事件

Tactic.

费用: 1.

求生者

Search the top 9 cards of the encounter deck for an enemy, draw it, and shuffle the encounter deck. Then, draw 1 card and discover 1 clue at your location. If that enemy is not at your location, you may move once toward its location.

Rob Laskey
Miguel de la Cruz #17.
Stalk Prey

FAQs

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Reviews

Stalk Prey — the enemy tutor comes to Survivor and not a lot of people care

tl;dr: Stalk Prey is the weakest card in the enemy-tutor family — if you allow the cross-class comparison. For nine years the effect lived only in Guardian and Rogue; moving it into Survivor 0 hands a dozen previously locked-out investigators an enemy on demand, and most of them don’t care. Those who already could are better off with other options.

THE FAMILY

Every player card that searches the encounter deck for an enemy, as of July 2026:

Class Name Cost Spawn Benefit
OtH (0) 1 card
1 resource
With you mythos draw replaced
OtH (3) 1 card With you mythos draw replaced
3 resources (on defeating it)
KtHN 1 card
1 action
With you 1 clue
X resources (X = its health)
WtP 1 card
1 action
With you
(exhausted)
X cards (X = its damage + horror)
PtTR 1 card
1 action
Normally X resources (X = its printed health)
Stalk Prey 1 card
1 action
1 resource
Normally 1 card
1 clue
1 free move (toward it)

These six sit in three classes, so "which is best" is mostly a category error.

Nevertheless, the ONLY ones that allows enemies to normally spawn is Stalk Prey and Paint the Town Red (and not to our benefit). Given both are from Chapter 2, I wonder if this is a deliberate change in game design.

TWO ARCHITECTURES

Draw replacement (both On the Hunts). Mythos-phase filters: instead of a random draw — a treachery that might screw your finicky sanity — you draw a chosen enemy, engaged with its spawn overridden. No action spent; the table's encounter intake doesn't rise. OtH (0) searches the top 9 and, on a whiff, makes you draw normally anyway. OtH (3) searches the whole deck, so it can't miss while enemies remain, and pays +3 resources on the kill.

Action-speed tutors (the other four). These replace nothing: an action buys an extra enemy, compensated in tempo.

  • Kicking the Hornet's Nest pays a clue plus health-in-resources but delivers the enemy ready.
  • "Where's the party?" is the safest (arrives exhausted: no attack of opportunity, no retaliation) and pays in cards.
  • Paint the Town Red is the leaner Hornet's Nest interpretation from Chapter 2: resources only, normal spawn.

WHAT STALK PREY ADDS

It joins the action-speed group with the smallest payload — one card, one clue — and two properties none of its peers has (not necessarily great):

  1. No non-Elite restriction: Good, given you are out fishing for enemies.
  2. Positioning: the enemy is drawn and it resolves its own spawn instructions and the final clause grants a free move toward it.

I fail to see how option (2) is positive in the majority of cases: AHLCG rewards consistency. If you get an enemy, you probably should know how you are going to be dealing with it. Nobody should go out fishing for enemies and pull a cultist that puts your team into the witching hour, or a chunky enemy over your unsuspecting seeker. Does this make the card bad? No, but it does make imperative that you have a much higher situational awareness of wth you are doing before using it.

Also, mind the "Then" clause: no enemy in the top 9 cards means no draw and no clue.

NEW ACCESS

Investigators who can take Stalk Prey and could take none of the earlier five:

Of these, the ones that care are parallel Wendy, Miguel, and maybe Silas:

  • Parallel Wendy — her seal engine fires per non-Elite evaded; Stalk Prey summons the newest bless/curse battery, HOPEFULLY engaged with her, and ready to be evaded. Unfortunately, I don’t think my table will tolerate me playing another || Wendy deck.
  • Miguel: his event-only extra action makes it close to actionless, and his traps want enemies arriving AND do not care if they arrive farther from him.
  • Silas: kills stuff.

Yorick might be interested, since those graves are not gonna fill up themselves, but he already had OtH (0) .

Good way to spawn a VP enemy into a nearby trap. But otherwise niche. — MrGoldbee · 1585
I like the review format, you have a like from me. I think this is another card where playing it in the Chapter 2 card pool rationalises it much more - i.e. card draw is now much harder (and this presents recurable card draw with Hunter's Instinct) and more generally everyone likes clues. With the slant on card economy being at a premium in Chapter 2, I think this now beats out some of the competition (or at least should be held in similar esteem). — HungryColquhoun · 19080
I think this is okay and a much better card than Paint the Town Read: one resource, a card, an action and spawning and enemy for a clue and card and occasional movement is fine, especially for a fighter. If you dedicate your full time at kicking ass, this turn an otherwise dead turn into something you can still get some progress on. — HeroesOfTomorrow · 107
I think this is priced under the assumption that it's usually going to be triggering a Hunter's Instinct when you play it. I'd probably rather Hornet's Nest to trigger Hunter's Instinct, but that combo isn't available to as many people as Stalk Prey + Hunter's Instinct. — CitizenFry01 · 89