Eye of the Djinn

Even if you're not using or mechanics, Eye of the Djinn is a pretty cool card.

At worst this is a 1/turn buff that takes one skill to 5, generally a buff of +2 or more, nearly a Physical Training except it goes for all the stats. It's a great way to brute force scenario-specific tests (for example Parlay's, which usually ask for , not a strong suite), use it to force a clutch evade or an elusive clue, land an event like Followed or Slip Away. This thing does brick a good slot, but the bonus you gain especially with XP allies in place lets you hit really impressive numbers to snag some clues and hit some punches.

So, at the steep cost of 4 xp, I've probably established that this is a perfectly playable card, but here's the kicker, if anybody is playing either or both of or , this thing may get a heap better. More actions, more bonuses! It's a bit unpredictable (actually, it's very unpredictable!) but bonuses, are bonuses! the dependability of the base card is'nt made any worse by the unpredictability of the random boosts. Go with the flow, and if it's boosts you want, grab Favor of the Moon and/or Favor of the Sun and just brute force the bonuses whenever you like!

On the note of Eye of the Djinn and Favor of the Moon specifically, you can actually simultaneously generate bonus actions and resources under controlled circumstances, testing something like a 1-shroud location for clues while speeding yourself up, "Skids" O'Toole's paralell money generation test, the test on Liquid Courage. That's really rather epic!

The only real reasons not to play this card in a deck, is the hand slot and 4XP, both of which are steep prices for a 1-off card, 1-off's allways run that risk of not showing up in a scenario, you might have filled your hand slots at that time, and if Eye of the Djinn shows up in the last few turns of a game, like drawing a Physical Training or similar value-generating cards, it's just too late.

Tsuruki23 · 2568
It's pretty good even with just Olive McBride, though the Favors take it to a whole other level. It's also pretty wild in parallel Skids. Use it with favors on his zappyboi to net actions. He has really good generation for both bless and curse as well. — Zinjanthropus · 229

Fey

Fey

A large 3-icon skill card with no conditions but also no straight buffs, for 1 XP it's a little underwhelming.

2 and 1 means that it's a perfectly good defensive bulwark card, although in most decks you'dd probably rather have a Guts, in-faction you'dd probably rather take Inquiring Mind, and for 1 XP it's supposedly as good as Sharp Vision and Brute Force, but I beg to differ.

Once you add curse tokens to a bag. you up the risk factors in a token pull quite a bit, Fey helps you keep up with the risks a bit, brave the odds more safely and every now and then, you can do some combos.

Namely, Gloria Goldberg, Daisy Walker and Luke Robinson can all dip into a build with the cursed spell trio The Eye of Chaos, Armageddon and Shroud of Shadows. There's also the characters dipping into "Lucky" Penny, Eye of the Djinn and other themed payoff mechanics.

I'm not quite seeing it yet. But plying the waters of a 10- deck with a Fey committed feels a lot safer than not, and playing it over and over into test after test sure is going to help you get through all those self-inflicted penalties.

Tsuruki23 · 2568
Pair with Blasphemous Covenant & Favor of the moon. Clean the bag and profit. — MrGoldbee · 1484
Enchant Weapon

One of my favourite new cards, especially useful on high difficulty where test difficulty can get wild.

TL:DR. The straight up 1/turn accuracy boost can be phenomenal and the damage boost is far from shabby.

So, delving into it a bit, 3 cost for a card that is supposed to deal damage, but is'nt actually a usable weapon in of itself, that's steep! There is a lot of opportunity cost here, the two willpower pips make it bearable as a dud because at least it can shield you from treacheries. Also there is the fact that a second copy is, probably, a dud, if you get into the spot where you're equiped with one ecnhanted weapon in each hand youre officially in "win-more" mode.

So, now that I've established that Enchant Weapon is rather bad in vacuum, lets see what good it does. What you get depends on what you've enchanted.

With an inaccurate weapon, .32 Colt or Knuckleduster for example, this thing bridges the gap quite a bit, land the hits, keep moving forward.

With an infinite use weapon like Machete you'll really be able to just keep going and going and going. Commit the Enchant Weapon on your first attack to land one hit, commic a skill card for the second, efficiency!

With a weapon with undependable damage or limited charges, you can nail exactly the damage you need on a case by case basis, killing a 3-health enemy with one .45 Automatic shot, or saving your Enchanted Blade charges against 2 health foes and retaining access to 2 damage hits once the charges run out, or guaranteeing the kill with a Blessed Blade when you're not willing to risk fishing for a . Pump a Lightning Gun to 4 damage and blitz some monsters!

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Usually when you're adding to stuff, you'll only want those cards for the characters with literally maximum , but the multifaceted benefits of Enchant Weapon mean that characters with middling can give this card a fair try, a roundly +3 to fight for Roland Banks or Mark Harrigan, a Becky centric Tommy deck will really love it.

Obviously, a higher makes it a little bit better, Sister Mary becomes a reliable hitter with this in play, with card's like Physical Training to back her deck up you can get a rather dependable Mary combat build once set up.

Finally if you're building a straight up support character, an Enchant Weapon can be played for firendly characters too, Carolyn Fern can pack this and use it to pull out a roundly 3 damage hit with a pistol, or play it on behalf of someone else.

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All in all, I think Enchant Weapon is going to be a relatively common upgrade among character's henceforth, and once in a blue moon you might encounter a Paralell Agnes Baker doing something weird.

Tsuruki23 · 2568
Two enchants for more than 1 fighter. Adds flex. — MrGoldbee · 1484
Enchant Weapon does nothing on Boxing Gloves, they don't have a "Fight" action. — tdctaz · 48
Why not on a sword cane for parallel Agnes ? One fight action a round +10 willpower +1 damage on hard/expert difficulty seems nice to me — LeFricC'estChic · 86
I really like Enchant Weapon with low XP weapons like Hungering Blade (on Zoey right now). That kind of deck is running a bit cheaper (infinite uses on a 3 cost weapon) and you might need the buffs until you get other buffs into play. — The Lynx · 993
Spirit of Humanity

Aside from the obvious blurse synergy and the interactions with investigators that benefit from taking/healing damage (Calvin, Agnes, Tommy, Carolyn), it's easy to miss that this card is a whole lot of damage and horror mitigation on its own. For decks without much soak such as those using On Your Own, Spirit of Humanity can be a one-card solution to neutralize damage and horror from the encounter deck. Best have a way to mitigate or benefit from those curses you'll be adding, though.

suika · 9499
Definitely. OYO was one of the first things that I thought of when I saw Spirit of Humanity. I think it could also be interesting to build an OYO deck that uses SoH to add curse tokens, with Favor of the Moon to increase the odds of failure for use with the Survivor fail events. — Zinjanthropus · 229
Manipulate Destiny

Here's a thought: Is this card actually pretty good with Favor of the Moon and Favor of the Sun? Now you can choose which effect you want to use. 2 testless damage for essentially 0 resources (because you will gain one from Favor of the Moon) is pretty strong. Normally I expect to be paying at least 2 resources for this, and/or have other restrictions attached to it. 2 damage healing for 1 resource is pretty good value, and also a fairly hard-to-come-by effect outside of . Looks kind of tempting for blurse Sefina with her paltry 5 health (though to be fair, Vito is excellent damage soak).

The counterpoints would be that it goes back to being random if you don't have the favors out (though the probabilities will vary depending on the state of the bag), and you might have more valuable things to spend those favors on. Also 2xp is not a negligible cost.

Zinjanthropus · 229