Marie Lambeau
The Entertainer

Містик
Дослідник

Performer. Sorcerer.

Willpower: 4. Intellect: 4. Combat: 1. Agility: 3.
Health: 6. Sanity: 8.

While you have 1 or more doom among cards you control, you may take an additional action during your turn, which can only be used to play Spell cards or activate Spell abilities.

effect: +1. You may add 1 doom to or remove 1 doom from a card you control.

Tony Foti
The Circle Undone #6.
Marie Lambeau

Marie Lambeau - Back

Дослідник

Deck size: 30.

Deckbuilding Options: Spell cards level 0-5, Mystic cards () level 0-3, Neutral cards level 0-5, Occult cards level 0, up to five other level 0 Seeker and/or Survivor cards ( and/or ).

Deckbuilding Requirements (do not count toward deck size): Mystifying Song, Baron Samedi, 1 random basic weakness.

Marie Lambeau always had a voice to die for. People called her "the Smoky Velvet." They said she was born to sing jazz, that she had the magic touch — and maybe they were right. After all, the songs she heard in her dreams ever since her Grand-Mère passed away were like nothing she'd ever heard before. The vocals sounded like no language spoken on Earth, the notes twisted and warped. Why her Grand-Mère had moved from New Orleans to Arkham, Marie would never know. People used to call her Grand-Mère a witch. Maybe there's more than just jazz in Marie's blood, after all...
Marie Lambeau
Reviews

I’ve played this game for a hell of a long time with many many different people, and nobody seems to pick Marie Lambeau.

Maybe she’s not designed for multiplayer; the risk/reward ratio for her as much different. Solo, risking an extra doom might lose your three actions to gain an additional one every turn; in a group, The trade-off is one action for 12.

It’s also because there’s not a lot of cards that let you manipulate doom; Arcane initiate, Alyssa Graham, David Renfield, blood pact, and De Vermis Mysteriis. With the latter, you get tons of event compression; one action from the book turns into two.

She’s also a 4/4/1/3 Mystic with a tremendous weakness. She loses an ally slot, and amplifies damage for several turns while adding doom to the board.

Still, with access to spells instead of Mystic cards specifically, she gets some oddities from other classes. Blood eclipse or arcane insight, feed the mind for card draw, Alter fate and suggestion, but as of press time, there are 18 non-mystic spells in the game out of almost 100 spell cards.

The only place Marie might fit is in dream eaters a, where doom totals can reach the double digits without advancing the agenda. Perhaps with more doom cards, but even after six expansions, Marie is still best as a solo act.

MrGoldbee · 1108
I kind of like Marie because she is less dependent on spells to get clues (which is obviously more significant in solo). She can also do the Practice Makes Perfect + Promise of Power combo. she can also take Occult Lexicon and Hallowed Mirror, and use her free action for their bonded cards. She can also take Alter Fate, though I think it would usually be better as a support card rather than solo. IDK, she's fairly interesting for a Mystic. I think people are scared away by the doom play, most likely (and that is worse in multi). — Zinjanthropus · 171
For Doom generation there's also Alyssa Graham, who helps Marie find clues the old-fashioned way with an intellect boost (and forewarning on the Encounter deck), Marie's elder sign ability (which can be triggered to add *or* remove doom at any time with Seal of the Elder Sign), and the good Baron himself. I found, once you have Charisma in play, sometimes the Baron is more boon than weakness - if carefully handled, of course. — Prinny_wizzard · 172
The Baron is definitely a doom card that is relatively easy to get rid of before the Agenda advances (unless it's a really short Agenda). Just leave him at 2 doom, then add the third when you would be in the Witching hour to give yourself 3 more rounds. — Zinjanthropus · 171
I think the "not designed for multiplayer" observation is very astute... or at least, she's a LOT safer to play in Solo. As you mention, 1 Doom > 3 actions in MP. But the real kicker is that in Solo you can be 99% assured that if you clear your doom at (Agenda-2), you won't contribute to an early Ancient Evils advancement. In 4p, though, you have to wind this back to (Agenda-4 or 5) to avoid a risk of Acolyte/Mysterious Chanting/Ancient Evils being pulled in a row... which is a pretty narrow window to play with Doom. — HanoverFist · 403