Hallowed Chalice

tl;dr, Vinnie, Carolyn, possibly Amina and Marie. Not a complete sink in Dr. Orpheus who can load up the doom and sell it. Extremely situational otherwise.

An important thing to keep in mind when playing this is that the only damage/horror that matters is the last one. Damage and horror is just a clock you're working against; turning back that clock is good, but not if you're wasting time on a different clock. Spending time healing when you don't need to is counterproductive.

This is $3 to play, which is a lot, and it occupies a very valuable slot. Both of those resources could be contributing to you actually making progress in a scenario.

One action to heal one damage/horror is already a pretty bad exchange outside of the direst circumstances. Three dollars (each worth slightly less than an action), plus one action to equip it, plus the opportunity cost of giving up a hand slot is abysmal. You never want to use the second action on it's own unless you're forced to, and if you are forced to, it's probably because you didn't play a better card in your hand slot.

Now, healing two for one action is better. But to do that, you're adding a doom. Assuming there are no scenario effects that care about doom (which isn't a guarantee), doom only matters when it will push the agenda. The problem is that healing exists to fix a problem, and you have no guarantee that that problem will align with the window this gives you to solve it.

Most of the time, when someone has taken three damage, it doesn't matter. That's a perfectly safe amount of damage to leave sitting on your investigator. You can easily finish a scenario coasting on 3+ remaining health, and you want to, because that means you didn't waste time healing when you could have been investigating. But because you have to clear the last damage to remove the doom, you need to use the chalice right now, before you know if it will matter. It also means you're following around the injured investigator regardless of what you each need to do to make progress, because it requires two actions across two separate turns. And if you're one doom away from advancing the agenda (or two doom if the ubiquitous Ancient Evils and its ilk are in play), you can't use it now when you need to without potentially sabotaging everything else.

The one time the first ability is totally safe to use is the turn you know the agenda will advance (which again thanks Ancient Evils isn't guaranteed), but unlike, say Blood Pact, the chalice exhausts itself, so you only get a single use within that often once-per-game window, and that's assuming you don't have more important things to do (which you always do).

And sure, abilities like Moonlight Ritual exist, but if you're using that to clear doom from the chalice, you're now spending $3, two cards, and a minimum of three actions to solve a problem that could have been prevented by any cheap soak in the game, which usually has other utility beyond healing.

In summary, it's a trap, and only useful for certain investigators that can piggyback some other, better effect on top of the healing.

CombStranger · 269
One thing you can do that makes the chalice a lot more usable is use the doom heal effect on someone who's really injured then the 1 heal effect on someone else, not a huge bump in power but you don't have to only use it to heal people on exactly 3. I think this is a consideration for Agnes (hand slots close to worthless, any amount of healing is free damage later) — Zerogrim · 294
Analysis

If you play a Minh Thi Phan blessed deck, Analysis helps Minh to get a bless token (which becomes a basic "+2" thanks to Ancient Covenant and to succeed.

BUT if you play her in a duo with a guardian using Blessing of Isis it's even better: Analysis can also helps to get the second bless token (either by spending more clues or because you used Favor of the Sun to be sure to get the 1st one), which triggers Minh's and allows her to get back Analysis after the end of the test.

And of course you can use Practice Makes Perfect to get more use of Analysis and take back to your hand an other skill when Practice Makes Perfect assures you to get back Analysis.

AlexP · 252
Signum Crucis

Playing off taboo list, this card reliably syncs with drawing thin.

Draw a hard test in mythos you have no chance of passing? Add +4 to it and play this. You end with a ton of money and a Good bit of bless generation to boot.

Unfortunately though this situation rarely happens, and most of the time you're better off just using Keep Faith.

Playing on taboo since drawing thin is nerfed and this is now level 0, it can still be useful for blessing generation... but ultimately keep faith still outperforms it.

drjones87 · 193
Dont forget quicklearner, it also increases difficulty of the first test each round by 1 (or 2 if you have 2 quicklearner). Still this is very situational and hard to use. — Django · 5108
The Red-Gloved Man

A reminder...

This card cannot be selected if you're doing TSK. He's integral to the story and can't show up as an asset.

That being said, other than that consistency rule there is actually no gameplay reason why he can't be selected, so feel free to house rules it up.

drjones87 · 193
"The game rules can explicitly be ignored if you wish" is what this post boiled down to... was it really necessary to make? — fiatluxia · 66
He is a unique character, with an asterix. So let's say, he makes an appearence as an enemy in a scenario, you could not play him, should he be in your deck, because this enemy likely will also have an asterix. — Susumu · 371
Of course, if you go that far, you could easily just get rid of the unique rule as well. Two Dr. Milan Christopher on the table, why not? — Susumu · 371
And after that we can just keep revealing chaos tokens until we get the one we want. — Tinkorn · 1
Minh Thi Phan

Tried her again with the TSK card pool. She's still bad.

The problem is her weakness.

Let's compare Minh to the first seeker in the game everyone has access to: Daisy.

Stats (Winner: Daisy) Daisy has a 5 int, whereas Minh has 4. Daisy has a lower Will, but a higher sanity and can safely fail will checks easier.

Survivability (Winner: Tie) Minh is more durable with 7 health, whereas Daisy is quite squishy with only 5. Minh has access to survivor cards like leather coat and Jessica Hyde, but Daisy has deny existence. Overall, they can both stay on the board pretty well.

Card pool (Winner: Tie) Some really good survivor cards came into play with TSK. However, they both aren't really going to want to delve too deep into their offclass as the seeker cards themselves are still pretty nuts.

Weakness and Sig Asset: (Winner: Daisy, by light years)

Daisy and Minh both get assets that completely lock up a hand slot,and limit each character to one hand. Daisy's signature asset completely locks down her weakness though, and basically ends up netting her one hand at the cost of increasing the auto fails in the bag by 1. Minh's weakness on the other hand completely locks down Minh's signature asset to where she basically can't use it if King in Yellow is on the field. For Minh to clear the King, she's going to want to be draw heavy so she can over commit. Since she's draw heavy though, she's going to be drawing the King a lot too. If youre playing with more than one actove hand slot, you always have the threat of King bumping one of your slots. Compare that to a draw heavy Daisy. Once she has necronomicon safely tucked in her book bag, it's a non issue for the remainder of the game.

Investigator ability (Winner: Daisy, by light years).

Minh can boost each investigator by one each time. They're probably not attempting checks they couldn't innately pass anyway, and this ends up essentially being pretty useless. Daisy on the other hand gets a free action on tome abilities, which she will most likely use on Old Book Of Lore. Draw (and even free asset play) each turn, pretty much every turn, guaranteed.

Overall: Daisy.

The librarian will outperform the secretary in almost every scenario. Since they're both competing for the same role... I find it hard to ever really recommend Minh. I have yet to find a deck build for her that Daisy can't do better, and as such she's a C Tier investigator for me.

drjones87 · 193
I am no stranger to hot takes, but saying Minh is bad is a bold statement considering some of her decks were so strong they were a large reason cards were taboo'd. — dezzmont · 218
Seeker 5/Survivor 2 is probably the strongest card pool in the game. Minh doesn't even need an ability or signature to be good. But she does have a great sig - much better than Daisy's, which just lets you maybe play a couple of tomes you might not even need if you're just using Old Book of Lore every turn. Her weakness turns off her ability and signature, but is much, much easier to clear than Daisy's, and doesn't double the amount of autofails in the bag if you leave it in play. — SSW · 213
Please, show me a deck that this holds true. I know about twenty different ways to build Daisy. Every Minh build comes back around to the same problem. Build her for draw to combat King In Yellow and you just draw it more. Don't, and it completely shuts down her sig. As stated above. — drjones87 · 193
Drawing the King in Yellow isn't a problem if you also draw enough cards to trivially commit +6, which Minh can easily do. If your drawing lots of cards you 'hit your weakness faster' but it also literally doesn't matter. This means that in normal play Minh doesn't need to do anything special besides maybe discard an extra card on a skill test, while Daisy (who I think is quite good but is a very different character) has to give up using her character power for 3 turns while taking sanity loss to clear her weakness. As SSW said, Seeker 5/Survivor 2 is a ridiculously good combo as well due to scavenging, which allows Minh to do bonkers things like infinitely recur limited use researched cards, or utilize her insane skill synergy with ice picks to become a better killer than many guardians. — dezzmont · 218
Does having to build (slightly) around your sig weakness make a character bad? Especially when the thing you're building around - drawing cards - is generally just a net benefit to begin with? Also, Minh is absolutely a thousand times more versatile than Daisy in her deckbuilding, it's not even close. You could build a Minh deck with all survivor cards. You can absolutely not build a Daisy deck with all mystic cards. — SSW · 213
I found the best solution to address the King in Yellow to be "Archaic Glyphs: Guiding Stones". Suddenly, committing 6+ icons to a single test isn't a waste any more, as it gives you loads of clues, at least in higher player counts. I played her before the release of "Ice Pick", and still found her a very strong investigator. — Susumu · 371
A Glimmer of Hope solves her weakness. — MrGoldbee · 1470
Sometimes you may feel threatened when you have to overcommit cards to clear KiY at the risk of drawing the autofail. But now...Analysis just makes that a non-issue. TSK actually made Minh even stronger. — toastsushi · 74
Dream Eaters gave Minh Dream Diary, A Glimmer of Hope, and Sharp Vision and I've never had trouble clearing King in Yellow since. Everyone's entitled to their opinion, but "still bad" is very different from my experience. — Pseudo Nymh · 61
News just in, an investigator that's not as strong as one of the very best investigators in their role is just bad. — jetjet96 · 1