Marcus Sengstacke

I'm not really sold on Marcus.

At first he seems like a great addition to any big money or big spender deck, since getting extra resource every upkeep is really powerful. With Stylish Coat on your back you would get yet another extra resource at the same time, what's not to like?

The problem is, he's most likely going to snuff it before he has even had time to pay for his cost. Unless you purposefully build your deck to protect your wealthy patron, he's only a two failed treachery card skill rolls away from a trip to the loony bin. The updated version can take a little bit more abuse, but that costs experience.

So in short he seems like a bit of a trap card. He fools you into bying him dinner, but bugs out before the check arrives. That said, I'm probably still going to try to run him on a purpose-built Jenny deck to try and see if I can keep him sane long enough to enjoy that sweet, sweet 4 (or 5 with Lone Wolf) recourses per upkeep. At least Jenny has a not-completely-terrible head of 3 on her shoulders so with a little bit of help from greasy palms she could manage to keep her benefactor from loosing his mind right away.

Teos · 77
I think he works alright with Well Connected already in play - i.e. so you won't be failing that many tests to begin with. If you play him as your final action in a turn, then that's only two turns you need to keep him alive for before he's hasn't cost you any resources (so you can take one fail across those and he still lives). When you think of it like that he's not so bad IMO (not strong, sure, but not as bad as people think he is). — HungryColquhoun · 16625
"He maybe won't die before he pays off" is a tough ask for the best slot. OR pay $1 more for free moves and +1 Agility. — MrGoldbee · 1559
Marcus is like the worst class ally in the game: even Henry Wan has a niche with blurse — HeroesOfTomorrow · 93
@MrGoldBee usually though you want to build and not spend money on a Well Connected deck. 4 resources is a big hole to fill, especially with Andre who doesn't have particularly good card draw (it's not like Wini where you could feasibly cycle your econ cards and so rack up cash easily). If you consider him 0 resource cost 1/1 soak (i.e. you take one fail on the chin) which I think he tends to, I think people would go for that personally on a big money deck (obviously I did, haha!). I also think Olivier maybe adds less value to Andre (as Lockpicks are once per turn, and Thieves' Kit run out of supplies - so it's running down the clock on these faster and then likely you don't have anything to replace them with given the bad card draw issue). All of this makes the picture less well cut on standard difficulty (no one every agrees with me on Marcus around this point though, haha!). — HungryColquhoun · 16625
(*ever agrees, and re. running the clock down on your supply assets if you're saving a move action with Olivier then you're usually gobbling through supplies on Thieves' Kit more quickly, and then will often not have something to replace them with due to the lacklustre card draw). — HungryColquhoun · 16625
Paint the Town Red

Chapter 2 review

Paint the Town Red is a resource economy card, and it also allows you to pull out enemies from the encounter deck (e.g. to fish for a victory point enemy). It's a Parley event so you can use it with an enemy engaged without an attack of opportunity (though why you'd want to I don't know). It also has a and icon, so it's somewhat useful to commit.

For me the only use case for this currently in Chapter 2 is Dexter, and only if you're just using the core box with no starter decks, and only if you're looking to target Bat Horror. Dexter's assets tend to be expensive, so extra resources are appreciated, and with the Bat Horror's 4 health you get 4 resources (and then as it's elusive you can shoo it with an attack action). This gives 2 resources per action spent vs. Emergency Cache's 3 (and even then, you need to not care about a Bat Horror running around for the remainder of the scenario...).

For most other 3 health enemies (Hellhound or Mutated Experiment) then you're then at 1.5 resources per action assuming you have Shadowmeld to get away from the enemy or upgraded Cosmic Flame to kill them in one - and even then I'd say keeping charges on these tends to be more valuable than netting 1 resource. Note for Rogue Gangster he will lose you a resource when he engages, so he's not a suitable target for this.

The resource tech in André's starter deck (e.g. Out the Door, "Watch this!"), or even Spiritual Charm from Marie's deck if thinking of Dexter, make this totally and utterly redundant for me.

Conclusions: Aside the very (very) niche use-case I described, this is one of the most binder fodder-worthy cards I've ever seen! Generally new enemies = bad, and you should not be trying to draw them without a stronger incentive (e.g. Stalk Prey is an example of a good incentive). Unless FFG give us more incentives to pull enemies out of the encounter deck in later campaigns then I just don't see a use for this, and even then usually enemies like this come out of the encounter deck sooner or later without help. Easily the worst card in Chapter 2 for me, and it's not even close!

HungryColquhoun · 16625
Augur of Elokoss

Chapter 2 review

It appears 3 XP is the new benchmark for clue compression events outside the Seeker class, with other examples including Stakeout and Right Under Their Noses. For me, I don't actually mind this XP pricing - I think in Chapter 1 clue compression was by and large too easy (e.g. compare to 0 XP Read the Signs), so putting a sizeable XP price tag on compression is a nice balancing effect.

Even so, there's plenty of other cards Mystics want, so is this worth it with respect to the wider Chapter 2 card pool? To that I say... maybe. For one, it gives you a very good chance to crack a high shroud location by adding to for the investigation - and once you pass that test then you get two clues off the location. 2 resources doesn't seem too steep for this effect.

The extra "if" effect I see as icing on the cake, and there are some nasty new Hex (Langour) and Terror (Unspeakable Truths) treacheries in the core it can target (while also able to target relevant treachery weaknesses such as Pursued). There are enablers of this in the Mystic kit (e.g. Premonition, Sacrificial Doll, Mask of Silenus), with Premonition being the lowest effort of the three. I don't think you necessarily need to trigger this effect for Augur to worthy however.

In terms of close competition, there's upgraded Second Sight. I tend to find this a bit expensive for what it is, as it doesn't net you more clues than basic Second Sight. The benefit of Augur is it will actually make your Second Sight charges go further, so I'd say it's complementary. For synergy, there is Ritual Dagger - but as it shuffles the event back into your deck you need someone who can rattle through their deck quickly to make this work (e.g. Marie Lambeau).

Conclusions: It's worth consideration on Mystic decks focused on clue-finding, and/or for an event focused deck with Ritual Dagger. Otherwise, it's probably worth a miss on most decks (and it's not worth it at all on decks using the a wider legacy card pool).

HungryColquhoun · 16625
Scrape By

Special shoutout this card is extremely good in campaigns that load the chaos bag with really bad symbol tokens especially late in the campaign. For example, Scarlet Keys will give you 4-5 Cultist tokens and those can be as high as -5.

tactis · 23
Cosmic Evils

This is a great design, it offers a way to avoid the doom but the alternative to it is properly costly, ppl need to actually think carefully what the better option is, and the answer to that won't always be the same, it will change based on the moment you draw the card, which scenario you are playing, which investigator you are playing, how your deck is built etc.