Counterspell

The card has an elder sign on it, so that makes it good right?

Counterspell is in the same vein as cards like Time Warp and Defiance. These cards allow Mystics to play some really difficult pulls, even with their backs to the wall and still blow out tests.

To me, this means it works best when combined with high stakes cards like Shriveling level 5, Rite of Seeking level 4 and Double or Nothing. it also works great with Dark Prophecy.

But the best part is, you can use this on other people too. So if your friend is packing a shotgun, you can suddenly open up power plays with ease so long as you both are in the same spot.

With the upcoming additional token bag pull cards like Olive, this card will also gain stock.

I expect it to be great moving forward.

Myriad · 1226
Arcane Research

How do I say auto-include in ancient Mesopotamian?

What about two of? Most mystics want this as at least a two of. Some want it as a one of as some mystics cannot play it well with shriveling.

Agnes is probably the best example of this, as the trauma will need to be healed and it will reduce her maximum number of character ability triggers.

But for everyone else. Take at least one or two if you are feeling ballsy.

It IS that good.

Myriad · 1226
Fence

Wait for the fire sale.

Its fine, and it has great synergy with Finn. But we also are waiting on a few more cards to make it great rather than good. Especially at a cost of 3.

It lets you throw out typewriters, Lupara, lockpicks and booze and still do stuff which is also great. Especially for the typewriter which loves the saved actions.

But the cost is nothing to sneeze at. I guess it can also save you money or actions... so maybe it is worth it.

Test in Finn, Leo and Skidds. Skip on most of the others.

EDIT- Seen a lot of chatter on this card regarding Joey. Its not worth the slots in my opinion.

But I think it might be worth combining with Burglary. Turning Burglary into a fast action to play means that you are getting money back on it after the second use, rather than the third. Saving tempo on it means the card becomes a lot better.

Plus the flavor slam dunk of combining burglary and a fence.

Myriad · 1226
It's very nice that using this on illicit weapons prevents AoO, making it easier to kill a monster without having to evade first (so, for not Finn). — SGPrometheus · 847
Your illicit weapon choices are Lupara (which ignores the downside) typewriter, switchblade (which is already fast) and Derringer. While skids can run these I think he is probably fine with just sleight of hand and daring maneuver. I currently wouldn't bother with this card outside of Finn. And even then it struggles for it's slot. — Myriad · 1226
I meant close call, not daring maneuver. — Myriad · 1226
You meant Narrow Escape, not Close Call. — Katsue · 10
Lucky Cigarette Case

It helps if you are both lucky AND good.

This card is probably an auto-include in Rex Murphy. Run it with higher ed and you get extra clues and card draw at a low, low price.

Outside of Rex, most rogues will probably consider this card but I think the class as a whole is still waiting for a solid succeed by two archetype to be fully fleshed out. It might already be there (this card helps a lot), but it hasn't been fully fleshed out yet.

Although, it might also just be worth it in rogues with a high evade or fight stat. So long as it gets you three cards (likely to happen) it will be a net positive for tempo.

I like it.

Myriad · 1226
It comboes extremely well with Lockpicks. I've drawn it turn one with Lockpicks twice and it was bonkers. — Katsue · 10
Actually, the action spent to play this could be used for something else, to gain a net benefit you need 4 draws. I'dd play this in a a Finn or Wendy deck where you plan to get Pickpocket (2). This is the perfect placeholder for that card. — Tsuruki23 · 2577
Play it with Lockpicks turn 1, and if you're unlucky, you will only draw 5 or 6 cards from this card. — Katsue · 10
One of the few 0 XP rogue accessory cards. Can be searched with backpack. — Django · 5155
There is also Jenny, for whom cards are worth more than resources. You probably still need 4 draws for profit, but you might consider yourself just about breaking even on 3 draws. — duke_loves_biscuits · 1278
Shrewd Analysis

Requires more data for a thorough analysis.

I reserve full review of this card at this time as we still have no idea what the Ancient Stone does. Once we know exactly how that works, it might be more worthwhile.

Right now, it is basically just good for the Archaic Glyphs, wherein either result will probably really help out your investigator.

The Strange Solution has a few results that might just mean you wasted slots and opportunity cost.

Basically, wait and see.

Myriad · 1226
I disagree; I think 2 out of 3 results for the Strange Solution are great, and the third one is fine. In either case, saving 7xp is pretty decent for a card that took no experience and no deck slot to purchase; literally no investment. It'll definitely get better with the stones, but I think it's great now. — SGPrometheus · 847
Restorative concoction is fine, but below the curve compared to either other result. — Myriad · 1226
If I understand this card right you save 4XP for Strange Solution? — Rothemd · 2
Yes — Myriad · 1226
This card seem really limited for me. — AquaDrehz · 204
Fun card in Lola. It makes it so that you only have to include 6 yellow cards in your deck without actually requiring anything else from you. — Sechen · 53