As mentioned by toddwords, this card is expensive at 2 resources. The 5 XP version is amazing but only if you have that much XP available to spend. I sometimes wish there was an intermediate XP version and now there is - sort of: Parallel Fates. Of course, not every investigator with access to No Stone Unturned has access to Parallel Fates and taking Parallel Fates won't get you any credit toward No Stone Unturned but it is an interesting upgrade to consider.
The real competition here is with Emergency Cache. Both provide a base of 3 resources and cost 2 XP. Emergency Cache guarantees you a card draw. This card doesn't give you a card draw but provides three possible alternative benefits:
- An extra resource if you have a very large hand.
- An extra action if you draw it during your turn (since you don't have to spend one to play it)
- Icons if you can't/don't want to use it for resources. None of those benefits are guaranteed. An action is better than a card draw but you'll have to judge the probability that you'll draw this card during your turn based on your deck. When in doubt, I think Emergency Cache still wins.
What does "surviving" mean here? Do you take trauma if you resigned? What if you had already been defeated (defeated does not equal killed)? I really wish that reviews did not require 200 characters.
Some desk and upgrade planning is required. But this card can be so insanely amazing and fun with Double, Double. It's probably one of the strongest card to double, it seems to me.
A way to make this combo work with ease-
- pick Jenny Barnes
- fill your splash with various permanent colours (ex. Geared Up, Down the Rabbit Hole, Forced Learning or even Shrewd Analysis, etc.)
- buy Double, Double. Pray that you draw it. Use LCC or LCC lv. 3 to find it, etc. Buy CFB.)
- enjoy the doubling effects! Enjoy the whooping gang effects of move 2x, deal 2 damages, discover 2 clues (both can be from different locations), heal 2x horrors and damages for $2 and an action.
Another way for Rogue to get their colour synergy going is for course to upgrade to Bruiser, Crafty and/or Antiquary. Getting the mystic synergy is probably must difficult for most Rogue. Some Rogue build wants neither Antiquary nor Blur.
Well this is at least a 12xp combo. So, ya, it better to be pretty great.
"A player controls the cards located in his or her out-of-play game areas (such as the hand, deck, discard pile)." Core rule book page 16
So this card is not actually difficult to activate at all, but insanely easy. You need one copy of a multi-class card that does not remove itself from the game. Or take an extra couple of seconds to think about deck construction with the Dunwhich investigators' 5 lvl 0 cards of any class deckbuilding option. Or play an investigator who gets to build cards for his deck based off traits.
Fully activated this card is one of the best in the game, measured in action economy, effect per card draw/resource, or value for experience, in all metrics this card is among the best.
After having realized this I doubt I'll end up playing many decks that don't feature the synergy cards ever again.