Been a while since the core was released so lets make another review for this "Queen of crunch-time" card.
The essential effect is: For the rest of this round your skill attempts go up against the difficulty tests with no token-middle-man, this means that there won't be any , no massive penalties, heck so long as you just ever so barely skirt the required minimum you will pass the test.
This means that, if you can just match the skill checks for a round, this card will turn all your unlikely attempts into guaranteed successes, with absolute flexibility! Finish off a victory location, kill an enemy threatening a wounded ally, kill a boss, remove or complete a location/scenario based issue, do any of the above in any combination. The only downside is that these actions need to be all clustered in one spot.
There are some disadvantages to this card, the massive cost will keep this in a hard-to-reach spot for Dark Horse decks and every other deck will still have to fight for the resources to play this in a timely fashion. The heavy investment requires that you adjust your deck, it'll be hard to afford Aquinnah, Peter Sylvestre and Yaotl are expensive enough already, you might not be able to fund Scrapper.
Don't forget that every card needs synergy to pull it's weight, even cards as powerful as this one. Baseball Bat for example is one great synergy card since it grants an attack bonus and there is no chance of whilst Will to Survive is in effect, this is also the time to play Double or Nothing or Resourceful, you could also try to land a card like Waylay or Backstab. Speaking of Resourceful you can re-acquire Will to Survive with the recursion from Resourceful (Automatically mind you!) and play Will to Survive over and over (So long as you can keep mustering the cash).
Since this card's release several alternative options have been released, all the desperate cards that greatly enhance your ability to beat a test and Fight or Flight that similarly explosively boosts your success chance for an entire round, this causes "Compound efficiency". In layman terms: by including all of these complementary cards in a deck you increase the odds of drawing at least one of them and gaining the desirable effect, alternatively you can include the weaker cards in a starter deck and then naturally upgrade them into the superior card.
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TL:DR.
Since it's release, this card has gained:
However:
- It hasn't gotten any cheaper.
- Still cannot be tutored. If this thing winds up on the bottom of your deck it will stay there.
- still haven't gotten any movement cards printed for them yet that'd get you around to put this to use in more then one spot. "Ashcan" Pete currently has the closest thing thanks to Duke's move+investigate compression.