Ancient Ankh

The obvious: This thing is ideal for characters who like to use Lucky!, "Look what I found!" ETC.

The inobvious: It's an Ankh, a sign for immortality, so why this effect? Why because many many many encounter cards deal damage incremental to your failure! Rotting Remains, Grasping Hands, that kind of stuff, most scenarios have 1 or 2 effects like these, so even if you're not trying to change failure into success, the Ancient Ankh might very well be very useful, regardless of class, not to mention the flexible skill icons.

Tsuruki23 · 2568
The card does not work with Lucky! since it just makes you fail by 1, but does not set your skill value to skill difficulty - 1. — ak45 · 469
Notably, there's a bunch of those scaling effects in Guardians of the Abyss where you get this. Also, 3 additional horror soak can be pretty good depending on your deck, especially if you're running Key of Ys. — Zinjanthropus · 230
John & Jessie Burke

A tremendous card, way better than it looks.

First off John & Jessie Burke feature a beefy tank and they are very much expendable, this is one of those allies that you use twice or so and then are happy to tank damage and horror with before refilling the slot with a different ally. This of course gets expensive so the active ability better be good, which it is.

The ability deals automatic damage, auto-damage is always terrific, weakening enemies so that smaller weapons or just your fists might kill the enemy in one hit, not to mention the luxury of combining damage and movement. Furthermore, this ability allows you to bypass the Aloof keyword, that's a terrific bonus for certain scenarios (and campaigns, right dude?). Every campaign has Acolytes at some point and other 1-hp allies, John & Jessie Burke make a mess of these enemies.

If you want John & Jessie Burke in your deck and tend to do "full-campaigns" with the side scenarios added (as I do), consider doing their scenario before you do Rougarou, their ability to deal ping damage makes a variety of challenges in that scenario outright hilariously easy, not to mention to engage and kill the mutt easily.

In short, John & Jessie Burke boost survivability and your ability to react to enemies around the map.

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Obviously, like Monstrous Transformation, this card is best suited to specific deck types and my recommendation is to try and get this card into an ally based character who juggles Beat Cop, Venturer, Dr. Milan Christopher and other 4-cost characters with Calling in Favors. In this case John & Jessie Burke just become part of the rat-pack that you lug around.

In the absence of Calling in Favors John & Jessie Burke are still great in a deck that has just 1 ally in it, for example 2 copies of Beat Cop or 2 copies of Peter Sylvestre. John & Jessie Burkes's tendency to die away eventually means that they will greatly expand your survivability while you wait for your planned ally.

Finally, if you're a you'll probably consider Well Prepared at some point and John & Jessie Burke synergize wery well with it.

Tsuruki23 · 2568
You're right that this card is a godsend when you're dealing with aloof enemies. It shrinks a three-action sequence (move, engage, fight) into one action -- and you don't have to make the fight check. In some scenarios, this is almost unfair to the Mythos. I just solo'd A Thousand Shapes of Horror, one of the central challenges of which is getting damage onto a very beefy but aloof enemy. You have to engage the sucker and then pass a miserable fight check. The blessed Burkes make it all so easy. In this case, the deck was even kinder for me. I had the cat burglar for a free disengage after I'd Burke'd the poor fellow, so I didn't have to deal with his counter-attack! Moral of the story. If you know you're heading into a scenario that centers around an aloof, high-fight enemy, consider a visit to Egypt first! — Mordenlordgrandison · 463
_So Much_ better than the Ankh! Although, I suppose it depends on the deck — Zinjanthropus · 230
Deny Existence

Ward of Protection is often considered one of the strongest events in the game, since cancelling a critical treachery can be game changing. Deny Existence is a similar card, that has narrower coverage, but does a better job for what it covers. Compared to Ward of Protection, this card cost 1 resource and 1 horror less to play, and more importantly, it can be played after you failed a test on a treachery.

Imagine you are Agnes Baker and has 3 sanity remaining. You draw Rotting Remains. Normally you would be happy since you can usually pass the test with ease, but since an auto-fail draw outright defeats you, you may consider using Ward of Protection to cancel it. However, if you have Deny Existence in your hand, you may instead take the chance. Most of the time you will pass the test, and if you auto-failed you just play the card to ignore it. In this aspect, Deny Existence to Ward of Protection is like what Lucky! is to Unexpected Courage, that it has an effect even if you do not play it. But the cost is also favorable to Deny Existence. This shows how insanely powerful is the card.

Additionally, Deny Existence can cancel certain weaknesses, since treachery weaknesses are considered encounter cards. Notably it ignores Amnesia and Paranoia in their entirety. This is another really strong ability. Interesting side note: The card can ignore the direct horror from To Fight the Black Wind, and potentially preventing the doom as well.

Being able to ignore enemy attacks is the icing on the cake. Most enemies deal both damage and horror though, so Deny Existence usually only ignore part of the attack.

Not to mention the spell synergy (Arcane Initiate), ignore synergy (Diana Stanley) and event synergy (Sefina Rousseau) the card provides.

Deny Existence is such an excellent card, that it is hard to imagine not putting it in every deck that can take it.

ak45 · 469
The only failing this card has compared to ward is that it cannot stop cards such as Ancient Evils; you can still lose the scenario with this in hand. That being said, I agree that this is a very strong card. — SGPrometheus · 841
I expect this to be errata'd to non-weaknes treachery pretty soon — Adny · 1
Would this prevent becoming poisoned from [Pit Viper](/card/04078) if you choose "ignore damage"? — panchar · 1
Also, I guess card hyperlinks don't work in comment replies? — panchar · 1
It would. If all damage is prevented than damage was not dealt. It actually that verbatim in the rule reference under Dealing Damage/Horror that if an attack's damage/horror is assigned as a result of an attack then damage/horror has not been successfully dealt — Donel · 13
that if no damage/horror is assigned* — Donel · 13
Additionally, It was confirmed that this DOES work with weakness cards as they are considered encounter cards. Even better, Matt ruled that this DOES ignore Diana's weakness, as her weakness specifies "Cancel" and this "Ignores". — RobSan770 · 2
If I read it right, this card can nullify the whole 10 damage from Beyond the Veil. — Killbray · 12363
Does anyone know if this could ignore horror from Dark Memory? I ask because it is an event, which is a player card type, so I don't think it counts as an encounter card, but I'm not sure. — Zinjanthropus · 230
No it can' ignore Dark Memory. Weakness is a trait it doesn't modify card type. — vidinufi · 69
Delay the Inevitable

Delay the Inevitable is generally not very good in ordinary . The most reliable way to trigger the card is through an enemy attack, which Dodge does a better job. Sure it can cancel damage/horror from encounter cards, but there is no guarantee that you will draw those treacheries. The 2 resources upfront + 2 resources upkeep cost could also be painful. It has some use to protect a near-defeat teammate (literally delaying his/her inevitable death :D), but that is not a scenario that comes off too often in my experience.

That said, the card is oddly useful in the 3 Circle Undone investigators that can use it, in interestingly different ways.

Carolyn Fern has better econ to use the card, and has less chance to need to fight an enemy so Dodge is not as useful. Also, if you use her replacement cards, Delay the Inevitable can help to cancel the direct horror from To Fight the Black Wind, thus prevent the doom to be placed on the agenda.

Joe Diamond like the card in his Hunch deck. It is a 2-cost fast Insight, which is just perfect for the Hunch deck. It becomes essentially free (outside of opportunity cost), that you can play it with ease, and not be too afraid if it whiffs.

Diana Stanley may want the card as an additional cancel to fuel her ability. Part of the card's cost is mitigated through her ability. Note that Diana's ability only activates when the card actually cancels something, so the partial cost reimbursement is delayed. It usually is a downside, but it may be useful to trigger Diana's ability out of phase. Certainly worse than Deny Existence though, but Diana may nonetheless want both.

Fun fact: Delay the Inevitable (along with Deny Existence mentioned above) can cancel Beyond the Veil. Maybe not so funny to Yog-Sothoth though.

ak45 · 469
I feel like the cost is just outright too debilitating, especially if the card sticks in play for a round. — Tsuruki23 · 2568
It's also fun with the upgraded Dynamite Blast. — jmmeye3 · 630
Delay the Inevitable does have some advantages over Dodge. It can prevent you from damaging one of your Allies with a weapon attack, or save you from inflicting Horror on yourself with a card like Shriveling. — Katsue · 10
The fast keyword also allows you to play this card shortly before it's trigger comes up during your own turn. — Django · 5154
The card says to place this under the other investigator's control. Does that mean they pay the upkeep? — jemwong · 97
Seems like it could have some useful synergy with Forbidden Knowledge in a Diana Stanley Deck. Play this. Take a secret from Forbidden Knowledge. The horror from Forbidden Knowledge gets soaked by Delay, and Diana's ability gives a resource and a card draw. And Delay becomes accessible again as soon as Diana gets he Twilight Dagger out. — brssnyde · 1
(@jemwong) Yup, the "you" in the "Forced" section of the card will refer to the card's controller at that time, as per the section clarifying "you/your" in the FAQ. "Any other instance of “you/your” that does not fall into the above categories refers to the investigator who controls the card". I'd likewise prefer clearer wording, but the English language has its limitations. — Yellow_Peril · 4
Another fun fact for playing this with Diana, If you have the twilight blade out you can play this forever as long as you have the money ^_^ — NarkasisBroon · 11
Quick question, if I may: this card says you can attach it to any investigator at your location. If I do so, who pays for the upkeep? I assume the investigator with whom it's attached? Also, I assume it will still activate Diana's ability once it cancels the damage, even though it's not in control of Diana at the time? — Deadlykipper · 1
Yes, it's the controller of the card who pays the upkeep. (See Yellow_Peril's comment above; "you/your" refers to the investigator who controls the card in this situation.) This can indeed still activate Diana's ability, because Diana's ability cares about whether Diana *owns* the card that is cancelling/ignoring an effect, and not whether Diana is controlling that card. — iceysnowman · 164
I've been playing DtI with Diana in TCU with some success. I just managed the following: DtI under Diana, use Twilight Blade to cast it. Then play Rite of Seeking and Use the Black Book to pay with horror. Two copies of Death Approaches in my threat area so take 8 horror, all absorbed by DtI which then goes back under Diana to give me a card and a resource, plus both Treacheries discard. Quite an unlikely combo to set up but satisfying when you do! — jimrexdhc · 1
Does it work that for example you can play it right after you draw the symbol token on shriveling and have DtI cancel the horror? — jonklin · 515
unrelated but .... is that stella on the card art?? — Antiundead · 31
@jonklin There is no player window in a skill test after revealing a token, so at that point it is too late to play Delay the Inevitable. — Signum · 14
Interrogate

This card is in a lot perspective similar to Scene of the Crime, that it is hard to not make a comparison:

Similarities:

  • Cost 2, which is non-trivial in the resource-hungry class.
  • Gather 2 clues in 1 action while ignoring shroud-value and investigate-based effects. Great value! Combat fucused often lack ways to gather even a single clue, let alone multiple clues. Amazing.
  • Requires an enemy at your location. This is kind of annoying, since as a it is your job to kill the enemy at first sight. Spending an action on clue gathering may leave you insufficient action to finish off the enemy, or otherwise more vulnerable to auto-failing attacks.
  • Same set of icons ( + ), which is mildly useful.

Pros:

  • Does not need to be the first action. It adds some flexibility that you can move into the Humanoid's location before you use this card.
  • 1 of the 2 clues comes from any other location you choose, which may be useful if the enemy does not conveniently spawn on the hard-to-investigate locations.

Cons:

  • Literally unplayable without an enemy, while Scene of the Crime just become worse but still decent.
  • The enemy needs to have the Humanoid trait, which may not even exist for certain scenarios.
  • This card requires a test of usually 4, which even the best has a realistic chance to fail.

Sadly the comparison with Scene of the Crime is unfavorable. The flexibility that Interrogate offers, IMHO, does not outweigh Scene of the Crime's reliability. That said, Scene of the Crime is the single best clue-gathering card. As a card comparable to it, Interrogate is still quite a good card.

Reasons to run Interrogate in addition to Scene of the Crime:

  • Your party lack clue-gathering power.
  • You know the scenario will contain a lot of Humanoids, like those feature the Dark Cult encounter set. Better if you have access to Adaptable (Leo and Skids).
  • You are Joe Diamond and you want more clue-gathering stuffs in your Hunch deck, and/or need a way to pick up the lost clue due to Unsolved Case.
  • You have the econ to pay both cards.

Reasons to run Interrogate instead of Scene of the Crime:

  • You are playing Solo, that double clue locations are rare. 1 clue each from different locations often cleans both up, which is amazingly good for one action. Keep in mind that enemies are also rarer in Solo, so it could be a bit more situational.
ak45 · 469
Wear your Fine Clothes for better synergy. Could be good in Night of the Zealot, but not other big campaigns. — Ezhaeu · 50