Stir the Pot

This card is designed for Alessandra Zorzi and her Parley tricks, but also works well in other high-intellect Rogues/investigators who can take it as a crowd control card a la Storm of Spirits or Dynamite Blast in multiplayer. Most enemies will end up making this a 1-2 intellect test which even without Fine Clothes trivializing the test, shouldn't be too hard to pass with a great return on damage output. Bonus points for being able to take out pesky Aloof enemies and the optional Move effect on +2 succeed is just icing on the cake. (Plus who doesn't love the idea of making Nightgaunts fight amongst themselves?)

c-hung · 6
The Stygian Eye

I think the cards design isn't good.

When you have so many chaos tokens in the chaos bag that you can afford playing The Stygian Eye, you are very likely to draw more than one of them.

So what do you get: The first curse you draw on each test is a +1 instead and you draw another token to resolve. There are way more efficient ways to do that.

I agree, although you effectively get +6 instead of +3 if you use it during skill tests that add another skill, like Lockpicks. — AlderSign · 221
Abyssal Rot

If Lola (or anyone in her party) draws Stubborn Detective as a weakness, she needs to get upgraded Rod ASAP and cast this on him. Of all the cards that can disable Detective's attacks so she can safely blank her restriction, this is the best:

  • Handcuffs requires passing a test, plus an extra action for the base version.
  • Existential Riddle needs a big hand or lots of money, plus Aloof isn't good as you will lose the Detective when you move. If you engage him, he will still attack you.
  • Fend Off isn't a bad option though he attacks you first. Also if another gator drew the Detective as a weakness, either that gator needs to be able to take this card or Lola needs to be with that gator at all times until the Detective is drawn.

With Abyssal Rot and upgraded Rod of Carnamagos:

  • As long as you can draw a , you can disable the Detective without needing to pass a test. Even if you don't, you can try again next turn. Or just use Favor of the Moon.
  • so no Attack of Opportunity.
  • If another gator drew the Detective as a weakness, you don't need to be at their location for this to work.
  • "Cannot attack" is better than "Cannot ready" because game effects may mean the Detective can still attack you with the latter.
  • The Rod's other Rot effects can still be used on other enemies so you're not getting it just for the Detective.

Who knew that a Rotten Detective would be the key to unlocking Lola's final form?

Blessed Blade

Something I missed on my first impression that makes this much more palatable upgrade is that the blade doesn't need to be ready to fight, which was a major pain point with the lvl 0 version. You no longer need to assess whether or not to add the blesses in case you miss or the target will die, just exhaust it at first opportunity and generate value.

mordequess · 28
Safeguard

Downgrade.

Honestly, don't take it. Apart from the inconsistent wording (no "after" or "when"), in my experience it is actually rare that an investigator moves more than once during their turn. Even if so, if this card is actually important to you you will pack two copies anyway.

The real downside, though, comes from the restriction: "During another investigator's turn"

This is HUGE, because combos with the following no longer work (a buddy using the card's effects you provided):

Hate it.

AlderSign · 221
Shortcut works fine when it's played during its owner's turn. Carson gives an action “as if it were their turn” so it should work there too. Archive Of Conduits and Prophesiae Profana are more situational, but any time these cards move someone more than one location away they don't work with the level 0 Safeguard either. It's true that some movement effects don't combo with the level 2 version, but the level 2 version can pay out more in the right situation (Jack or Ursula often move multiple times in a turn, also any teams using Scout Ahead a lot). To the spirit of the review, I think I only upgrade Safeguard level 0 in like 10-20% of the decks that take it, but I think it's situationally a good value depending on team composition. — Pseudo Nymh · 41
Fair enough, but with both our arguments emphasizing on the situational I think it's still not worth the 2 XP. My main issue with this card was actually playing Shortcut on a buddy (letting us both move), which is no longer possible with this "up"grade. Reading the FAQs for Carson, I am also highly in doubt Safeguard(2) is a good idea, which would be a shame. — AlderSign · 221
If Rita's on the team, you want Safeguard 2. ESSENTIAL in our Joe/Rita trip thru TFA. — MrGoldbee · 1413
It’s very significant that the upgraded Safeguard allows the Guardian to engage the enemies and take the forced effects for revealing or entering. If the Safeguarding investigator has, say, Whitton Greene, she can activate off the level 2 one but not the level zero. Unfortunately, the current rules regime does not recognize “as if it were your turn” as following “as if,” so they would not allow the Safeguard during Carson action (or Quick Thinking, etc.) which obviously should work by rules as written. Still, Safeguard (2) changing the timing to be truly simultaneous is a major deal. — Eudaimonea · 4
"Still, Safeguard (2) changing the timing to be truly simultaneous is a major deal." This. Arguably, it gets much better in a goon (which is the most common Guardian archtype) then in a support like Carson. The option, that the cluever can move to a location with enemy, then investigate without AoO is huge. It also saves the Safeguard an engage action, should that be required or at least desired. — Susumu · 347