Like the 0-level version, this is a bit situational, but the extra may be worth it, as a protection for high combat enemies (plus the 2 vs 3 Resources cost). It's a possible replacement for Strange Solution, although it's a bit more expensive, resource-wise, and only one-use. On the other hand, 8 XP for the the Solution is also a lot that could be spent elsewhere, if you only need a hit or two.
I think the -1 cost is actually pretty huge, but it probably depends on the deck.
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Zinjanthropus
· 227
For 2 XP you get several upgrades here. -1 cost, +2 Intellect to the test, and +1 Intellect pip if committed. If you needed a plan anyway, I think it's a great upgrade (especially if you found it useful, but hard to make hit). And if you didn't pack the level 0 version and regretted it, might as well spend 1 more XP to buy this instead of backfilling the level 0. OTOH, if you've got a plan already and aren't finding it useful, or it's useful but don't think you need the boost, the XP might be better spent elsewhere.
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Yenreb
· 15
Please note that the plan is cheap enough that Joe can act on his gut with this plan with no additional costs!
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ironbrw
· 17
It's also cheap enough for using the 2 resources to pay from either Sleuther (being a Tactic) or Crafty (beging an Insight) if you're out of resources. Probably you don't need the 2 Uses for boosting your skill because this card does it by itself.
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Miroque
· 25
Question about the wording ”intellect instead of might”, is that just new wording that stems from a newer card pack (old Dunwich cycle vs Harvey Walters), or does it have any meaningful application to use?
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legobil
· 1