Sacrifice

From my limited testing, this seems a really nifty card. By the mid-game you've probably got resources you want to ditch, such as empty spells like Shrivelling or Mists of R'lyeh, or possibly allies like Arcane Initiate, Alyssa Graham or David Renfield with irritating doom on them that you want to get rid of. Now you can bump them off for fun and profit.

At worst, this is an extra Emergency Cache, but it's best feature is it's flexibility, and it's ability to draw 3 cards. Amnesia or Paranoia just cleaned you out? This can help you recover.

The down sides?

First is that it requires XP - though 1 is reasonable, I think.

Secondly, you need to have an asset to to discard. This is a problem at the start of a game. I would always throw Sacrifice back during a Mulligan. Still, if you do have one early, for mystics icons are usually useful.

Lastly, if we see mystic builds that are very event heavy (Sefina Rousseau) or where they might not want to discard empty assets (Akachi Onyele) then it might not be the card for them.

I think there might also be a combo with Quantum Flux here, too. If you've used all your Shrivelling charges, you can use Sacrifice to push it into the discard pile, and then Quantum flux to pull it back to the draw pile. That feels quite a lot of work, though...

AndyB · 955
Machete

Nothing really to say, just wanted to post my custom upgrades of some Core set cards I created and wanted to share.

Edit: This post has been modified after giving some thought on the cards and receiving some feedback. Holy Rosary (2) has been modified and 2 new cards have been added (Flashlight (2) and Guard Dog (2)).

Here are the links:

Machete (3): i.postimg.cc

Guard Dog (2): i.postimg.cc

Holy Rosary (2): i.postimg.cc

Flashlight (2): i.postimg.cc

Guts (2): i.postimg.cc

Perception (2): i.postimg.cc

Overpower (2): i.postimg.cc

Manual Dexterity (2): i.postimg.cc

Unexpected Courage (3): i.postimg.cc

I would really love to see a Machete (3), Holy Rosary (2) seems fair (maybe a little overpowered) and the upgrades of Guts, Perception, Overpower, Manual Dexterity and Unexpected Courage seem like a great way to spend leftover XP.

Feedback is welcome!!!

matt88 · 3210
Ism — Django · 5154
Sorry about double post. Your linked Images won’t load on Arkham dB but that website has some sick looking ads... — Django · 5154
Is there a policy for discussing custom cards on arkhamdb? I don’t know. Either way, here is some quick design feedback: The upgrades skill cycle seems reasonable, but for design consistency with other upgraded skills, remember that high level Innate and Practiced skills gain the Developed and Expert traits respectively. Machete is really boring - just removing it’s actually interesting mechanic to make it stronger and lose its flavor isn’t interesting. Holy Rosary 3 is way too strong. The relic restriction is cute, but being a cheap +2 stat stick that can be easily stacked using Relic Collector is too nuts. Maybe as a level 4. — Death by Chocolate · 1489
@Death by Chocolate Thanks for the feedback, I will edit my review to add those traits to the neutral skill cards and I will modify Holy Rosary so that it costs more in resources and maybe in XP as well. Machete might be boring, but I like it's efficiency. Seems like a reasonable upgrade to me. I might also add some new cards, I have a few more ideas in mind. — matt88 · 3210
@Django They load fine to me and it seems to be loading fine to other people as well. I don't know what the problem might be. — matt88 · 3210
@Death by Chocolate I fixed the Holy Rosary (2) + Relic Hunter issue by adding a "Limit 1 per investigator" condition on it and modified it so that it is less powerful. It might still be overpowered but I like that it can be obtained by Daisy and Sefina and maybe some future investigator that has Mystic as his secondary class. — matt88 · 3210
@Death by Chocolate Also added a few new cards. Check them out. — matt88 · 3210
Interesting upgrades. The only bummer is that you are focusing on cards that are already good on the first place and don't need an upgrade. It would be allot cooler if you do upgrades for cards that are actually bad/mediocre but still quite thematic and fun to play like "Unearth the Ancients" or "Knuckleduster" or even a revised version of "Springfield M1903". — Alogon · 1144
Machette(3) is just a cheaper, better, Timeworn brand. I question that! Also it completely lost what differentiates machette from other cards. Guard dog(2) gets net +2 stats, this along with +1 proable damage (nearly tripled damage in the right maps), seems too good. Holy rosary is super powerful, the effect seems like it'd be at home on a different asset that gives +2 will on spells specifically. Like. Spirit athame or something. I like te new text on flashlight, but the cost, fast and extra charge overdo it, a lot. I however love the skill cards, a lot. — Tsuruki23 · 2568
I am sorry,machete does only 1 dmg half the time when multiple monsters are present or you want wo hit monsters which are engaged with other gators..engaging actions are such a waste.. — xarathornx · 1
Dr. Elli Horowitz

As I understand here, you attach a relic card when she enters play only? So there is only one attached at a time? The EACH relic bit has thrown me off.

As I understand here, you attach a relic card when she enters play only? So there is only one attached at a time? The EACH relic bit has thrown me off.

wes_huffor · 1
It’s a templating foresight in case there’s a card that would allow you to attach relics to assets in the future. — Difrakt · 1319
Or an effect that triggers “When this card enters play” reaction abilities twice, which I anticipate on a Seeker investigator at some point, given the prevalence of that effect on Seeker allies. — Death by Chocolate · 1489
Does the relic sticks to elli if she is bounced back by calling in favors ? That would be a way to have 2 relics on her if it worked... — aurchen · 148
Quote from attachment rules: The "attach to" phrase is checked for legality each time a card would be attached to a game element, but is not checked again after that attachment occurs. If the initial "attach to" check does not pass, the card is not able to be attached, and remains in its prior state or game area. If such a card cannot remain in its prior state or game area, discard it. — Django · 5154
More to the point, "Once in play, an attachment remains attached until either the attachment or the game element to which it is attached leaves play (in which case the attachment is discarded), or unless a card ability explicitly detaches the card". Your hand is an out-of-play area, so Dr. Elli is leaving play, meaning attachments are discarded. — CSerpent · 126
Based on what Django said it seems that Skeleton Key would not get reattached to her when you use its ability to "return it to your play area". Right? — BobSmith · 11
Well, with Mandy Thompson revealed today, we finally see the design space of this card as Mandy can have Elli pull TWO relics and attach them to herself! — Death by Chocolate · 1489
I'm fairly certain that if you attach skeleton key to a location and then return it to your play area it will no longer be attached to Elli. That makes Elli a bit stronger when used with the Skeleton Key, specifically, as you can happily allow her to be killed off or use her for Calling in Favors and play her again to find a new relic — Zinjanthropus · 230
Sacrifice

I 'm actually surprised noone has writen a review about this card yet, so I thought I'd write one myself. I think this card is actually quite good. Mystics don't usually have a good source of card draw and this card is really good for that. But it doesn't offer only card draw, it can also offer resources, which are usually not a big issue for Mystics; you can run Forbidden Knowledge and/or David Renfield and have a satisfying source of resource generation, but the best part of this card is that it can give you a certain amount of resources and/or cards, what you need at most at the time you use it. The only other card that uses the language "gain X amount of this, or X amount of that or any combination thereof" is Emergency Cache (3) and both of these cards offer you the choice to get what you need at most at the time you use them, and I think that's kind of neat. Now this card can't exactly be used whenever you want; you have to wait the right time to use it, but when you use it, you get a really good bonus.

I think a lot of Mystics will usually have plenty of good targets for this card. A spell that has run out of charges or that you don't need in play anymore, a used-up Forbidden Knowledge, an Arcane Initiate that you don't want in play anymore either because you 've drawn many of your spells, or because you want to get rid of that doom (or maybe both), but I think the best target by far for this card is David Renfield. It basically becomes another card that allows you to abuse him. Why use Forbidden Knowledge or Painkillers to kill him after he has accumulated a lot of doom?? Use this card instead and get even more benefit out of him!! Now Moonlight Ritual and Calling in Favors are still superior choices for abusing David Renfield but this card adds up to these options and it can be a better inclusion in some decks.

I think this card is especially good for Marie Lambeau because she usually wants to have a lot of spells in her deck so that she makes good use out of her special ability and she 's the no. 1 candidate to use David Renfield. It might be bad for Akachi Onyele because she might want to keep her spells in play so that she can recycle them with Spirit-Speaker and it doesn't really comply with decks that use Recharge. But I think it can find a good place in many Mystic decks.

matt88 · 3210
Problem with this Card, it doesn’t help on turn 1 when Important assets or resdources are missing. But it’s flexibility is nice. — Django · 5154
@Django Yeah it's true it won't help in the early game. You actually have to set up first and do things before this card becomes a good play, so it's more of a mid-late game card. The flexibility is nice indeed, that's my favourite part about this card. — matt88 · 3210
@Django if you have Arcane research you can discard that turn one... unless I've misunderstood permanents... — Rparson · 1
Oops nevermind just reread the rules on permanents — Rparson · 1
I agree that this conflicts a bit with Akachi's spells as a target, but I run a charisma based Akachi with allies in addition to spells and think Sacrifice is a decent 1xp upgrade over Moonlight Ritual. It's also decent if you haven't found your Spirit-Speaker yet and just need to dig. — dubs · 1
Sacrifice looks like a 3rd or 4th copy of Emergency Cache, which would be a good option if you need that much money. Unless you are Akachi or possibly Dexter your used up spells will sit around in your arcane slots, ready to be sacrificed. Not a card you keep in the mulligan, but a welcome sight around turn 3 or later. — Mataza · 19
Unearth the Ancients

I tried this card in my pure seeker Ursula Downs deck that focused on mobility. I was playing on STANDARD difficulty. In my experience this card is mediocre or even bad if you plan to use it just to enhance your economy. The problem is that in order for this card to be worth, you have to use it to play a card that costs 4 resources or more, because if not you are just saving 2 resources or even less , which is quite bad considering that Emergency Cache gives you 3 resources without the risk of having to pass a test to get them.

The fact that the only seeker asset that costs 4 is Dr. Milan makes things even worst because you want to have him in play before using Unearth the Ancients, not only because of his reaction ability but specially for his +1 intellect. What I mean is that without Milan's +1 Intellect you are probably just sitting at 5 or 6 intellect at best and this makes passing the 4 investigation test quite a gamble without committing any more resources or cards (which would make playing Unearth the ancients meaningless). This situation gets even worst on Hard or Expert difficulty and if you consider the negative affects of failing a test if you draw the wrong chaos token. This card is therefore almost useless to summon the only asset it would be worth using it for, namely Dr. Milan.

The bonus card if you use it to play a relic is also mediocre, considering that there are not much seeker relics as of now (3 I think) and they cost 3 or less resources.

Some smart player would say: Hey but you can use this card in combination with Ursula Downs ability and the asset Fieldwork to make it worth but the answer will still be this card is bad, because if you play Unearth the Ancients with Ursula's ability you are not getting a free action or making it fast, remember you could have most likely used Ursula's ability to investigate normally, get clues and get closer to victory. Fieldwork is good to have indeed if you are using this card, but having to pull a combo to effectively use a card with a mediocre effect is obviously not worth your time and effort.

You can of course also use this card in combination with Rex Murphy's ability and a cheap asset like Magnifying Glass and even maybe a Double or Nothing to get some free clues in a high shroud location. I personally haven't tried this cheese strategy yet but I think that it isn't great either (and I am not even sure if the rules allow it). It lacks consistency because you need to much conditions to pull it off and there are allot easier ways to investigate in high shrouded locations for seekers.

In conclusion I think it is a pity that such a thematic card has no place in the current meta. I hope that in the future an XP upgrade will make it worth considering.

Alogon · 1144
I strongly disagree with most parts of this review. I agree that there are not many good targets for this card, but I think Ursula Downs can make good use of this card. I would skip playing this on Dr. Milan for the reasons you suggested, but with Dr. Milan in play it would be very beneficial to play this on an asset like Tooth of Etzli, Pathfinder or Dr. Elli Horrowitz, basically any asset that costs 3 or more, especially if you are Ursula Downs with Fieldwork. — matt88 · 3210
I will agree with the review, myself--I think this card just isn't worth it. It has a lot of downside for not nearly enough upside over something like Emergency Cache. — CaiusDrewart · 3183
I like economy cards that are better than e.cache. The test kills this one. — Django · 5154
This card would be actually good if it was a skill card (with 2 intellect icons) or if you would also get clues when you use it or if you would always get the draw a card effect. But to be fair the yellow investigators have already a strong card pool and yellow is one of the bests classes, so that boosting their economy too much could make them OP and that wouldn't be good for the game. — Alogon · 1144
I’m playing an Ursula deck in TFA that feels very resource hungry (Pathfinders, Fieldworks, Milan, Tooth of Eztli, Trench Coat, etc). To me this feels like decent economy and action economy, especially in your opening hand. In some ways you can think of this as trading intellect pips for resources. An opening hand with Fieldwork or Inquiring Mind and Unearth can be a fun way for Ursula to put out Milan or Pathfinder or the Tooth of Eztli for cheap. Obviously the higher your intellect, the more value there is. Not worth much if your intellect is at 3, but if you’re Daisy with Milan, Death XIII, and a Magnifying Glass, this looks like free money. Also, as I read things, Milan can collect you a resource after the Unearth test that puts him out. That’s another bonus for that setup! — mbooradley · 7
This is the future. The upgrade somehow manages to be even worse than the 0xp verison. My disappointment is immeasurable, and my day is ruined — suika · 9505
This card saves an action over ECache, at the risk of failing the test. Further, this card has lore icons whereas Ecache doesn't have any. I can commit this card to my partners shitty lore test at an end game location for the win. — dlikos · 160