Rite of Sanctification

So this may be one of the strongest cards ever printed for yorick, lets go down the list.

Cost 0 Asset check

Has Icons check

Takes up an uncontested slot check

Pays for every other card in your deck check

If you only get 1 blessing in the bag this still reads as 2 resources on his ability that can be looped basically forever, once you spend all the blessing the rite goes to your discard pile where you can just replay it until every enemy is dead.

If you go from tempt fate or keep faith into a 3/4 blessing Rite, yorick instantly becomes the fuel for your entire teams assets.

I am constantly struggling in my yorick decks to find ways to even spend my money anymore, no amount of high cost assets seem to be enough to drain the pool.

If you are a fan of the gravedigger then 10/10 I endorse this combo.

Zerogrim · 295
It exhausts. Be careful! — MrGoldbee · 1487
It exhausts, which is a big limiter here. You also need to have blesses in the bag, which is a tradeoff in itself to run bless cards. It is a good card tho — StyxTBeuford · 13049
Yea exhausting can be an issue early in the game but later on one discount a round is just fine, and outside of a bless team it can be an issue to get them in the bag/stay in the bag to loop it but even then a single tempt fate is 6 resources for 0 total actions spent. — Zerogrim · 295
Solemn Vow

If you make a solemn vow to Carolyn to give her a piggyback for the rest of the evening while she whispers bible verse in your ears, you will find yourself much refreshed.

The usefulness of this card is limited by the fact you have to be at the same location at the tank or healer, but Safeguard does a ton to offset this. Because it's 0 cost and Fast, it's also a very polite inclusion in your deck, as you don't have to mulligan for it, as you know that most often you can draw it whenever and get it out.

I'm enjoying it a lot in Carolyn, as she likes centralising the party's horror, so she can deal with it on her own terms.

I like this most with Yorick actually as you can commit this like a Guts, then kill something and play it onto someone else at your location. — StyxTBeuford · 13049
Dr. Elli Horowitz

What happens to the Relic attached to Dr. Horowitz when she leaves play? I think its discarded.

Anyways there are some nice combinations like:

  • Ornatebow not using any Handslots
  • Like you can have Boxinggloves into play combinded with another Weaopen like Relic Blade.

If its really worth picking up the Ally-Slot + Dr. Horowitz is not allowed to die. I`m not sure.

Yes. The card is attached to her. When a card leaves play, all cards attached to it are discarded. — Death by Chocolate · 1489
I should also add that attachment in AHCG is not a commutative property - so if the Relic is removed from play by some effect, Dr. Eli is not discarded. — Death by Chocolate · 1489
Silas Marsh

So I am coming around on Silas, the same way I did on Mary, and for the same reason: more cards were released in their campaigns, and those cards play to their strengths.

Many new cards, like signum crucis (now 0xp), give you benefits before you commit them. That allows you to add a ton of bless tokens to the bag every round, either for one action or as part of the mythos phase, and with Drawing Thin, the numbers can get substantial. In a bless-heavy strategy, Unrelenting can either majorly increase your chances of success (Most of the tokens that would make you fail, including numerical tokens, out of the bag), or you can put additional blessings on it, draw cards, and let it ride.

Silas can supplement his stats in odd ways with level two Defiance, Steadfast, or advanced Guts/Manual dexterity. Want to spend money as fast as you make it? Use inspiring presence with Madame LeBranche to power either dark horse or the Mariner's compass. There’s even solo potential, with the compass, sharp vision, and Granny Orne, true understanding, or the survivor suite of fail-to-win.

I am playing with Silas and Ursula through TIC currently*, and speed is more important than the ability to dole out violence. Track shoes, quick thinking to grab enemies off of pals during their turn...it's Arkham at a sprint!

I’ve left my previous review below, but consider this one the most accurate.

*We won. Old review: [[[Silas is a signature character for the Innsmouth Conspiracy. For a cycle all about bless tokens, it’s currently hard to pin down if he can do much that’s more effective than William Yorrick.

Obviously, Marsh will have a better time with the frequent dex checks the campaign asks for. But six boxes into the game’s life, survivors have slim pickings in terms of weapons, and if you don’t buy the Stella set, you’re stuck with the old hunting rifle and that’s about it. (Silas could be confident with the bow, running shoes, Peter, and even Dark Horse, but he has no additional action economy to make the bow effective.)

Being able to second-guess skill checks is useful, but it’s extremely hard to build out combat versatility without guardian access. Your ability to boost your attack and to do extra damage is minimal.]]]

If you want to play as Silas, try the Eldritch Horror third edition expansion, where one of his items is a shirt that keeps getting torn off.

MrGoldbee · 1487
It's a good thing that this box actually did give him a solid base weapon. Sea Change Harpoon is basically a Machete. Meat Cleaver and later Timeworn Brand also work fine, but buying the Stella Clark deck does give him Chainsaw as a great upgrade option (easily replayable with Act of Desperation and Resourceful). I think Silas' strength against Yorick is his versatility. Silas can more easily commit his way to pass intellect and will tests, and his ability can let you grab a bunch of cards using Nautical Prowess or Daring (you can return the skill card and still the card draw lasting effects remain) which helps maintain commits. He also has one of the best if not the absolute best Survivor Elder Sign, which works incredibly well with Eucatastrophe. — StyxTBeuford · 13049
I forgot Timeworn Brand. — MrGoldbee · 1487
Yeah I see no reason to ever take Bow off of him. When he has great combat options already. — StyxTBeuford · 13049
Bow on him*, I severely misspoke. — StyxTBeuford · 13049
It could be argued that any survivor can use eucatastrophe, and Yorrick’s ability to recur it his elder sign is part of one of the games best infinite combos. You’re still playing someone with four fight and very little ability to lay on extra damage. How long are you really going to keep a 3 cost harpoon that’s basically equivalent to the 1XP machete? The net is pretty cool, granted. — MrGoldbee · 1487
I mean, Silas’ Elder Sign allows for the exact same recursion with Resourceful. You play Euca, commit Resourceful from discard to recur Chainsaw, and you have a Resourceful now in your hand you can commit again to pick up Eucatastrophe and do it all over again. Silas has the best elder sign in Survivor in my opinion. — StyxTBeuford · 13049
I think playing Yorick is maybe easier, and Yorick is probably a better tank and support type of character, but Silas is otherwise more versatile and I think more consistent. — StyxTBeuford · 13049
Skill card is not commited to a skill test, if Silas returns it to the hand, right? — Overseer · 1
@Overseer, yes that is how I read the rules too, I'm afraid. If you look up skill test timing then I think his ability triggers at the end of ST.3 so before resolving the skill test results which often trigger the skill card effects. But Eucatastrophe's effect is "when you reveal token" so that resolves. Note that for the Elder Sign there is no timing problem because the card returns after the skill test ends. Tricky situation and would be nice to have more official confirmations — wardentim · 1
Instead of discarding it means it acts as usual. Same as Wendy's Amulet. — LeFricC'estChic · 86
I don quite understand this main card ability. Does Silas' ability allows to return a skill card to the hand: A) Skill card is not committed to the test, icons to skills do no apply + only the effects of the skill card that trigger before the card is returned work or B) the same but all effects of the skill card applies, including the ones that triggers after the point it is returned to hand or C) the + to skills to test from skill cast are also added to the test, the card remains committed even if it is returned to the hand. — Wasylson · 1
@wasylson I believe A is the correct answer. Only the effects of the card trigger before you return to hand. So: commit skill -> trigger -> reveal token -> Silas ability window -> resolve test/icons -> card effects. Someone please correct me if I'm wrong. — marthvader · 43
Abyssal Tome

Looks like David Renfield has written his memoir ("A Doom of One's Own"?). Like David, this card becomes more powerful the more doom you add to it. Unlike David, it looks devilishly tricky to manage.

The advantages of the card are obvious. Unlike most Mystic attack cards, the Tome neither takes up an arcane slot nor relies on limited charges -- nor is it a one off event. The ability to fight with EITHER or opens the card up to more investigators, and may provide handy flexibility if you happen to be high on both stats (eg Norman Withers). And while the card is all about flirting with doom, you can always use it to plink an enemy for one damage and never add any doom at all -- maybe handy for finishing off an enemy you've softened up with Shrivelling. But of course, that's not what we're here for! We want to load this sucker up with doom and make as many +3 skill value, +3 damage attacks as we can. The problem, obviously, is that your scenario is going to be short-lived indeed if you simply binge-read the Abyssal Tome.

ABUSE IT 'N LOSE IT

The best way to work the Tome is to build it up and then get rid of it before the agenda advances. This can be done by playing another hand asset over it, sucking it back to your hand with Library Docent, discarding it with Dexter Drake's ability, or discarding it with some card like Sacrifice or Act of Desperation. If you want to keep it in play, Moonlight Ritual is there for you. Sounds easy enough: the problem is that it takes several turns to power up the Abyssal Tome. Even in an ideal situation, when you use the tome for the first time right after an agenda has advanced, and then use it the next two turns as well, you'd need the agenda to have a doom clock of at least 5 not to have advanced it early. And again, that's assuming you were able to use it every turn, no other doom appeared on the board, etc. In many if not most situations, you'll be looking to dispose of the tome before you've had a chance to fully charge it. Unless you're good at...

SPEEDREADING

There are two ways I know of to get two doom on the Tome in a single turn. Knowledge is Power lets you trigger the ability for a free action without exhausting the Tome, allowing you to use it for an action later in your turn. That's nice, but the lady who really loves this tome is the Misses of Abysses herself, Abigail Foreman. In this situation, she's as good as a Knowledge is Power every turn. The first turn you use her, you're looking at two attacks for a total of 5 damage -- all for one action! If you use her the next turn as well, that's two Abyssal Missiles for a total of 8 damage. Unfortunately, Knowledge is Power and Abigail Foreman are both cards, and the latter is level 4. Plenty of investigators can take Abyssal Tome and Knowledge is Power: Daisy Walker, Gloria Goldberg, Jim Culver, Luke Robinson, Marie Lambeau, Norman Withers. But only one, Daisy, can take Abyssal Tome and Abigail Foreman.

Many other cards besides the Abyssal Tome itself have been discussed here, and that's kinda the point. It'll take some commitment to make this card work. For best results, you need cards to help you ditch the Tome before it advances the agenda, and other cards to help you pile multiple doom in a single turn. AND, since you've invested all those card spots in doom-management, you probably want to get full value by including other doom-hounds in the deck, like David Renfield, Arcane Initiate, and maybe De Vermis Mysteriis. This is the kind of card that comes close to dictating an entire deck.

Is it all worth it? Especially when you can just, say, use a pair of blessedly simple Shrivellings for your damage dealing needs? I'm inclined to think an elaborate Abyssal build would prove finicky. Finicky, but fun! The best reason to run this card may be that you just like roleplaying a mystic who is tapping into dark forces for extraordinary power, forces that may end up proving difficult to control...

In a mystic / seeker deck you can manage it with Magnifying glass (1). — AlexP · 283
Doesn't Knowledge Is Power make all costs free? So you wouldn't be able to place a doom on the tome if you used it. — Piecommander6 · 15
I don't think adding a doom is a cost (its a choice). The cost is exhaust and action. If you don't put the doom, you don't get the bonus damage anyways. — fates · 54
@fates is exactly right. On any cards you can find a costs of an ability written before ":" (colon) symbol. All that goes after this symbol is an effect (or effects). — alexalansmith14 · 696
Seems the FAQ ruling on Knowledge is Power suggests that cost can also be after the ":" (colon) symbol. Note that it also doesn't say you "may" ignore the cost, but "ignoring all costs". So, I think if you ignore adding doom, then when you don't have an option to add doom, and so you don't get to hit or damage bonuses. However, I could be wrong about this. — interneterik · 1
3 years on, and we now have a second gator who can take both Abyssal Tome and Abigail Foreman: Charlie Kane! And I do mean CAN, and very much do not mean SHOULD. — HanoverFist · 747