
The past-due notices in the art are addressed to Finn Edwards. Worth noting for anyone who is making lore-based decks.
(200 character count; 200 character count; 200 character count; 200 character count.)
The past-due notices in the art are addressed to Finn Edwards. Worth noting for anyone who is making lore-based decks.
(200 character count; 200 character count; 200 character count; 200 character count.)
More Deja Vu weird questions.
Say I have Flare, I use Flare and it gets exiled.
Before the next scenario do I get to:
A: remove flare from my deck and replace it with a level 0 card, then repurchase flare for 0XP and replace another card in my deck or B: simple repurchase flare and effectively not alter my deck.
Given deja vu costs 5xp I think it having a subtle adaptable effect on the deck is intended, what are other peoples thoughts?
I've seen players comment on their experience with playing Occult Lexicon a few times during a scenario. Based on my understanding of the card, that's not possible.
Bonded cards have this ruling:
New Keyword: Bonded. If your deck contains a card which summons one or more bonded cards, those bonded cards should be set aside at the start of each game.
It's expensive XP-wise, but this can be used to address Marie Lambeau's weakness, Baron Samedi. Since a star allows you to add doom, you can speed up the Baron's exit by a full round. Pushing him out 1 turn sooner means you can get rid of him on agendas that would advance at 3 or 4, while otherwise you need at least a buffer of at least 6. Getting 3 doom on the Baron over 3 separate rounds is surprisingly hard.
In a 4-player Standard campaign, I always start my deck with 3 of these, and remove them somewhere before the halfway point of the campaign, and it works out well for me each time.
To start with the upside, if I draw 2 Open Gates, it routinely saves the group 3 actions a game, sometimes less, frequently more. In most campaigns' early missions, you're in the "explore" phase of the mystery, where you are wandering around town/campus/jungle flipping locations and collecting clues. Since you're low-xp characters, you don't have much of your jank, but the game accommodates you with easier shrouds and monsters, many of which are beatable with just base stats. It's usually effective for your group to split up, but there's always that Act that says "investigators at <Location X> spend clues as a group to advance/resign", where the party has to get to a specific spot. Open Gate lets at least one teammate teleport there, which may even let you advance the Act a whole turn sooner than you could have otherwise.
As for the fail cases, If I draw 1 Open Gate early but never get its partner, then I'm out a card and resource, which is a fair price for a failed gamble in this game. If I draw it late, I can pitch it to a treachery. It may be suboptimal, but it's never dead.
The card definitely gets worse as the campaign goes on, both because missions start to become "charge forward to your inevitable doom" with no backtracking, and also because your bottleneck changes from movement action economy to succeeding repeatedly at difficult tests, and Open Gate doesn't help with that.
Like Flashlight, I think this is an excellent level 0 card for your starting deck that you swap out later as they become obsolete.