
just a heads up to players looking for advantages in Path to Carcosa. You spend a lot of scenarios with just the and a single other type of special negative token in the chaos back.
In other words, defiance has just two targets, the three and the two extra token, all of a sudden this card is turning three draws into 0's or 2 draws into 0's and ignoring whatever else they may do to you. Combo with Jim Culver and now you have just one target and your deck now has a total of 5 additional 0's, unparalleled reliability and it benefits every type of test.
This is good for Jim Culver decks because it re-enforces his archetypical ability, reliability.
This is good for other decks because it, at worst, gives them Jims's ability.
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The average Carcosa bag contains 17, 18 or 19 tokens. (Easy+Standard, then Hard or Expert respectively). Now you just need to do some math to understand the value of this card. If we assume that the skull is a -2, ignoring the penalty means that there's now 6x 0's, If you break even on the skill check then you've got a 39% chance to succeed, a jump up from 22%, if you have +1 then it jumps to 50%.
If you continue the math you'll spot an issue however, using this card to turn a -2 beats the purpose when you sport a +2 modifier anyway! In other words, learn your chaos bag and do the math. The most efficient use in my opinion is to play this card to get a +3 modifier and to negate a -4+ token type, for example in Curtain Call when you've got 4+ horror on you. In that exact circumstance a +3 on hard has a 50% chance to succeed, playing Defiance to net that +3 and negating the Skull would get you a 72% success chance.
Now if you do a little more math, you'll discover a flaw, Unexpected Courage does pretty much everything I just mentioned, and is a little more flexible since the extra icon helps succeed whether you draw special tokens or just a really large negative number. This means that defiance isnt strictly better than courage, it does a different thing, it negates all the extra bad effects of the negated token, thus there's no risk of horror or enemy spawns or other negative effects that might be the result of bad token draws.
TL:Dr. Defiance is bad in a vacuum, good when used correctly, sets itself apart from Unexpected Courage by having a somewhat similar base-job but actually has a very different job that swings in usefulness between scenarios. If you would put Unexpected Courage in a deck then give this a consideration, when used well it should give you the same net benefit as Unexpected Courage and then some extra.