
A really strong enabler for parallel Wendy Adams when you have your Wendy's Amulet in play.
Play it fast, hope you don't draw your weakness, then play it again fast and shuffle it back into your deck.
Tada 12 tokens.
A really strong enabler for parallel Wendy Adams when you have your Wendy's Amulet in play.
Play it fast, hope you don't draw your weakness, then play it again fast and shuffle it back into your deck.
Tada 12 tokens.
Oh my goodness I love this card.
Getting a free action to engage doesn't seem like much on its face, but for dedicated Guardians in 3-4 player games it's amazing I ever played without it.
Daniela loves this to get enemies on her for the enemy phase, Zoey loves the free money, anyone with big weapons enjoys not killing their teammates, it trivializes aloof enemies, Skids can engage/evade/get even more actions, and when so much of your game is just taking enemies, getting an extra action means more cards or resources.
Honestly one of my favorite Guardian cards.
Parallel Wendy Adams (https://images-cdn.fantasyflightgames.com/filer_public/71/05/7105c2ad-df5c-40b0-87b3-9b1d3dd5403f/red_tide_rising_cards_v2.pdf) can now litterally shit the bag with tokens or heal all horror from everybody.
Just play Cosmic Newton's Cradle, then play it again with Come back to the safety of my deck, sweat litte event. Far far away from THIS FUCKING WEAKNESS!!! from the top of your discard pile and shuffle it back into your deck ... it doesn't cost you anything else than action and XP of cause.
You can attatch it to a Jellyfish-Egg to keep it safe from THIS FUCKING WEAKNESS.
For Wendy it is a strong replayable enabler for Esoteric toilett paper or other covenants. Pair it with Nethphthysythsithysphysphysthys and maybe a Eso Blingbling.
Maybe even take More Cards and More Tokens.
This card can be used for "peeling" when you split up to gather clue a bit and an enemy spawned on investigator that can't fight. Keep 1-2 distance away then swap for disengage instead of going there and having to spend an engage action to help, which sometimes Rogue has to do.
Also sometimes enemy appears to be guarding a location. The game intended for you to defeat the enemy or have someone else keep it busy while others work on the location. Approaching that location with this card instead of walking into it, you can gain tempo advantage by not only put you at that location faster, but the enemy also must spend a turn walking back. (2 connections away can be interpreted as : It can't walk back in and whack you immediately in the upcoming enemy phase after this investigation phase.)
The FAQ from this page is extremely relevant for this card:
"The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards."
So you can use Deny Existence on all of those cards. A location makes you take damage or lose actions when you enter it? Ignore it! The Agenda flips and deals you a bunch of horror? Not a problem!
Spoilers for Innsmouth: You can even use this card to stop yourself from drowning. Why not take Dianna to The Pit of Despair and spend the whole scenario underwater?