Medical Texts

This card, already struggling on release for anyone who wasn't Daisy, seems basically dead now. There are just so many other tomes and actions to take that seem more interesting and/or useful, even for Daisy. In a recent Card of the Day on Reddit over 40 different comments found slightly different ways to state how little they thought of this card. (Apologies to those just getting into the game, to whom probably none of this will apply.)

To me, this calls for an intervention.

My challenge: either legitimately come up for a decent use for the card as-is and make or have made a deck with it, or (more likely?) come up with a redesign.

I'll start with a redesign:

Action: Choose an investigator at your location and test [book (3)]. If you succeed, move 1 damage from that investigator to an enemy at your location. If you fail, move 1 damage from that investigator to an ally at your location. "Physician, heal thyself"

I'm not going to say it's any good, but it's much more interesting! Please critique, but the rule is, if you do, you have to propose your own!

I mean, you’re just describing forbidden Tome, which requires a scenario of work to get, more XP, more cost, and more actions — MrGoldbee · 1484
I agree the card is pretty trash, even at the time of release. This is atypical since many of the core set cards are excellent, even if they see less play (drawn to the flame for example). The benefit to medical text is the use is unlimited, but it's severely punished for this by having a test of 2 (which isn't high but seriously) and an extremely adverse consequence if you fail/autofail. Redesign is somewhat hindsight 20/20 though so I think for me, I'd suggest an upgrade. 2 xp, intellect test of 1 and remove the possibility of it damaging on a fail and replace it with the ability to heal ally assets as well. Daisy would love it. Even now, I think it's among her better healing cards especially if she's a dedicated healer as it can be a free action for her. — LaRoix · 1646
I like LaRoix suggestion. Here's one I was mulling over until I saw LaRoix's: action - heal 2 damage. Draw a token. If it's a bad stuff token, only heal one damage. — jdk5143 · 98
How about --> Heal 1 Damage. Test Intelect (2). If you pass, heal an additional damage. If you draw an icon token, take 1 Horror. Have you ever tried to sew a wound shut while consulting a book? I know medical librarians who have... stories. — LivefromBenefitSt · 1083
Once upon a time this and Old Book of Lore were the only level 0 tomes, and if Daisy was having trouble drawing the latter this was an okay substitute. If we ever see Vincent Lee get printed, who would most likely have an ability that procs on healing damage, this card might find its forever home. — MiskatonicFrosh · 344
Here's a big brain combo: intentionally fail the test to deal the final point of damage to an ally who has Cheat Death so that they can discard all the treacheries in their threat area. — Zinjanthropus · 229
I'm sorry @MrGoldbee, you earn a tentacle demerit since you did not follow the rules. — iguanaDitty · 5
I like everyone's approaches. One thing I liked about the original is the negative consequence if you fail, so extra points to @Zinjanthropus for coming up with a far-fetched combo. — iguanaDitty · 5
Blessed Blade

Fancy duelists might kill me, but this is an offhanded blade. Unless multiple people are filling the bag with bless tokens every turn, your odds won’t go above ~40% of getting that extra damage. But if you’re a guardian with a gun or mystic blade, Yorrick with an axe, or have vicious blows...You can finish off an enemy and make the world just a little bit easier to deal with, every turn.

And if you’re rocking ancient covenant somewhere on the team, you make the world even better for yourself. When the bag is good, you can start out with the blade as a first hit, hope for the bonus damage, and strike again to replace the token.

Can’t wait to see the upgraded version.

MrGoldbee · 1484
I agree that this is kind of sub par. Offhand/support weapon feels right, although with meat cleaver or survival knife there are already options. Support Mary is probably the best place for this to go, in a 4-hand game with enough chaff to kill. — SGPrometheus · 841
You either go into fully blessed-base build and hope to draw bless say 1 in 2 attacks so this effectively deals 1.5dmg while adding bless tokens to the bag at lvl 0 or use it as you described as an interesting off-hand. I haven't thought about the 2nd use, so kudos! — Eruantalon · 104
No upgrade! :0 — MrGoldbee · 1484
Predestined

This is a failure card that the queen of failure, Stella, only wants in certain circumstances.

Here’s when it’s most useful:

-You’re playing with characters who put a lot of curse tokens in the bag,

-You’re in a big group and other people will be using the bag enough to drain the blesses;

-It’s your third action and your fourth action won’t involve a skill test. (Maybe you’re doing a track shoes test with drawing thin.)

Probably not the best pick, but Silas can make good use of this card. Throw it in with another card at a skill check. If you succeed, take back the predestined. If you fail, take back that useful skill card. With ancient covenant, each of those tokens might be a future success. Predestiny indeed.

MrGoldbee · 1484
This card pairs nicely with the Survivor Grisly totem if you can find a way to guarantee failure — dlikos · 160
Agnes Baker

Since the reviews of this character were close to the game's release, they don’t mention the absolute perfect partner for Agnes: Carolyn Fern. In a duo that’s closer to a psych study than an adventuring party, the waitress can take horror four times a turn and the therapist can keep up and grow rich. (Every phase? Yes, because of the quick trigger of forbidden knowledge, and the fact you can have two. As well as pain pills. Of course, you won’t have to do this every turn unless you have a truly wretched encounter deck, bonded enemies, and weaknesses that spawn foes.)

If you’re going this route, ancient stones and solemn vows, as well as the big man on campus, allow a tremendous amount of healing. The new book of psalms means you can even fill the bag with beneficial tokens while getting paid.

It’s a breath of fresh air if you’ve ever played Agnes before, being torn between the horror you get from the encounter deck, shriveling, and enemies, and your natural urge to use your power. Send your foes packing as you spin into your delusions of being an ancient witch from an era undreamed of.

(For a really nifty combo, you can use dark horse and the resources Carolyn gives you to play costly cards on your turn, and get plus one versus anything in the encounter deck. It also gives you an outside chance of passing agility checks, which most campaigns have a few of.)

The duo can easily become a trio or quartet, but fill your ranks with saner investigators. You’re going to need a lot of personalized attention, and remember a therapist’s hour only lasts 50 minutes.

MrGoldbee · 1484
I'm running these two right now! My Carolyn deck took a couple scenarios to really get going but has ramped up significantly after stick to the plan and some xp healing items like Ancient Stone. — iguanaDitty · 5
Dont forget you can get two Ancient Stones for the price of 1 on Carolyn with Shrewd Analysis, since she only has one legal upgrade target! — Death by Chocolate · 1488
Glowing Eyes

Clarification from FFG regarding the definition of "threat area":

Question: Are encounter cards which are attached to one of your player cards (like for example Threads) of Reality) also considered to be in your Threat Area?

Answer: Encounter cards attached to cards in your play area (or locations, or to your investigator itself) are not considered to be in your threat area. Generally speaking, the only cards that are in your threat area are enemies engaged with you and cards that are explicitly added to your threat area by a card effect.

Jeko · 14
... and cards attached _to_ enemies engaged with you, presumably? — Tamsk · 1
They did say "Generally speaking". I can't imagine where else those would be. Permanent treacheries seem to be in the threat area as well (but are only explicitly added there the first time). — Yenreb · 15
Yeah, cards attached to enemies in your threat area are probably also considered to be in your threat area as well. — Jeko · 14
Hello! Can you share and forward the official ruling email (including questions and answers) you received to drawntotheflamepodcast@gmail.com? This is the mailbox of Frank, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1