Ariadne's Twine

There are a lot of Seeker cards that you would gladly forego your auto-resource to add a secret to, and this enables that interaction. I can mostly think of tomes so Daisy will love this, but some of those tomes are powerful enough that any seeker will take them, and this is akin to a third or fourth copy of those cards (or a second copy for the Necronomicon). There's also plenty of non-tome secret cards this benefits as well, making a secret-based deck more viable.

SGPrometheus · 847
Also very good in a deck using Mr Rook and Astounding Revelation. With this card effectively turning resources into secrets at a rate of 1 per turn, you can effectively get unlimited deck searches, which is ridiculous. I'd live to use this combo in a Mandy (Mystic) deck, to make use of Quantum Flux and Enraptured to create a super-reliable deck where you're never short of the cards you need. — Dam13n · 11
This is a dream combo with The Necronomicon (from Harvey Walters deck). It adds +1 secret per turn to necronomicon. Or even better, when you charge it first your Necronomicon can come later with +8 secrets (6 damage). — Kozz84 · 1
Hallow

EDIT 17/12/21

The main use of this card is not mentioned in a comment yet so I'll add it here:

This card is a must-have alongside Holy Spear. Indeed, using the big attack of the Spear forces you to seal an ever-growing amount of tokens on it, with no means to return them either to the bag or to the token pool.

Well look no more, seal tokens on the Spear to get high attacks, and free them to remove 1 Doom. It's literally a double bonus.


And secondly, if your teammate(s) are using curse in their deck, there is an obvious combo with Tides of Fate to clean a big number of tokens in one action with one doom removed.

This could for example be a good way to get rid of 5 tokens sealed on Holy Spear and 5 sealed on Dark Ritual, or with someone that would break the vow of the Geas

Valentin1331 · 79079
This removes the tokens from the chaos bag, Tides of Fate only puts curses back in the bag if there are blesses in the bag. Since this removes all 10 possible bless tokens from the bag, there's nothing for Tides to replace. The combo can in fact clear 10 curse tokens and remove 1 doom with no drawback. — SGPrometheus · 847
Parallel Agnes is probably the best at playing Hallow, as she can reshuffle Tides and Hallow after playing them. Currently she lacks good Bless or Curse generation, but there is one card coming in Into the Maelstrom that will help. — Zinjanthropus · 230
Justify the Means

I think this is a pretty interesting card. For starters, automatic success is good, in general, but it's especially good in the Rogue faction. This is because Rogues have a lot of effects that not only care about whether or not you succeed at a test, but also how much you succeed by. Something like "Watch this!" only needs you to succeed by 1 to get a positive effect, and it's not too difficult to get your stats high enough that you're at least very likely to do that, however with something like All In or especially Sawed-Off Shotgun, you really want to be succeeding by a lot more than that to make them worth including in your deck. This can be fairly taxing on your resources, because you might want to be as much as 11-up on a test to make sure that you'll be dealing the full 6 damage with a -5 in the bag (for example), and doing that leaves you extremely vulnerable to the . Enter Justify the Means.

The way that automatic success works is that you don't draw a chaos token and you succeed by your skill value. Now you just need to get your skill value to 6 and you have a guaranteed 6-damage in one action. That's value! You can also trigger whatever other succeed-by effects off of the same test.

Over-success effects are probably the main thing that you want to do, but part of what makes this card good is that it's fairly versatile. Running low on sanity in a scenario with Rotting Remains? Well, you can use this to make sure that you don't die. Get Frozen in Fear? No problem, just add some to get rid of it. Forced to explore from Crumbling Precipice? If you fail the test, you're still safe when you have Justify the Means, and at the low cost of only 2 .

So, what's so interesting about automatically succeeding tests? That sounds boring. Well it isn't. The cost of adding equal to the difficulty of the test actually makes it really interesting. This means that you can't use it if you would have to add in excess of 10 to the bag. This means that if you're using it to succeed high difficulty tests you're going to hit that limit pretty fast. Possibly the best part about this is that, unlike Three Aces, it doesn't really matter how degenerate your deck is. If there's 10 in the bag you just can't use it no matter how fast you can draw it. This also makes it less costly to use on easy tests that you had a good chance to succeed anyway, which can be very relevant when using it for oversuccess purposes or for must-pass tests. It also means that it combos with one of my favorite Rogue skills, Momentum. There's actually no cost to succeed at a 0-difficulty test.

The other thing that makes it a bit more interesting is that, unlike Three Aces, it gives no skill boost of its own. If you need to hit a succeed-by-6 threshold, and you only have a stat of 3, for example, you need to find some way to close that gap.

I did test it a bit in TTS, myself, and was able to make a really fun solo Wini deck that had a single Sawed-Off Shotgun as the only source of damage. It had Justify, Three Aces, and Daring Maneuver (2) to make sure that I could always hit the requisite threshold to kill 3-health enemies regardless of the number of cards in hand. In spite of the aforementioned drawbacks of Justify, it actually still felt pretty busted, but that's honestly hard to avoid with Wini, regardless of the deck. Looking forward to actually having the physical card. So long to wait X_x

Zinjanthropus · 230
It's practiced, for Finn & Trish. — MrGoldbee · 1492
Or Amanda! — MrGoldbee · 1492
This card is insane in Amanda now that they ruled that if she tucks it under her she doesn't have to pay the curse cost. It's automatic success for an entire round. — Killbray · 12425
Safeguard

Should I run Safeguard, you ask? Well, would you run a 2-cost, slotless Leo De Luca?

OK, so maybe that comparison is a little bit flippant, but I do think this card is quite pushed and is probably the best level 0 Guardian card we've seen since the Core Set. This thing does a very respectable Pathfinder imitation, while being cheaper and not costing XP.

Note all the tricks you can do with this card and enemies. You can still activate Safeguard if you have an enemy on you. This allows you to drag enemies across locations without attacks of opportunity. This has cool applications for investigators like Roland and cards like Grete Wagner. Even outside of that, I've found that this comes in handy surprisingly often. For example, does your location have some nasty text that makes it unpleasant to stay and fight there? Just Safeguard your way to a nicer spot, action-free. With Safeguard II my Guardians have found themselves dragging enemies across the map in frankly ridiculous fashion.

Note that, unlike with Safeguard II, if another investigator moves into a location with an enemy, this version of Safeguard does not allow you to swoop in to preemptively engage that enemy (since you move "after" the other investigator). This is one of several reasons why I would recommend Safeguard II as a strong upgrade to an already great card.

Another benefit you'll notice from Safeguard, beyond the obvious one of saving you a ton of actions, is that you'll much more often be able to end your turn at the same location as the rest of the team. This is usually a really good thing. Investigators will more often be able to support each other with commits during the Mythos phase, for example.

Finally, Safeguard gets even better if other investigators are running the movement cards of their own faction. It's so strong with another investigator's Pathfinder or Shortcut. If you haven't tried a multiplayer group where one player takes two Pathfinders and everyone else takes two Safeguard IIs, well, you really should. It's pretty sweet.

CaiusDrewart · 3191
I played it in Nathaniel and am currently playing it in Carolyn, who doesn't really care about engaging the enemies herself, and I agree, this is a great card in everybody, who can take it. — Susumu · 381
Safeguard also combos nicely with Scene of the Crime, helping you position yourself to scoop those free clues. — Mordenlordgrandison · 464
Yeah, I don't think you have to be a fighter to want this card. It ends up being good for pretty much any investigator. This makes it one of relatively few level 0 Guardian cards that have appeal for investigators who aren't trying to fight with Combat. — CaiusDrewart · 3191
Safeguard basically an auto-include in anything beyond solo, no combos needed. It'll be easier to describe the situations where you don't want Safeguard! — suika · 9511
Is your teammate moving into an unrevealed location that turns out to be horrid, its cool safeguard (0) has you covered, just don't trigger it. Honestly the only thing this is missing to just be the best card ever is a wild icon. — Zerogrim · 295
Spiritual Resolve

IMO this is a great card for the battle version of Sister Mary, so she can have her Body slot free for Bandolier and hands for a Rifle or two....her squishy factor drops considerably with 3 copies of this sucker at the ready in her deck.

Krysmopompas · 366
It worked really well in my Sister Mary: Boxing Nun deck. — Snakesfighting · 94