Blur

Blur (4) for Mystics :

Let's compare to its main competitor: Mists of R'lyeh.

• Blur doesn't spend a charge spends charges to Evade only on success and provides extra actions. Blur has the capacity to kill most investigators if you decide to spend charges 1 by 1. often have pretty low Health and therefore it can be a dangerous game. The best way to mitigate it is either to know exactly your token pool: if there are -3 and -5 tokens in the chaos bag and you test at +4 or +6, you make sure that there is no risk for you. Mind the symbols tokens though.

• Mists of R'lyeh is the same price, has 1 more Charge (which compensates more or less the fact that Blur spends only on success) and gives you one extra skill value (+3 ). The extra action is less flexible: you may want to Evade and then Investigate rather than move immediately. The negative potential can be much more likely to happen but is often less problematic as you often run 2 copies of each of your cards.

Conclusion: Blur (4) is for with high that are sure to oversucceed every time, and Mists of R'lyeh (4) gives you higher chances of success, but the downside happens more often though I'd rather throw away crucial cards than die.

Blur (4) for Rogues :

Except Sefina Rousseau, most rogues have a low and use their to evade. So why would they use this card to use their to evade when they can do it normally?

Blur costs 4 actions: 1 Play action, 1 Draw Action and 2 Resource actions and brings you back 4 actions via its 4 charges. It is therefore break even. That enters the category of deck fillers, this one being rather expensive though.

The positive side is: it provides you 2 to 4 Unexpected Courage for Evasion tests. It also gives you a bit of flexibility by choosing the number of extra actions you need for example in case of a location that you do not want to finish your turn in, but throwing 2 charges in one go is a waste of the boost of skill value.

The negative side is: you may take 2 damages per use. 4 charges means that this card has the potential to kill any investigator that can take it if they have no soak.

Interestingly enough, Knight of Swords can protect you from the negative part of both Blur (1) Blur (4), but for that price and that amount of XP, I'd rather play Hot Streak, The Moon • XVIII and Trench Coat to have the same bonus, with soak instead of damage risk.

TL;DR: I think that Blur (4) is a very niche card that will most likely not be used in decks because 4 XP for break even is really too much. For , if you really lack Drawing, it can be an alternative to Mists of R'lyeh, but based on most Mystic's low health, I don't think it's going to see a lot of uses either.

Valentin1331 · 80265
You should spend a charge if you succeed; the effect without "may" word have to be resolved if it can. Of course, blur is more flexible since you don't spend a charge if you fail. — elkeinkrad · 498
Alright indeed that is good to know and I will edit my review to prevent misuse of this card. That also makes Blur significantly less attractive — Valentin1331 · 80265
I know you can exchange actions for cards or resources, but that doesn’t mean that every resource and card costs an action. You probably start the game with five of both. Every investigator draws at least one card and and gains at least one resource per round. Those don’t cost actions. Furthermore, you fail to account for the timing of actions. Blur gives you extra actions on turns where you have to evade an enemy, and actions on turns with enemies in play are generally more valuable than the actions you might consider turning into draw or resource. I agree that this card feels overcosted but to call it merely breakeven you must be using gold pocket watch to skip the upkeep phase. — bug_man · 4
To say that it costs Rouges 4 actions because it costs two resources really fails to tack into account the strength of Rouge's economy. — PanicMoon · 2
Counting actions, cards, and resources as 1 to 1 equivalent in value seems pretty off to me. — RexMars · 2
Down the Rabbit Hole

I notice that a lot of the discussion I see about this is in regards to actually gaining XP from Down the Rabbit Hole (DtRH), but I think it has more to offer than that.

DtRH offers more than just some savings on XP, and I think the important thing to realize here is that you don't need to have a net positive XP gain, or even net 0. I'm of the opinion that this card is amazingly good even when it costs you XP. That might seem counter intuitive, but I prefer to look at this as acceleration for your deck's power at the start of the campaign. If it saves you XP on (for example) the first three scenarios, and you don't go negative until scenario 5 or 6, that means you're above the XP curve on 5 of the 8 scenarios, and only below for the last 2 or 3.

I think this is an amazing advantage of DtRH, since Arkham is a game where a lot of the difficulty is in the early scenarios, before your deck has all of the cards that it needs, and thus where you have more limited options. Additionally, early game XP means you're better equipped to take all the XP from those early scenarios, which means you indirectly get even more XP from DtRH. This means you can snowball into the late game with XP for your entire party, and with several good scenario resolutions under your belt.

This is opposed to the late game, where you probably already have a solid deck, and so can afford to take a penalty on the cards you purchase because you're going to feel that a lot less. Another way to look at this is that getting +1 or +2 XP when you only have ~10-20 XP is a %10 increase, where as in the late game where you can have 60+ XP, the penalty of +1 XP per card is just a lower percent of that.

In the end, I see this card as not being too dissimilar to early promoting in Fire Emblem. You're trading your potential late game power for an early game advantage. I think in Arkham (as in the Fire Emblem games I've played) that's a trade that will work out better for you in the long run.

Whimsical · 43
Couldn't you just use it at first for the free xp and then get rid of it? I mean, I know it says "permanent" but that just means it doesn't take a deck slot. But it's still a part of your deck. You're not obligated to keep any card in your deck right? Can't you change them however you like? — cabalpaxiarch · 145
@cabalpaxiarch, I found an entry in Charon's Obol's FAQ which explains why Permanents cannot be taken out of a deck once added: "Q: If I purchase a permanent card for my deck, like Charon's Obol, can I later remove it from my deck? A: Not unless an effect explicitly allows you to do so. Generally cards are only removed from your deck if you purchase a new card and must swap out an existing card in order to reach your investigator’s deck size. However, since Permanent cards do not count towards your deck size, they cannot be swapped out in this way. There is no rule which allows you to remove cards from your deck at will. - FAQ, v.1.3, May 2018" — PaulSharke · 1
Parallel Fates

Apart from the straightforward uses for encounter-deck-mitigation and card-selection, this is a fantastic tool for letting Lola Hayes mitigate her (potentially crippling) weakness, especially if her deck is low-cycling. If you see 6 non-weakness cards---great, you know you can sit in any class safely for your next 5 turns! If you see one of her weaknesses, make note of where you put it, and then be sure to switch classes to something with no assets out just in time to draw it.

Compared to Scroll of Secrets (3, seeker version), this gives slightly fewer safe draws (5 vs 6), can't be tutored by Research Librarian, and doesn't auto-discard weaknesses it finds, but is much more flexible in what roles Lola can sit in (you aren't locked into swapping back and forth with Seeker continually), doesn't take a hand slot, and can be played on Lola by a friendly mystic, not just by yourself.

Sledgehammer

I can't match how entertaining the other review on this weapon is, but I do want to chime in and say that this doesn't actually look that bad, if a bit on the bland side. When a person building a fighting-focused deck looks at this, they (rightfully) go "meh, I can do better than +1 damage per action." That said, this is a very solid weapon for the fighter who doesn't care that much about fighting, but is still expected to do it:

Leo Anderson wants to do ally shenanigans, but definitely wouldn't mind a solid (cheap!) weapon for smashing little fellows, and he can still put his back into it for bosses.

Roland Banks (particularly Parallel Front Roland playing with Due Diligance) might feel like focusing a little more into his investigative side, but would want a damage boost to murder nuisances who get in his way.

Tommy Muldoon, if he's playing a tank role for his teammates in a multiplayer game, or is investing his time and effort into working Agency Backup.

Silas or Daniela are less likely to go for it, but it's still an option for some builds for them. Basically any time you're going to be building most of your deck around something that isn't fighting, but still have 4+ fight and would rather smash things than run from them, this is a solid choice, if you can stomach the xp cost. Like Fire Extinguisher (3), getting consistent +1 damage on an unlimited use weapon at 3 resources is a steal, and this also lets you get in on the big fights without any further investment.

Malafar · 12
On the other hand, it's 3 xp, 1 resource, and a hand slot more expensive than Taboo Machete, just to make the +1 damage unconditional and give you a second option you probably don't want to use too often. And, I guess, to give Survivors access to it. — Thatwasademo · 58
Joey "The Rat" Vigil

Now that we have an investigator that is Items oriented and has access to The Rat, it is maybe time for another review of the #1.

The first ability is here icing on the cake, we can play another Item , but with Bob Jenkins' passive, we will not need it that much. The only 2 cases when I've found it useful was to play an Item when I was engaged with an enemy and I didn't want to trigger an AoO, or to play Leather Coat/Cherished Keepsake fast for 1 resource right after pulling a scary Encounter Card that involves a test ( for example) to absorb the potential failure.

However, the 2nd ability is a must-have for Bob. It is simple to understand: Empty your Flashlight, your .18 Derringer, your Eon Chart and sell them to Mr Vigil. Then go and Scavenge his hiding place to get them back, play them with your Passive and here you go for another round while having paid for the costs of replaying them. Bonus for Eon Chart that you can use, discard, scavenge and use again in the same round.

This can also work in case you do not have any Item to play with your Passive and you want to turn this un-used action into cash: Play Leather Coat/Cherished Keepsake using your Passive action an throw it immediately. Use Scavenging to get it back during a round when you don't need to scavenge anything else and you're ready to go again.

Finally, there is another series of cards that is worth looking at when considering Joey "The Rat" Vigil: the self-discarding type. We can split them into 2 categories, the ones that involve a test and the ones that do not. If a test is involved during the action that would self-discard the Item, then you have a window to use The Rat before the card self-discards. Other cards do not allow you to do so.

Here's a list of all the cards available to Bob:

Backpack/Schoffner's Catalogue: NO - no Player Window when playing an Item

Bandages: NO

Baseball Bat/Lockpicks: NO - no Player Window after ST.3 Reveal Chaos Token

Gravedigger's Shovel/Lantern/Knife/Tennessee Sour Mash: NO - discard is part of the cost

Old Keyring: YES

Talisman of Protection: NO

Colt Vest Pocket/Colt Vest Pocket (2): YES

That is not a lot of cards, but that means that Old Keyring is now as interesting as Flashlight and Bob Jenkins should most likely run both, the Old Keyring on 4+ shroud locations and the Flashlight on less than 3 shroud locations. Colt Vest Pocket is also amazing as you can play it in advance, and whenever you use it, you get your money back right after. This combo makes it the #1 defensive weapon for Bob.

So what about Bob Jenkins and Joey "The Rat" Vigil? They seem like the best buddies to travel to the Edge of the Earth. Bring Dario El-Amin and Leo De Luca in the loop and you have the best undercover criminal gang in the continent.

Valentin1331 · 80265
Always thought it was VIRGIL. Whoops. — MrGoldbee · 1493
Why do you think you can use The Rat after spending the 2nd charge from an Old Keyring? Are you sacing the keys in the player window between ST.2 and ST.3? Doesn't that seem kind of ... early? Do the keys have to be in play to successfully resolve way down in ST.7? — MrWeasely · 42
I agree. I believe the Old Keyring sacs itself upon having no keys on it before you're able to trigger Joey's fast action. — kphamtimmy · 1
Schoffner's works perfectly - just spend 1 less secret. Schoffner's is a free extra dollar with rizzo — Lailah · 1
Ad Old Keyring: You can trigger Joey's fast action in the player window before ST.3 during a skill test in which you reduce the shroud to 0 (i.e. knowing you will most likely succeed). They keys are only spent during ST.6. — AlderSign · 416