Nihilism

Note that unlike many abilities that are resolve when you reveal certain tokens during skill tests, Nihilism's Forced ability, as far as I understand it, occurs even if you reveal, cancel, or ignore tokens outside of skill tests.

This means that Nihilism's Forced ability would also occur when you reveal, cancel, or ignore 's during play of cards like Hypnotic Gaze, Voice of Ra, and also during certain location/agenda/treachery effects that don't involve tests (example: Clover Club Cardroom).

iceysnowman · 164
Spot on my friend. — LaRoix · 1646
It should also be noted that Nihilism has another line of text not shown here: "[action][action]: Discard Nihilism." So while it's still annoying, it is possible to get rid of it. — SGPrometheus · 847
Although, losing 2/3 of a turn can be brutal, especially playing Solo. At least you can control it to some degree. — LivefromBenefitSt · 1091
I tend to always ignore it. Granted, if you are playing Jacqueline Fine or any deck utilizing Olive McBride it might be hard to do that. — AlderSign · 416
Dumb Luck

The Level-0 version of this card fills a weird, uncomfortable space, because, unlike its siblings Oops! and "Look what I found!", not every investigator wants to Evade. You either lean into it (like, say, Rita) or you just don't bother (most Guardians, but Leo for sure), and, while the last few cycles have made Evade a much more attractive option than in Core Set days, it's a "sometimes snack" for most investigators, so jankery around failing isn't so attractive. Besides, the effect, a one turn escape, was really situational, especially in Solo.

But... this card. The "fail within 3" makes it suddenly much more attractive as a clutch card for eligible low investigators. Outside of Patrice, who can't hold onto it for the perfect time, any other Survivor might want it for that annoying enemy which is hard to either Evade or Kill (I am looking at you, Conglomeration of Spheres. Moving the Enemy to the bottom of the Encounter Deck is a huge upgrade, since you are likely to avoid the Enemy for the rest of the scenario (although shuffling the Encounter Discard Pile into the Encounter Deck reduces the effectiveness a bit, and seems a bit more common in recent scenarios).

Outside of Survivor, who might like this? Agnes has better options for XP, while Tommy probably wants to hit (or get hit) rather than Evade, and I'm not sure Preston can land this often enough to be worth the XP. I think Minh might like it as a safety card, although she has a lot of other options.

I feel like most enemies are 2 or 3 agility, so I think Preston could get the L2 to trigger pretty reliably. You can't go less than zero after all. I suppose he could also take Stealth to combo with it (like you can do with Flashlight and LWIF). Not sure what kind of janky Preston deck that would be, but it is an option. — Zinjanthropus · 231
Yeah, it's possible, but are those enemies that Presnton wants to desperately see stuck back in the Encounter Deck as opposed to just killing? Maybe if he was getting mobbed by enemies? — LivefromBenefitSt · 1091
An enemy at the bottom of the encounter deck is nearly as good as an enemy in the discard pile, and just as good if the encounter discard pile was getting shuffled back in before the deck would be drawn through anyway. — Yenreb · 15
I'd strongly consider this for Minh in TFA. Pit Vipers can wreck her campaign, and have an evade of 3--right in the sweet spot for this card--and there's bound to be a time when she's separated from the Guardian for a little while. And if she doesn't need to play it, in Minh's hands it's 3 agility or 2 will pips committed against a treachery. — Pinchers · 133
In the meanwhile Patrice CAN hold on to it via Katja Eastbank, making this card a solid counter against the Watcher from Another Dimension. — AlderSign · 416
Caught Red-Handed

I love how this card interacts with one of Finn Edwards best assets: Pickpocketing. You evaded an enemy and now you get a draw? Yaaay! Oh no, you got Caught Red-Handed. Not only do you lose the draw, your evade was wasted too. And since 90% there won't be another enemy near, Caught Red-Handed gets shuffled back into the deck. Awch!

Of course, the more people you play with, the more chance there is that there will be a hunter enemy at a connecting location. But even though I play most my games with 3, I've found that hunter enemies appear at connecting locations quite infrequently (since you want to kill those ASAP). And then you need to draw Caught Red-Handed at that exact moment to get rid of it.

I like (and hate) this weakness because it really makes you think whether it's truly worth risking that draw from Pickpocketing, especially if multiple enemies are exhausted. An easy way to get rid of this weakness is good old Mr. "Rook", being able to move away from the hunter enemy and exactly time drawing your weakness. However, it does take one of Finn's valuable Seeker/Survivor slots, and competes as an ally slot with the very important Peter Sylvestre (as Finn takes more horror than most with his low Willpower).

Nenananas · 271
For me Mr Rook is disposable, i wouldn't count him as occupying your ally slot. At the latest when his secrets are used i either replace him or i assign the final damage/ horror. — Django · 5163
Because Caught Red Handed actually moves an enemy toward you it can actually save you an action to move and/or engage an enemy if you're intentionally drawing it with Rook — Zinjanthropus · 231
It's a pretty gentle weakness as these things go, I think. If you draw in it in upkeep it doesn't do anything by definition because the enemies have just readied, and even if you draw it in your turn it typically wastes an action at most. It's only really dangerous in situations where there are more enemies at your location than you can safely re-evade or there's a hunter boss you're trying to do something clever with. And even in those situations it maybe just means you get attacked by an enemy or two. There are much worse worst-case-scenario results from signature weaknesses , lol. Even Tony's Quarry, which I think is also pretty tame, can cost you a whole round's worth time, if you draw it in the upkeep where the agenda is And it can even be helpful from time to time. If you've evaded a hunter enemy and moved away, (Vengeance enemies in TFA , for instance) it can attract it to you so you can evade it again w/o doubling back or getting attacked. And it's always funny when the hunter enemy it attracts is another weakness enemy with Prey : Someone else only and it can't do anything to Finn xD — bee123 · 31
I agree with your review. I have intentionally decided not to trigger Pickpocketing at times because I could not risk drawing this weakness (and didn't have time to do additional evades during my turn). — iceysnowman · 164
Glory

It’s unfortunate that much of Nathan’s deck is too niche to be used in anyone other than Nathan. Glory is the shining exception to that rule. Guardians have been absolutely starved of any card draw whatsoever- Seekers have tons, Rogues get it on oversuccess, Mystics have Arcane Initiate, and Survivors get it on failure. While Glory wont be enough to carry the class on its own, it’s a good step in the right direction. I personally see myself taking this in basically anyone that can take it and can reasonably kill enemies. Tony Morgan in particular now has a strong reason to choose Guardian as his subclass, where previously Survivor seemed to be the significantly better choice in terms of economy.

StyxTBeuford · 13051
I agree. This is going to be in a lot of Guardian decks now. Tony Morgan seems like an interesting choice to mention though since he has LCC or my new favorite (because it is usable) Decorated Skull with Haste (fight, fight --> actionless collect resource/card with Haste). This is another Guardian card that combos with Crystallizer of Dreams with double INT icons though. — The Lynx · 999
Am i missing something? Aren't you essentially just turning a single resource into a single card? You draw two cards, one to replace this card and another net new card... but this costs 1 resource which is the standard "cost" associated with drawing a card. — Tetlow · 1
@Tetlow you are right, but it is important to note 2 things: 1) Guardian card pools are terribly lacking drawing options when not built-in like Mark. This card is one of the only option that helps to go through your deck to dig your key assets. 2) Guardians are more than others relying on few assets to do their job, weapons for example. And they also often run out of Ammo, needing even more draw. That's why Prepared for the worst is a staple. This card here is thinning your deck, making it more likely for you to draw your key assets earlier in the scenario. Other universal deck thinning cards are for example Tempt Fate that costs nothing, uses one card and draws one. Glory is here simply better in case you are desperately trying to add some draw. — Valentin1331 · 80209
Arrogance

One of the least harmful investigator weaknesses in the game, if not the least harmful. It's comparable to Rex's Curse in that it only causes you to fail one test before you get rid of it. Two big differences though:

  • You only get rid of Rex's Curse if you would've succeeded. Arrogance is removed even if you wouldn't have succeeded without Arrogance anyway.
  • Arrogance isn't shuffled back into the deck after getting rid of it.

The only real annoyance is with all the "Succeed by X" cards, but that's a minor issue really. One Willpower test in the Mythos phase (which are plentiful) and you're already free from Arrogance. I really feel like they forget a sentence where it is shuffled back into your deck after getting rid of it (similar to Rex's Curse). Also would make it hurt more because Winifred Habbamock inherently draws a lot, making her lose valuable draws in the process.

UPDATE 17/09/2020: Fun interaction: while you must commit Arrogance to each skill test YOU perform, nothing prevents you from commiting it to other Investigators' skill tests. Have Stella in your team and this card literally becomes a joke.

Nenananas · 271
If it shuffled back in, Wini would have quickly dropped from being one of the best Rogues to one of the worst. It’s tame, but it’s not like because it’s so tame it makes Wini brokenly powerful. — StyxTBeuford · 13051
I agree that it is quite tame. The effect of this card is similar to Haunted, except you need to fail a test instead of using two actions to clear it; failing a test is usually easier IMO. — iceysnowman · 164
I would also add that I've run into many situations where I could continue to succeed-by whatever even with arrogance in hand for turns at a time (until drawing an autofail). -1 doesn't make that much of a difference if you're commiting like 3 or 4 cards to every test anyway. It is annoying the way that it clutters up your hand, though. — Zinjanthropus · 231
Investigators with low willpower intentionally get weak weaknesses since they're at the mercy of every other thing in the game that test willpower, like the encounter deck. — toastsushi · 74
I hadn’t put that together, you might be on to something. That said, Wini suffers from her 1 will less than even some 2 will gators. Just by virtue of how you build her deck, will tests are not entirely forgone. — StyxTBeuford · 13051
Good point @StyxTBeuford, although I do believe an investigator with as much power potetional as Wini deserves a harsher weakness than what she got, but I agree that shuffling back into the deck might be a bit too harsh. @toastsushi very interesting, I hadn't thought about it like that, although I do think Finn's Caught Red-handed is quite harmful. — Nenananas · 271