather just play around it being in play for the rest of the game than spend 4 actions disposing of it. So I think the 'why Daisy would play it' is a much harder exercise than the how. It is a cheeky interaction in paper though. — Death by Chocolate · 1440
Teamwork would also work with versatile and other investigators. It works better since you can play it when this card is in your hand. (black market should also work if you are lucky) — Tharzax · 1
Players can’t control someone else’s signature card or weakness so teamwork can’t hand it over — Django · 5070
You should hand over salvage not the necronomicon. — Tharzax · 1
Salvage is not an item, ally or resource, so not a valid target for teamwork. — zrayak · 86
You are right I thought you could trade just cards — Tharzax · 1
There's Black Market, which does not care. — Lailah · 1
Surgical Kit

Fun combo with Painkillers: A fast action on Painkillers to heal a damage then triggers a reaction on Surgical Kit that heals the horror cost, and you draw a card! This seems counterintuitive in Vincent Lee with his low sanity, but it works AND he can add an On the Mend to his own hand.

PJFrigate · 336
I stumbled into this combo completely by accident with my latest vincent deck and its great. — Zerogrim · 291
Enchanted Bow

For me, this was a fun card to build around. It's not the strongest weapon by any means and it has some significant drawbacks (exhausting and lack of damage), but it felt great when it worked. Let's break it down.

Pay attention to TRAITS, CLASS and more:

Spell: All the crazy stuff you're used to (already mentioned in other reviews and comments), like Robes of Endless Night or Prophetic. Don't forget cards like Prescient, Grounded (3) and Shining Trapezohedron. More on some interactions later.

Weapon: Bandolier and Prepared for the Worst both are interesting enablers, more the upgraded versions than the basic ones. Enchant Weapon was already mentioned in the comments.

Ranged: Use Snipe to make your one shot count or Marksmanship to shoot elite (!) enemies at connection locations with increased damage.

It's only level 2, so off-class Survivors or Mystics might play the Enchanted Bow, too. Being a double class card, it's at least okay in synergy decks. The existing Synergy cards are interesting supplements to the Bow (Join the Caravan for positioning or Gang Up for some proper damage). Especially mentioning Close the Circle, which does the same job as Wither (even better) by enabling mystics with another (fast) fight option for those odd health enemies.

It's a card, so it can be recurred with Resourceful. In my games, Enchanted Bow worked well with discard pile interactions like Resourceful, Short Supply, Prescient and the newly upgraded Uncage the Soul. So you could just discard it with Explosive Ward to deal 2 testless damage, if you're feel like don't needing the Bow anymore or want to recuring it later.

It costs 3, which might sound expensive but is the magic number for Uncage the Soul or Amina Zidane (or Rite of Sanctification + Robes.

EXHAUSTING (and SLOTS):

You have to ready the Bow (or bypass the exhausting itself) to attack several times in one turn. Therefore you don't have a ton of options, apart from "Ashcan" Pete. If you're able to put doom on the Bow (Marie's elder sign effect, being Amina Zidane or commiting Ghastly Possession, you could use the expensive permanent Sin-Eater to remove doom from the Bow and ready it this way.

Then there is the customizable The Raven Quill, which does several things for you. „Spectral Binding“ frees all of its three (!) slots, „Energy Sap“ puts more charges on it and „Supernatural Record“ finds it everywhere and plays it. „Interwoven Ink“ can solve the exhausting issue and ready the Bow, but only if Raven Quill is attached to another asset than Enchanted Bow (if I read this upgrade correctly).

Other ways to alter the frequency of attacks are (as mentioned in the comments) Akachi's Spirit-Speaker, True Magick or upgraded Sign Magick (but you have to solve the Slot issue, because you would need three hand slots in total). Another great idea is Knowledge is Power, which can work like True Magick (or additionally to True Magick's effect) or gives another shot with the played Bow while being exhausted. Upgraded Uncage the Soul is some wild idea: with it, after your first attack you could simultaneously discard and play it again from your discard pile, so it would be ready to shoot again for your third action.

Just 2 DAMAGE:

There aren't a lot of ways to increase the damage output, but here are my ideas:

Funny enough, (even if you're already using the sniping effect of the Bow), you may just play Marksmanship to get +1 damage (but it's a little expensive at 2 resources and 1 XP). I also thought of Hatchet Man (by evading first) or Bestow Resolve to allow commiting Vicious Blow (or Stunning Blow, simple to exhaust the foe). Bestow Resolve is especially nice, because investigators at connecting locations (where you as a „Sniper“ may sit) can also use this trick to help. Another option for big damage support in Multiplayer is combining the Bow with Gray's Anatomy. Michael Leigh also comes to mind.

Attaching Enchant Weapon (coming from yourself or an another investigator) for double „Enchanting“ fun is also nice while it gives +1 damage every round and boost your skill further during those important shooting tests.

If you're stuck with just 2 damage per turn, don't worry. For some enemies, that's already enough (especially aloof enemies, which tend do have 1 or 2 health). Of course, you'll need an idea how to handle 3-health enemies and bigger. Solutions could be fighting with events (that's what I did, with Parallel Agnes), spell assets (Brand of Cthugha is great for choosing how much more damage you need), fighting with your fist, being good with evading or using other tricks to kill (e. g. Garrote Wire) or exhaust (e. g. Pendant of the Queen, Stray Cat) the enemy.

ATTACKING, CHARGES and the fancy „SNIPING“ effect:

The true reason for anyone to play this card. Sniping (aloof) enemies from connection locations feels awesome! Aloof enemies aren't very common, but from time to time you'll see one (e. g. the Basic Weakness Accursed Follower with 2 matching health or in multiplayer Tony's Quarry. Then there are Acolytes or other hiding culstist at connection locations, which are very common and nice smaller targets to shoot.

Easy to miss: Targeting a (non-elite) enemy to ignore Aloof and Retaliate are only possible, if the enemy is at connection location! So with aloof enemies at your CURRENT location you have to engage them the old-fashioned way (or just move to a connection location). Good supplements for defeating enemies at connection locations are things like Dynamite Blast (for missing points of damage) or Grete Wagner (3) (for collecting Clues).

What about the charges? Obviously, you could refill them with stuff like Twila Katherine Price, Recharge or Winds of Power, but in my games (True Solo) this wasn't necessary. Remember, you may use the Bow with its normal attack (also against Elite enemies) even without spending charges. Of course, it's one more charge in total for Akachi, which might make the difference.

If you're only attacking once per round (which you probably do), make it count! Chaos bag manipulation will help (like Snipe, tricks like Live and Learn (don't worry about Retaliate!) or shenanigans like Time Warp and Recall the Future as well.

If you need to boost your skill, choose Daring (the Bow doesn't care about added Retaliate). You may attack with agility (nice for commiting Nimble and reposition yourself) or willpower, with +1 skill value. It can be nice to have this choice (like in multiplayer by managing the Making Preparations dilemma).

Evading, quick moving and repositioning yourself obviously are useful (or outright necessary to survive). There are a lot of options and helpful tools like Track Shoes (awesome card on its own and even better withe the Bow), Shortcut, Elusive, Mists of R'lyeh, Shroud of Shadows, Eon Chart, Archive of Conduits, Cat Burglar, Think on Your Feet, Bait and Switch... I also was close to finally play Lure (2) in combination with the Bow, but it didn't make the cut (same for the Predator or Prey dilemma, which could backfire).

By the way, one more nice supplement in my games was Power Word to use the non-elite enemies to collect clues, exhaust or damage themself and another, untill my Bow killed them after some turns.

All in all, I really like those semi-great cards and find was to make them interesting to play. Try the Bow!

Miroque · 25
The Raven Quill note is GENIUS. — MrGoldbee · 1443
Soul Sanctification

Six exp to lose an action overhealing a card for a +2 to any check later.

Imo this card is DOA. By nature it's wanting you to waste time overhealing, which is the most precious resource in Arkham. And at 6 exp there are so many other, better, cards you can add it becomes very hard to justify this even with the Permanent feature.

drjones87 · 189
For decks that aren't already running healing cards this is probably right, but in Carolyn or Vincent this is a strong add. Now when your friends are at full health/sanity your heal cards aren't just dead weight but can be leveraged for very versatile self buffs. Its not the most amazing card ever printed, but it's a good add within its niche. — Pseudo Nymh · 54
You can heal a lot more than once an action. :) — MrGoldbee · 1443
That is why one of its best combo is with Spirit of Humanity. Also you have to look indeed at Vincent and Carolyn that can now also use cards that use both damage and horror and see an additional bonus to them. — Valentin1331 · 67424
By its nature it isn't asking you to "waste time" to overheal. Its offering you the ability to convert excess health into a new capability: Passed tests. If this is worthwhile depends on how much you can overheal. It is very easy to push 2-3 charges a turn for only one action. — dezzmont · 210
I don't see much opportunities to overhead much. Most cards heal up to 2 damage/horror per action. If you overhead an ally this results in one offering. And usually I consider healing as a way an investigator stays in play so I prefer the full healing rather than the bonus. So if I consider to use this card I would take card which give a good amount of overheal at a good action cost like earthly serenity or medical texts supported by gray anatomie with daisy. — Tharzax · 1
This can't generate offerings from healing allies. The trick is to not think of healing cards as healing cards at all when you have soul sanctification, in the same way you need to stop thinking about resource events and assets as a way to fund playing cards in a Well Connected deck: You are explicitly transforming healing into a skill passing engine, and the 'old' value of healing doesn't matter at all in that context. It now is a question of 'how good is X card at generating offerings?' And the answer is "A lot of them are really really good at it." — dezzmont · 210
I see it the other way that most healing card aren't good in creating offerings due to their action economy (mostly 2 offerings/action) and the growing importance of healing during a scenario. For 6 xp I would rather stick in converting resources into skills with streetwise. — Tharzax · 1
Lets look at a comparison with streetwise then! 2 offerings is a +4, that is on par with Promise of Power, probably one of the best skills in the game, with no downside. Compare to an action to gain resources. Lets say we have a good one and use Hot Streak. That comes out to +5 resources, which with Streetwise comes out to +6 and some change. Streetwise did better, but it also is proccing off an event. Repeatable resource gain actions are much weaker, stuff like Pickpocketing to gain resources also gains you cards which is a huge upside, but when funneled into streetwise is at best a single +3, which is worse than soul sanctification. They are both great cards, but are in different archetypes. At the end of the day, if you could spend 1 action a turn to draw a 0 downside promise of power every turn, you probably would. As for healing mid scenario, its best to think of damage taken as not 'stopping' soul sanctification, but costing you an offering, especially because you very often can spend offerings to prevent damage. Oddly, sometimes its better not to use sanctification to stop damage, because you might need to spend 2 to stop 1 damage and your better off just healing 'past it.' But either way, having to offset damage is only a problem if you can't consistently heal. It definitely isn't a card for every deck, but I sincerely recommend trying it, as its much better than it might read. — dezzmont · 210
It's pretty bad but people like gimmick cards so I've been seeing it hyped up. Even on Vincent I would not recommend as you can get studious or other better permanents for the XP — CHA · 1
After testing this card on Vincent. 3xp is too much for this effect (and it costs 6). If it gained a counter for each healing effect, not just over-heal (a complete waste of action economy), then it might be worth picking up at 6xp. The main problem facing this card is that healing generally costs both actions and resources, so you're effectively paying 1+ resources and 1 action to effectively 'draw and unexpected courage'. Compared with the other permanent cards like hyperawareness 1 resources = +2 skill. Both are conditional, but Soul Sanctification is asking for both wasted actions and to heal an investigator above full hp. — darkernectron · 8