Fighting Lessons

Well, this one has Practiced trait. If you build a flex cluever/fighter Amanda, Fighting Lessons is quite useful. You can replace Overpower with it. There is more flexibility due to combat and agility icons. Amanda draws like crazy, so losing draw on Overpower is not a big deal. Other investigators who can use the card are those, who like both to fight and evade, or have good draw, so that missing out on a neutral skill is not a crucial loss, possibly Mark, Lily or Skids.

SergSel · 358
It's entierly a matter on how you build Amanda. If you play her as cluever, then yes, this might be a good support card for her. But the main catch of the card, that you can commit it on tests to people on other locations, won't matter for her ability. Because cards stacked under her can't be committed to other peoples tests. So a fighter or flex Amanda, who wants to use the card herself, will likely still prefere "Overpower", and even upgrade it to level 2. — Susumu · 361
Hyperphysical Shotcaster

In my opinion, Hyperphysical Shotcaster is the best card in the Scarlet Keys investigator expansion. Better even than Darrell Simmons: for he is but one man, while this card improves many.

I do not particularly condone taking this card for 0 experience when because you can buy customizable cards with their upgrades without paying the 1 xp "new card" tax (as per the rules insert); although I do not hate taking a copy in the first scenario of a campaign if you're planning to Refine it. At least you can chuck it to an Act of Desperation or something.

Shotcaster obviously lives or dies by its upgrades. No other card interacts directly with aether so its uses are limited. Before I get on to the upgrades, however, its excellent collection of key words give some fantastic synergy that is worth considering as we explore further (not considering encounter cards):

Item:

Relic:

Weapon:

Firearm:

So with all this support available from merely the keywords, which investigators can benefit most from each customization? I'm glad you asked, hypothetical straw man.

Railshooter (2xp):
Excellent way to give a fight option to characters that did not have many good ones, although fighting is not the only means of enemy management. Every single mystic can take this instead of a fight spell to save precious arcane slots. Rogues with high get fights that are as good as their evades. Seekers can use this to supplement or replace their limited fight tricks such as "I've got a plan!". Some survivors, such as "Ashcan" Pete, appreciate backup fight options.

Telescanner (2xp):
Many characters suck in solo play because they just cannot reliably pick up the clues that are needed to win the game. This is the upgrade that fixes all that. For some characters it might be the best thing to spend the xp from In the Thick of It, especially those who can afford chicken soup to mitigate the trauma. Mystics get less utility here than for Railshooter because Sixth Sense exists. Survivors have even more utility because of the potentially broken interaction with Scavenging (2).
So here is every single character for whom I would seriously consider taking using their very first 2xp: "Ashcan" Pete, Daniela Reyes, Kymani Jones, Lily Chen, Mark Harrigan, Nathaniel Cho, Rita Young, Silas Marsh, Stella Clark, Tony Morgan, William Yorick, Winifred Habbamock, Zoey Samaras.

Translocator (2xp):
Lets your Shotcaster do a fair impersonation of Bait and Switch or Survival Instinct. Decent repeated enemy management, especially for enemies without the hunter keyword, although it does not affect Elite enemies. This is also action compression which is good for tempo. Zoey Samaras can even use this to evade one enemy and drag in another from a nearby location, scooping up more resources and triggering Zoey's Cross on each of them. I also like this upgrade for investigators that really struggle to evade and don't have many options to do so, such as Norman Withers and especially Harvey Walters or Vincent Lee.

Realitycollapser (2xp):
It's like A Test of Will (0) and Alter Fate (1) had a baby. This is an amazing upgrade that will fly under the radar for many, but is absolutely clutch in so many situations. The only problem will be juggling the forms of your Shotcaster (unless you can ready it as "Ashcan" Pete).
To be clear: if you can pass the test consistently, then this upgrade is amazing for nearly every character in the game (except Carolyn Fern who can't take it).

Matterweaver (2xp):
With so many other good upgrades, I can't in good conscience recommend spending experience to allow a 4 resource item to pay for more items. Schoffner's Catalogue and Hot Streak do this better, but if you're using this to jam Agency Backup four times then more power to you.

Aetheric Link (4xp):
Getting two extra aether is not a bad use of 4xp if this is going to be your main form of clue gathering or enemy management. Survivors take Scavenging (2) instead, guardians can grab Well-Maintained (1) for cheaper, and rogues might just stick with Sleight of Hand. Its not bad if you definitely want a second manifest ability on your Shotcaster; i.e. if you rely on Telescanner but would also like Realitycollapser, then this gets much better.

Empowered Configuration (4xp):
+2 skill value when you are already using your best skill to start obviously sounds great... but Antiquary and Bruiser are less experience, do the same thing and more, and all five classes can take at least one. The other problem is that most characters that use the Shotcaster will be doing so to cover a gap in their arsenal, so the longevity of Aetheric Link is probably better and the more unique effect. Save your experience and get more copies of the talents.

The_Wall · 286
Idk..... Darrell Simmons is pretty dope ngl — Therealestize · 69
You mention Lili Chen...but no Firearms. — Rislyeu · 1
So if you use Matter weaver, it says no cost? But additional cost are cost too, so you can play assets without additional costs (like summoned hound, summoned servitor...) Right? — vidinufi · 67
It looks like the service weapon from the game control — Django · 5063
You said "No other card interacts directly with aether so its uses are limited", but there is one exception: Ghastly Possession can refill the Shotcaster with 2 aether per committed copy! — jamalix · 1
Really don't like this card's design, neutral cards that do it all. — Quantallar · 7
Selfless to a Fault

I guess this weakness has a great potential to be misinterpreted. I'm even not sure I'm getting it correctly. How I read it:

During each Carson's turn of each investigation phase he has to commit a card to an action of another investigator. It means that this card can only be committed to an action that was granted to another investigator by Carson himself. Well, some other scenarios should also work (e.g. Carson takes Liquid Courage with Versatile and heals his teammate), but they are less likely to happen. Doesn't help to commit a card during this investigation phase when it was a turn of another investigator.

It shouldn't also work when you committed a card withing an action granted by The Stars Are Right or At a Crossroads.

chrome · 56
That is also my interpretation. I see a lot of people missing this. Tough weakness if you were mostly planning on giving away move actions. — dscarpac · 937
You are correct, except that Carson Sinclair can take At a Crossroads and potentially have it happen during his own turn. Still an edge case. Honestly you probably just stack the horror on Obsidian Bracelet and suck it up and move on. — The_Wall · 286
oh, good catch on At a Crossroads during draw action, @The_Wall. Pretty obvious if it occurs, but I didn't figure it out when I was simulating the scenarios in my head. — chrome · 56
Do you ever get to get rid of this card once it's in play? I suppose you could NOT commit a card, take a horror and shuffle it into your deck for a while and hope it doesn't show up again? — Southpaw · 52
Not sure about At a Crossroads, to be honest, due to the "As if..." FAQ: https://arkhamdb.com/rules#As_If — AlderSign · 236
In 4P, at least, it's usually not too difficult to stall this by organizing with a teammate to give them a turn where they'll take a test. Otherwise, this weakness is neatly mitigated with Hunter's Armor + Hallowed & Hexdrinker upgrades, soaking the horror and providing a draw (which neutralizes the draw-tax of shuffling it back into your deck). The armor and its upgrades is a great take for Carson regardless, so this weakness isn't too rough compared to most who have to deal with reshuffle-weaknesses. — HanoverFist · 711
Underprepared

All the class specific weaknesses from this expansion have obvious links to strengths or specific archetypes of that class. Underprepared seems like the worst of them by far, because this is the most focused of the cycle and Survivor have diversified their archetypes.

Almost all Guardians can fight, all Seekers can draw cards, all Rogues can gain resources/actions, all Mystics use their arcane slots. But not every Survivor plays anything resembling the super low to the ground style required for this card.

Overall I really dislike the design of this card due to the variance in effect. If you are Patrice with double Cornered this card is a joke but for any midrange investigator this card is worse than Amnesia and Paranoia on a single card.

powerguy · 8
Wow, you ain't kiddin'. The deviation on this- both for ease of disposal, as well as severity of impact- is huge. Patrice can ditch it without thinking. Bob and Yorick are probably stuck with it, but they might not care. Silas would get butchered by it. — HanoverFist · 711
Is it really that bad? Survivors are wanting to fail skill tests anyway, so turning your icons into dead draws doesn't seem unplayable. — fiatluxia · 65
I mean, Cornered is an excellent card in any Survivor, not just Patrice, but I agree that having a specific XP card (from a different expansion) be the hard counter should not be the general solution for a weakness. I would compare this more to The Tower than either Amnesia or Paranoia. you don't have to resolve it immediately, and you can spend your cards/resources rather than losing them. Heck, you may be able to completely ignore it if you are built around stat boosting assets, or using event cards, such as Lucky to pass tests. It may be harder to clear than the other class specifics, but it isn't necessarily as punishing, and can easily be adjusted for without turning into a hellbent dark horse deck. — Death by Chocolate · 1428
Guard Dog

After six years, the guard dog finally got an upgrade, and it is a doozy. An additional hit point and sanity is great, making this even better to pair with cards that buff allies. But the new ability is the star of the show: a zero cost engage & an attack that triggers the dog’s ability. In single-player, that’s not very useful, But in multiplayer, it lets you change the order of operations. Grab an enemy off the seeker, letting them complete their full turn instead of flailing around with evades. Engage and chew up a whippoorwill.

Combo pieces worth considering: hunter’s armor, survival knife (0 and 2), The star 17, bandages, Aquinnah (either).

MrGoldbee · 1443
The free ability can be used outside your own turn so you can safeguard someone else and take enemies off of them for later disposal — Django · 5063
Since the enemy attacks you it also becomes exhausted. So it won't be attacking again in the enemy phase. — xtremebystander · 1
@xtremebystander This is not ture. Guard Dog attack does make the enemy exhausted. — elkeinkrad · 484
does not make.. sorry to miswrite. only attack during enemy phase causing exhaustion. — elkeinkrad · 484
The free ability says "That enemy attacks you". By 'you' does it mean the dog or the investigator? — TheCampaignGuy · 1
You the invest. You can assign damage to the dog. — MrGoldbee · 1443