One-Two Punch

You might wonder, does the automatic success mean that I can’t apply skill cards to the first test? Actually, you can. You don’t skip:

ST.2 Commit cards from hand to skill test.

That means your team can pile on vicious blows, quick thinking, overpowers....Which means this is an excellent first attack against bosses. And the second hit, even if your boxing gloves are gone, it’s going to take you to a +8, a fighting chance to hit any foe in the game. With regular boxing gloves, that’s +9, advanced ones +10, and you probably have a beat cop or other ally to give you that +1 bonus...The cost of course is five experience points and two bucks.

The upside is you can recur it with Nathan’s elder sign. And it’s a tactic, so you can guarantee to have it when you stick to the plan. It’s an investment in xp, and shouldn’t be your first purchase because the level zero version of this card is pretty good. But when you need the bust the toughest of skulls, you’ll be happy to have this.

MrGoldbee · 1495
Monster Slayer

This card was bizarre before Nathaniel Cho arrived, but now it’s an interesting gamble. Before, it required investigators who are super good at using their weapons to succeed against a dangerous monster... Without using weapons. That made it good for conglomeration of spheres and little else.

The reason it’s a gamble is because Nathaniel, more than most investigators, has a lot of 1-2 XP picks he wants two of. Mano a mano, Radiant smite, vicious blow, lesson learned, galvanize... And that’s without getting into assets. But these all help you kill monsters, they don’t kill monsters directly.

But the only way you’re getting your monster slayer five* back is with an elder sign on a fight check. Unless you do something very weird and add quantum flux with versatile.

But when you play this and invest in it, you have a 90+ percentage chance of getting the monster into the discard pile. No more “if I hit him two out of my four tries“. No retaliates. And you can even use it on enemies engaged with your allies for one damage on a miss, which you can’t deal with the Lightning gun.

so this card might be an interesting Late campaign pick, or a fun card to really gamble with.

(*Not like the cryptkeeper five, which is the band from the Monster Mash.)

MrGoldbee · 1495
While it is true that this card is good in Cho, the question is - is it 5 xp BETTER than Monster Slayer (0)? That card is already doing 3 damage typically for him which is already enough to kill most non-Elite enemies, and the upgrade actually loses value against Elite enemies. If you are going to pick up a 5xp fight action, I think you are much better served by One-Two Punch (5) which also typically gives an extra two damage for 5xp, but it also gives increased reliability and versatility (the two attacks no longer have to be the same enemy) over its lower level version. It also provides incredible burst against Elite enemies. — Death by Chocolate · 1484
True! — MrGoldbee · 1495
Also an efficient way of getting rid of Tommy Malloy — Defel · 4
5xp aint efficient! — MrGoldbee · 1495
yeah I'd go Handcuffs (2) on Tommy Malloy before this one — Krysmopompas · 367
Relentless

The basic idea of this card in a Cho deck warrants pointing out I think. Cho always wants to use events to damage stuff to pop his ability. Sometimes all you have are events which deal more damage than necessary, but you couldn't deal enough without them. Relentless lets you pay into those overkill events, making sure you get the kill without "wasting" the extra damage output. Thematically, you're giving a good show and bringing home extra cash from tips or bonuses or whatnot.

It also lets you pop your trigger at points when it's not necessary to do so in order to get the kill. Since it's once per phase, it'll be ready for the enemy phase if you do. When you have enough events to kill a baddie sufficiently, just trigger your ability and you've banked another resource essentially.

The discard is a downside for sure. Would be nice of course to just exhaust it and pull money from it but oh well. It's probably balanced as it is.

For it to be worth it, you need at least three resources to equal an emergency cache (which is upgradeable as well). It does give you freedom to overkill and overspend on events without wasting it though, so there's extra utility. Plus it's simply thematic, so even if it's equal or slightly worse than ecache, it's still fun.

I haven't played extensively with this yet to judge actual play, but I wanted to point out the obvious for it, especially since this is from a deck for beginners anyway ^_^

inches · 20
It is incorrect to say that it needs 3 resources to equal ECache because the cache gives the cash NOW, and the ECache doesn’t until later. And from my experience with Cho, you really don’t want to waste an event just to get his bonus damage and turn it into money since you need those events to last you the entire scenario. It wasn’t that hard to kill everything cleanly with events since most will do either two or three with his ability and boxing gloves plus 5 fight means he can very comfortably make basic fight actions for those loose 1 damage differences. — Death by Chocolate · 1484
I thi=ought about adding this to my Cahinsaw Yorick deck, but (at least in RttFA) the deck doiesn't generate enough excess damage for this to supplant other resource cards. — LivefromBenefitSt · 1091
Blessed Blade

To assess this weapon, you need to see it for what it is.

1) This is a weapon, it gives a fight boost and some random bonus damage. Random bonus damage is not hugely viable.

2) This is a Bless token generator, as of yet one of rather few, it will generate an inconsistent volume of tokens (more consistent at higher playercounts, but then it's also harder to maintain a high density of the tokens in the bag).

So, Blessed Blade is a card that does 2 things, cards that do several things are allways interesting because if just 1 or more of the mechanics are useful, the card will see play.

Bless tokens vary a lot for different playercounts. A lone Bless character in a 4 man team isnt able to keep up the bless volume, cashing in on a Radiant Smite for example is tricky, for the big team bless tokens will generally be quickly found and generate a few extra successes per map, which is nice. On the flipside a Solo bless character (or someone in a duo) can hog all the tokens for synergies (Radiant Smite).

As a weapon, the Blessed Blade depends on a high percentile of Bless tokens to be lethal, otherwise it's just a fancy knife! The blessed blade synergizes with it's own tokens, so as explained above, a solo character is more likely to be able to build a bag full of Bless and stand to score bonus damage on half or more of all his tests.

TL:DR from the above. Blessed Blade is essentially a team-support weapon in big groups, and a bit more of a killer in small groups. But when is blessed blade a good choice?

.

Blessed Blade is a good choice when you need a sidearm or backup weapon, often you will find an enemy with an awkward health total or a very low health total, where taking a series of random swipes with the Blade is more useful than swiping with a Timeworn Brand (because it generates a bless token) or conserves your charges on Enchanted Blade, Shrivelling or any guns you might have. You might take 2 in deckbuilding, or stuff just 1 copy in your deck because it's just a backup weapon.

To synergize the blade, any bless generation is good, Sister Mary is a natural fit, I think at least 1 copy is almost mandatory for her. Any cards that build up the token bag with bless (Book of Psalms for example) will really buff up the blade and cause you to land 2 damage hits.

A trick to use when you use this weapon is to find circumstances where you'dd be fine with or without bonus damage. Often this involves playing 2 weapons together, for example Enchanted Blade and Blessed Blade together. If you encountered a Ravenous Ghoul you could lead an attack with the Blessed Blade to see if you got bonus damage and exhaust for a bless token, then finish with Enchanted Blade one way or the other. Then with the same sword combo you might encounter a bigger Icy Ghoul and this time swipe twice with the Blessed, and if the Ghoul survived, finish with Enchanted again.

The bless tokens in of themselves are useful in general, especially if you have some mediocre stats at 2 or 3. With a decently bless filled bag a 3 character stands to pass a couple tests that you've given up on in the mythos phase, 3 will go much further when trying for clues and 2-3 stands to get out of trouble in a coupele tries. Building towards this game-state is a useful benefit of Blessed Blade by itself.

Last but not least, as of writing this we've only seen a few Bless cards, and Blessed Blade + Sister Mary + Radiant Smite is already a rather cool lineup, I cannot wait to see what else is coming. Every new method to generate Bless tokens is going to make Blessed Blade that much more lethal and every new source of Bless tokens will make it that much easier to set up the next bless-themed combo card.

Blessed Blade will see play, and you should try it, even if only to push the Bless gimmick.

Tsuruki23 · 2584
I really like this as a backup and odd health weapon just like Song of the Dead (but 0XP). Hit first with the Blessed Blade and see if you get bonus damage. And then hit with the stronger (ammo limited weapon) if you still need 2 damage. It won't go in every deck (like my Hungering Blade Diana deck) but it is a very nice L0 weapon especially if your team is adding blessed tokens into the bag. — The Lynx · 999
Are you sure Bless tokens are that useful? Most tests you take will be your highest stat, where you pass with the most likely modifier of your difficutly (-2 on standard). So i think most bless tokens will be wasted on tests that succeeded anyway. — Django · 5165
Bless is much more about the other things that interact with it, like Rite of Sanctification. Curse hurts worse than Bless helps otherwise. — StyxTBeuford · 13052
From my experience bless tokens tend to net something like 7-8 extra successes in a game where somebody is pumping bless tokens vigorously. A blessed blade by itself my net 2 successful tests for the team by itself. Also Bless I find is WAY better in a team where people are willing to risk moderate chances, so it's kinda bad in a team where people are pumping every skill test to the max the way Mystics do. — Tsuruki23 · 2584
I'm running a pretty fun and effective Blessed Blade with Fr. Mateo. De Vermis Mysteriis and Blessed Blade go pretty nicely with Mind's Eye — dlikos · 166
Manipulate Destiny

When I consider "deal 2 damage" effect, this card seems good comparing other "deal damage" cards.

  • Mano a Mano (2lv): Mano a Mano only can target engaged enemy at first action.
  • Blood-Rite: Blood-Rite is more flexible and can deal 2 damage. However, bonded card occupy hand slot and needs 2 resource cost.
  • Coup de Grâce; Coup de Grace deal 1 damage and immediately end your turn.
  • Sneak Attack (or 2lv); Sneak Attack can only target exhausted (or not engaged for 2lv) enemy.
  • Small Favor: Small Favor can only target non-elite, provoke AoO, and needs 4 resources (for 2 damage).

This card can deal 2 damage to any enemy at your location; there is no condition (engaged/exhausted/non-elite) at all. Also, this card has cheap cost (1 resource) and does not provoke AoO. Moreover, this card is neutral card. For , this card has spell trait for combo such as Arcane Initiate, Robes of Endless Night, Dayana Esperence, or De Vermis Mysteriis. It's the only problem that "deal damage" effect does not guarantee (and has only 50% chance). Adding may help to increase this chance, but this means that you may only consider this card with deck. (I'll omit and doesn't consider "heal 2 damage" ability in this review.)

But what if the chaos bag has no ? Then, it's always selected "deal 2 damage" effect whenever no token is added into bag! The token can be sealed at Crystalline Elder Sign, The Codex of Ages, Serpents of Yig, or Day of Reckoning. Furthermore, Jim Culver and Daisy Walker can do by theirselves. Jim can treat revealed as by his ability. Daisy must treat revealed as (or , , ) with The Necronomicon.

elkeinkrad · 498
This can be a good card for Mark Harrigan, dealing either 2 testless damage or healing 2 damage (which helps manage Sophie direct damage) for $1, with no attack of opportunity and a low resource cost. As either outcome helps him do his job, the randomness is often negligible. Good card. — KillerShrike · 1
It's also a secret Nathaniel card, isn't it? You deal 3 damage if you meet the cursed or tentacel token. Otherwise you heal two damage, maybe from those useful 3-health-allies like Guard Dog, Beat Cop or Grete Wagner. Not too bad. — Miroque · 25
How does Wendy Adams ability interract with this ? Does she make this card better ? — BoZo · 1