Blessing of Isis

To define how good this card can be. Take note of Favor of the Sun. You can trigger Favor of the Sun after you've seen the first bless token in your draw and thus guarantee Blessing of Isis triggers right there. It's a strong combo, but I'm not sure Blessing of Isis is worth it by itself.

The probability to see two bless tokens goes from neglible at 2-3 tokens in the bag, to nearly 20-30% at the maximum 10 tokens, with a Mary doing her very best to fill the bag with goodness, and/or other characters helping out somehow, those odds can actually be rather good and consistent, netting perhaps 3-5 extra triggers. The trick then is to take characters who've got great abilities, Leo Anderson, Nathaniel Cho and Sister Mary herself all like this effect.

As a last method to support this card, there's seal mechanics. When you've got a Chthonian Stone, the Day of Reckoning weakness, Seal of the Seventh Sign and other mechanics to block out other tokens, this in turn enhances your chances at seeing back to back tokens, this is actually a reciprocal synergy so a large group playing into this theme together can set up games where a heap of negative tokens is locked out entirely and blesses are more then half the bag.

I dont think Blessing of Isis is a particularly excellent card, for the simple reason that it relies on setup and randomness, but it's fun and can be extremely powerful in that niche window when you're consistently seeing those lucky draws. At least once you've set up, the that trigger Blessing of Isis do go back into the bag when triggered, so Blessing of Isis is a bit of a "self refueling engine".

Tsuruki23 · 2588
Good review, two notes: Father Mateo can take this too, and he has arguably the very best Elder Sign effect, plus access to lots of sealing cards and token manipulation. Also, if you have a supportive build for Mateo, Carolyn, or Mary, you can run this alongside a non-guardian with a good elder sign. Skip buying Favor of the Sun and let your Silas, Winnifred, or Lily run it instead to trigger their powerful recursion effects. — OrionJA · 1
Gate Box

Very surprised this card hasn't been reviewed.

Is this the best investigator signature card in the game? I don't know but its definitely up there.

You get to (3 times):

1) Move to any revealed location for free, if you let the game knock you out at the end of your turn.

2) Cancel/Dodge Enemy Encounter cards if you can Scrying, which should be a staple in your deck.

3) Auto Evade any amount of enemies, engaged with you.

4) Gather clues/deal damage/gather resources/help allies/create walls/move with Shortcut/and gather draw/resources in complete safety, using an event card.

5) Set up your assets mid-game without fear of reprisal.

That's a lot of value and flexibility for a signature care, add on IT STARTS IN PLAY. Some of the amazing signature cards may never come up in a scenario thus making them worthless, but this will always get value.

Finally if you can add Enraptured or Premonition + Recharge for even more value.

Sure It's no Duke or Family Inheritance nor is it Bury Them Deep, Dark Insight or Mystifying Song, but it's pretty goddamn close.

, · 574
Yes it's not Duke, Family Inheritance, etc etc... it's much much better. This is the best signature in the game, period. — snacc · 1023
Weirdly enough it is activated best in the player window after the investigation phase to stay there longer. Might not be intuitive for everyone. — AlderSign · 423
Can you use Gate-Box while in Pointless Reality to effectively move to Wondrous Journey, by basically expending a charge? If not, why? (Note: I'm not arguing this point only curious if no one has thought of it because the answer is obvious OR no one has thought of it and I'd like to know the ruling rationale before I play it) — Dugbo · 2
@Dugbo Gate Box instruct you to search your "bonded cards", while Pointless Reality is in play, there is nothing in your "bonded cards", therefore no effect. — nightroar · 473
Can we escape Dream-Gate (pointless reality) with the Gate Box ? — Ayoross · 3
Harbinger of Valusia

I vastly prefer this version to the original - the change is subtle, but impactful. This enemy is primarily an action sink, so having it be perfectly symmetrical in Fight/Evade values while also having all the keywords in the world PLUS the ability to Retaliate while exhausted made it just slightly too annoying to tackle, especially considering how omnipresent it is. This version has evolving Fight/Evade values, and it's not able to bite back anymore when it is being hit while down, so the annoyance is slightly mitigated. Also, putting Damage on it is now a more viable strategy, simply because it's now the more efficient way to get rid of it.

ratnip · 68
"I'm done runnin'!"

I find it odd that this card doesn't have a review after so long, so let's change that.

Honestly, it feels like a very underwhelming signature card. Essentially it lets you deal up to 4 damage in a turn, by spending every action to evade an enemy. This feels awful. You could combo it with Cunning Distraction but why?

Ultimately if you want to do damage you will tech into Ornate Bow, so perhaps you could use this to tide you over? but then again this is, unless I'm misreading, 3 actions for MAX +3 damage IF you hit all the checks.

So how is this card decent? The its ability to handle multiple 1hp enemies, or two 2hp enemies, then it's 3 actions to kill 2 or more, which feels alright.

I find the situation in which this card can do its job, deal with multiple 1hp enemies, is slim but it can happen. If you play Rita and focus on dodging enemies throughout the game, chipping away with 1 damage from her ability, you can clean them up in one big turn.

Important note It readies all enemies and makes it terrible to exhaust them, so if you don't kill something get ready for a smack.

. · 35
It's better than you're giving it credit for solely because it's effectively a Taunt. Rita's biggest hurdle is that evading stuff as enemy management usually requires having to engage enemies off of other people, which is very action intensive. This lets her engage anything for no action. You still have the option to exhaust them as well. You can also use her ability to get an extra +1 damage for any one of those actions. . — StyxTBeuford · 13052
It aint great. — MrGoldbee · 1497
I have not played Rita yet, but it seems to be much better with swarming enemies, right? — Susumu · 383
Per the ruling on Zoey, it should work once per enemy. On an evasde, you would disengage and exhaust each swarm enemy, then replace the effect with dealing 1 damage to each swarm enemy. — suika · 9522
This works because there are multiple "exhausts and disengages" occuring on a successful evade, just like there are multiple "engages" happening when Zoey engage a swarm. What is splendidly unclear is what happens if you don't choose to deal 1 damage to all swarm enemies. What if you deal 1 damage to every enemy, except the host, whom you choose to disengage and exhaust? Enquiring minds want to know. — suika · 9522
For swarm, I take it as you deal 1 damage to it, not to each. IF we could get a clarification on this card spesifically it would help A LOT with how strong this card could be. — . · 35
I play Rita a lot, and this card ALWAYS gets pitched for the icons as an extra Overpower or Manual Dexterity. — Pinchers · 133
Note that the replacement effect of one damage is optional. You can still do a ‘classic’ evade if you want. — Death by Chocolate · 1490
Hear me out. All you have to do is save up 10 resources and hold on to a couple of Cunning Distractions and boom, you've got yourself a 3-card combo that's kind of like a single grenade. — OrionJA · 1
Rita's ability has (Limit once per round) — Joannes · 1
Mechanic's Wrench

Read the full card before you get an opinion. Because you don’t have to use that ability if the enemy attacked you last turn. That hunter made a huge mistake coming to you, and now you’re going to bash its head in. Consider it at a cheaper, more specialized machete that pairs especially well with your power and level zero guard dog.

MrGoldbee · 1497
Thanks for this, I definitely missed the timing subtlety here that makes this effective vs. hunters from the prior round. — HanoverFist · 758
I still don’t understand how this weapon works — Aslan_IFLY · 1
Did the enemy attack you recently? Cool. You can use the wrench to attack that enemy. — Darthcaboose · 286
Enchant weapon cannot be used on this card as it is not a weapon. I too don’t understand how o use this card properly. Is it just that if you were attacked in the enemy phase, you can use the Fight action of the wrench on your next turn, since you have been attacked since your last turn? The lightning bolt would allow you to have an enemy spawned during the mythos phase, attack you, but then you would have exhausted the wrench and couldn’t use the fight action on the wrench. — 2DotsontheI · 1
The fight action on the wrench does not require exhausting it as part of the cost, so you can use the fight action even if the wrench is exhausted. — Frost · 275
The entire point of the fast trigger on the wrench is to let you use Daniella's reaction trigger and the Wrench's action trigger later that turn. The action trigger doesn't exhaust the wrench or check if it's exhausted, so the most straightforward way of using the wrench is to exhaust it, deal 1 damage back, then attack however many times you need to in the same turn, to relatively efficiently kill any odd-health enemy. — Thatwasademo · 58
Hunter or no hunter doesn’t matter. If you get attacked in the enemy phase, you can use the action arrow on this card your next turn (up to 3 or more times depending on how many actions you have that next turn). In addition, you can use the free trigger ability to have an enemy attack you if you haven’t been attacked so that you can use the action arrow your next turn on that enemy. Heck, you can even attack multiple enemies with this action arrow if you were attacked by more than one enemy since the end of your last turn. — rainman1646 · 2