Wither

While it has been mention in the 0 XP version that Eldritch Inspiration can be used in conjunction with Diana Stanley for cancelling the symbol effect, the upgrade offers an immense boost if used with Eldritch Inspiration, essentially making the card deal 1 more "damage".

Another synergy to emphasize (which has been mentioned briefly in another review) is token control: With Jacqueline Fine, Olive McBride, Premonition, Unrelenting, Third Time's a Charm, and surely other cards I missed, the additional "damage" output of this card becomes much more probable, which is great for an asset without uses.

One thing that might get missed rather easily though: If the enemy does not have at least 1 damage assigned to it you cannot kill it via the symbol effect (health reduction) alone.

AlderSign · 226
Also the effect only lasts until your turn is finished. So you probably want to kill it in your turn. — Tharzax · 1
4xp to turn a card into a situational vicious blow? — MrGoldbee · 1420
Phew, this is way more than a Vicious Blow, as pointed out by reviews all over this page. — AlderSign · 226
But it's also a lot less. Especially now when you can't combo two wither(4) with the upgraded sign magick — Tharzax · 1
Hunted by Byakhee

One of my favorite encounter card designs to date. Similar to The Shadow Behind You, Hunted by Byakhee plays mind games with you. Yes, you are unlikely to pass an (6) test, but if you manage to minimize your failure, Hunted could end up whiffing. On the other hand, it's equally likely that a Byakhee is right on top, wasting any investment you made to minimize failure. Of course, you could expend resources to push yourself into ABT (Anything But Tentacles) range, but A) That would be extremely expensive, in A Phantom of Truth on Standard you might need to hit 11 depending on how much doom is in play, 2) Any resources you use to minimize failure on Hunted are resources you could have used to deal with any Byakhee it ended up spawning instead, and Γ) The is always a risk, but investing so many resources into resisting Hunted means that pulling the turns from bad to catastrophic, especially since, as we established in point 2), that means the resources you lost to the aren't available to fight the Byakhee Hunted spawns (which, given that you're digging 6 cards into the encounter deck, it's extremely likely to do).

Granted, this is mostly academic, the majority of the time I've drawn Hunted I've chosen to simply take it on the chin, but the point is it feels like a real choice. Unlike cards like Rotting Remains, you're unlikely to flat-out pass Hunted by Byakhee, turning your focus from "What are the odds expending this resource will let me pass?" to "What are the odds that expending this resource will mitigate my failure sufficiently to avoid the worst-case scenario?" Even going from 6 down to 5 down substantially reduces your chance of finding an enemy, forcing you to consider not just the chaos bag but the composition of the encounter deck. How many Byakhee are already in play or in the discard pile? If horror is a problem, how many Omen cards are left in the encounter deck?

What do you choose to do?

There's the odd situation in which it's probable to fail and find one (Byakhee/Omen) and you actually want to maximize the number of drawn cards to be able to choose instead of being forced to draw the only card revealed with that trait. — AlderSign · 226
It — OnThinIce · 19
...just a Byakhee enemy with 1 extra horror(sometimes less), like every deep one enemy. nothing to be serious. — OnThinIce · 19
Deny Existence

I tried to put this card in my Rex Murphy deck but the deck builder gives out a "Contains forbidden cards (cards not permitted by Investigator)"- error. I am pretty sure this card is allowed on Rex, so how could I contact you people so you may fix this, if it is an error on arkhamdb and not on my part? Thanks :)

johniemi · 2
Nevermind, I — johniemi · 2
m an idiot :) already had four non-seeker cards in the build, thus adding two Deny Existence cards made Rex go over his limit of five total non Seeker cards. — johniemi · 2
Empty Vessel

After Wish Eater: Jewel of the Gods switches back to Empty Vessel while playing Akachi Onyele, does it start with 1 charge again? I read the rule of enter play, and it seems like bonded cards are out of play. Therefore, after the switching, Empty Vessel enters play again, and it shall be granted a charge. Could anyone clarify this please? Many thanks.

tom89819 · 2
You are right. — chrome · 54
"Out of play refers to the cards in a player's hand, in any deck, in any discard pile, in the victory display, and those that HAVE BEEN SET ASIDE and/or removed from the game." — chrome · 54
Time Warp

After playing with two of these in my Sefina deck, Time Warp is one of my favourite cards in the game! Not because it's particularly super powerful (I think it's good, but not exceptional). It's just that it feels so fun to play.

The first time I played this card after buying it, I did an action that caused the Act deck to flip, and then I failed a resulting test which directly dealt me a permanent trauma. Not only did Time Warp undo that trauma, the fact that it fully reverted the Act back to the previous Act felt SO powerful, being able to manipulate such an important game aspect. (Note, however, that I think being able to timewarp the Act or Agenda is probably pretty rare, since those don't often flip due to an investigator action.)

It was also really funny to me that after traveling back in time to undo that action and unflip the Act, I just immediately went back in and did it again. If I had got the trauma on the second attempt... at that point I would have deserved it. I just needed to succeed at that check though, and I did the second time!

Especially in multiplayer, playing this on another player's action to help them fix the mess they caused from their action is just delightful. "Oh something went wrong? No it didn't." Especially if other players aren't expecting it, and they get all their commited cards back in hand, unexhaust assets they used, etc. Just remember you can't use it after a player is defeated on their action, because then Time Warp can no longer target them.

Sometimes it can be hard to remember all of those details of what changed during a complex action, which in my opinion is part of what makes this card fun, but I can see it as a reason not to play Time Warp. It can be a bit of a headache. I definitely recommend reading through the FAQ here about undoing effects such as shuffling a deck. Sometimes you simply can't play Time Warp if you can't get the game state exactly back to how it was, but in many cases it's fine. "A randomized deck is a randomized deck." It doesn't necessarily have to go back into the exact same unknown order.

Also note, however, that Time Warp can sometimes let you know at least what the top card of a deck is. I once played Time Warp after taking a simple draw action where I drew my weakness. I went back in time, putting the weakness back on top of my deck, and then if I didn't have a way to shuffle my deck, I simply would have drawn the weakness at the end of the round. Thankfully, I had a Quantum Flux ready to go.

Having Time Warp in hand feels good too, even before you play it. It's like a defensive trump card, similar to Ward of Protection, but for player actions instead of treachery draws. It feels like a backup in hand similar to a Lucky, though Time Warp is more situational.

quilynn · 3
Now I am interested in which act you advanced. — AlderSign · 226
Just a guess, but it does seem to match an act from the Dunwich Legacy where a lot of investigators can be derailed ;) — bee123 · 31
An underrated card. Team-wide (or I suppose location-wide) autofail protection for 1 resource / fast / 2 XP is really good, even if limited to player phase. And then there will occasionally be times where all that other text on the card does something. I think it's underrated just because it's so complex that the primary use of the card is kind of hidden. — CaiusDrewart · 3046
@bee123 that's a good guess ;) — quilynn · 3