Schoffner's Catalogue

This card is so dang good it's actually ridiculous.

At worst, it's sort of like a net Emergency Cache anyone on your space can spend on items (not a huge restriction for most decks). At best, it's a complete loose cannon. It allows for such crazy plays. If Yorick has both this and Chainsaw in his discard, he's set -- no other moving parts required. Minh can Scavenge it into absolutely filthy combos recurring high value seeker assets. It even discards itself so that happens smoothly. It's red and level 0, so an easy target for a lot of Survivor recursion if someone's running low on dough -- which is practically your starting hand if you're running Short Supply. And Dark Horse can't see it. I'm sure there are things I'm missing.

It enables so many shenanigans in the most wonderful ways. Just a brilliant card.

I don't really see it. At best its a slow emergency cache. And you're really spending your recursion to get this thing back instead of something more useful? How many items are you playing? — fates · 54
Versatile

I think this card pretty much exists solely so you can play Harvey Walters. Thrice-Damned Curiosity coupled with his high card draw is basically going to kill him. You can either build as a somewhat weird Harvey that doesn't like to draw and uses soaks to offset the damage (losing imo one of the best parts of being a Seeker class: turnover)... or just take this card and Deny Existence to effectively completely ignore his signature weakness.

drjones87 · 202
or....you could use the cards you draw...OR make teammates draw cards. — Zerogrim · 295
Honestly it's more efficient to soak the damage. It'd derp, but I like Body Armor. It can soak a 12 card TDC, and if you have less, well, maybe some attacks and encounter stuff too. — MrButtermancer · 56
Or to make crazy builds otherwhise imposible (premonition wendy or dynamite blast abusing preston) — LordWolfen · 1
Quickdraw Holster

I was really excited by this card at first, sure it sounds cool, but then comparing it to Bandolier (0), it does:

  • Gives you 1 action when you need to use a small gun, so either to deal with a small enemy or to finish a bigger one after your main weapon
  • 2 more resources to play
  • 4 more XP - 8 for 2 copies.

So the question is: how much do you value 1 extra action to fight an enemy every once in a while? Would there be a way to use 8xp that would bring you more efficiency?

To me, it feels like the cost and XP difference is rather stiff compared to how much of a difference it can make in my campaign.

Valentin1331 · 79717
Body slot to extra action, pretty highly, rogue guns love you to have as many actions as possible and this doesn't deny you a slot that could have been +1 fight. — Zerogrim · 295
+1 Lockpick per turn cuz your hand's free. — MrGoldbee · 1493
Dude, compare it to sign magick. This card is so mediocre. — AussieKSU · 1133
Also note that you need a free hand to replace an empty gun attached to this card — Django · 5163
Chicago Typewriter

Most rogues are going to need to use hard Knocks to hit with this weapon. The damage is good, but it's quickly going to become an expensive weapon either from action uses, resource uses to buy success, or both.

Then along came sawed off shotgun. You'll have to boost that just as much as you would this gun, but succeed and you get a big pay out.

All In all, this is the ideal gun build for rogues that don't want to risk a lot... which is the opposite of how I typically play rogues. The rogues that want to go all in on a test to one shot a boss though probably want to stick with sawed off instead.

drjones87 · 202
Without other boosts this grants +2 attack, that’s what most rogue weapons grant at this level? succeed by x Decks almost always need other ways to achieve that. Exceptions being lockpicks and that rogue evade spell — Django · 5163
I recommend well connected and knight over hard knocks — Django · 5163
Shrivelling

Many have tried. None have succeeded. Armageddon puts you at too high of a risk for retaliate. Wither cant kill anything. Azure flame hits mystics where they are weak.

This is the de facto Mystic damage spell card. Cheap and with easily manageable side effects with powerful modifiers and powerful damage.

drjones87 · 202
Azure Flame is really good for Lilly as well as a few other mystics. Wither is amazing in Sign Magick, which is an amazing deck. Shriveling might be 'old faithful' and is unlikely to ever not be the default, but don't blind yourself to the other options! — dezzmont · 222
"Azur Flame" is generally quite a good (albeit a bit boring/ samey) choice. A typical mystic with health 6 and sanity 8 will redcuce his/ her samity down to 6 with "Arcane Research". They also spend a bit horror on "Ward of Protection". So the difference is not that great. Sure, they likely rather heal horror than damage (Fearless, Earthly Serenity, Call for Backup) and mostly have better horror soak on their allies. Core Set Agnes likes horror for extra damage, parallel A. does not like splash damage from spells, because she needs to pay damage as an aditional cost and Akachi has a great Shrivelling combo with "Wish Eater", that does not work on the "bad" tokens for AF. But I would give all of them at least 1 copy AF for consistency, as a defacto "third Shrivelling", and other mystics like Diana clearly prefere AF over it. (She has a 7/5 health-sanity pool with AR and likes to play "Ward of Protection" more than twice a game.) — Susumu · 381
Regarding "Armageddon": it's less straight forward and beginner friendly, but there are definitely good builds to exploit this card, e.g. with some covenants. I played Luke with Paradoxical C. and Favors of Moon & Sun, and it worked really well. (You don't need to resolve tokens from both sealing cards, just wait, until you reveal one of them, then release the other. — Susumu · 381
*But I would give all of them at least 1 copy AF for consistency: Parallel A. probably not, because I would build her more with events. But if I would build a II A. with Shrivelling, she would likely get a third copy of it non the less. — Susumu · 381
I am soooo bored of this card. I refuse to put it into decks. You're dead right: the other spells don't really surpass it, so we end up going all the way back to core set to build a fighter mystic (yes, exceptions exist to this generalisation). I've pretty much abandoned playing Mystics altogether because of this! — acotgreave · 887
Eh, I dunno. Declaring a card "boring" or "essential" shows a lack of imagination. There are some decks where Shrivelling is great, there are others where it is weak, abd, or unnecessary. That's the point of a flexible deck building game, right? There are a lot of staple cards from the starter set that I've seen a lot of -- is Flashligh boring or essential? How about Overpower? Usually, the correct question is "what is this deck trying to do, and does this card help it do that?" — LivefromBenefitSt · 1085
There is no fighting mystic deck where Shriveling is "weak, abd, or unnecessary." There are class cards that do what flashlight and overpower do, but better. There is no upgrade to shriveling, no choice. You're either taking this card or making a mistake while building your deck. — nen · 2