
Question, how do his copies of on the mend interact with Ancestral memory?
Do they count as skills in my deck for the 10 skill requirement, or are they like bonded cards?
I assume they cannot be put under ancestral memory?
Question, how do his copies of on the mend interact with Ancestral memory?
Do they count as skills in my deck for the 10 skill requirement, or are they like bonded cards?
I assume they cannot be put under ancestral memory?
Can Protective Incantation Forced effect be paid by Antiquary?
If yes, it would be great in a Jim Culver deck, where two copies of Protective Incantation remove the highest number negative modifier + Nkosi Mabati reduce to 0 every symbol token. Combined all of these with Grotesque Statue + Scavenging and your only fear is the autofail token.
This card has a pretty insane combo with Fickle Fortune.
The idea is that you have at least 1 copy of Fickle Fortune in your discard, and 2 copies of Resourceful in hand. Then, wait until the "Witching Hour" (the turn when there's one doom left on the agenda threshold).
Action 1: Pass a skill test, committing both Resourcefuls to it. Have each Resourceful pull Fickle Fortune out of your discard, healing your entire team for 3 damage and 3 horror.
Action 2: Play True Survivor, returning the Resourcefuls again
Action 3: Same as action 1.
You've just healed 12 damage and 12 horror, for a total of 24 Unexpected Courages. And not just for you - for every investigator with a copy of Soul sanctification. So in a 4-player game, this combo would generate 96 Unexpected Courages for your team. Which should be more than enough for your team to pass every skill test for the rest of the scenario.
If you had more than 3 actions, or other ways to recur them even more during this turn, you can probably get the number even higher.
After you pull off the combo, you can just do it again on a later turn, but select the second option, to cash in your Fickle Fortunes for entire extra rounds. Considering your entire team will be fully healed at that point, the direct damage and horror isn't much of a downside.
The word "after" refers to the moment immediately after the specified timing point or triggering condition has fully resolved.
So it appears, "The Scarlet Keys Investigator Expansion" gave Rita a new and clean answer to her weakness, by exploiting it. This does not look trivial, she needs ways to turn down their evade value to zero. An easier way to do that would be using one supply each from both level 3 Flashlights, less wasteful with uses to combine just one supply from it with Impromptu Barrier.
Because Exploit Weakness discards the enemy as part of the Evasion, and the Forced ability would trigger after the Hoods are discarded, they are already out of play and can't attack anymore. Is this more efficient than taking either bow in her to deal with them? Probably not, but it should open her up to builds, that use other assets in her hands.
This is the best card ever printed. Every guardian who has ever run Prepared for the Worst on Stick to the Plan should immediately understand the significance of a side deck that can be stacked with weapons.
In a normal deck, you would hard mulligan for a weapon and forgo most economy cards, but with Underworld Market you can safely mulligan however you want. Let's say you choose to run 6 illicit weapons in a rogue deck, which could include any of (Chicago Typewriter, Beretta M1918 , Colt Vest Pocket, .41 Derringer, Switchblade, etc.). If you put all of them into your market deck and 0 into your main deck, the odds that you do not see a weapon in the first two turns are:
(4/10)x(3/9)x(2/8)x(1/7)x100% = 0.48%
In other words, without focusing on mulliganing at all you can reliably draw a weapon within the first two turns 99.5% of the time. Going a step further, if you choose to make 100% of your illicit deck cards weapons, you can guarantee a weapon draw in your opening hand.
Separately, combo decks that might work off of cards like Fence or Pickpocketing can now reliably be drawn within the first five turns of the game. This is incredible given that the Rogue class struggles a lot with card draw. Effectively you can run a deck that does not have to worry about its starting hand and can now solely mulligan for economy cards like Faustian Bargain, 21 or Bust, or...whatever the other Rogue cards are.
All of this is nice, but what takes this card from nice to incredible is the fact that both abilities on this card are reaction triggers, meaning that you do not have two reveal the top cards of your illicit deck if you don't want to. Let's say you know what the top two cards are and don't want to reveal them since it would change the order of cards in the illicit deck, well, since this is a reaction trigger, you can simply choose not to.
All in all, this card means that you can effectively guarantee that your primary card type is drawn (weapon, utility, Colt Vest Pocket, etc), while simultaneously allowing you to stack your deck in favor of important cards.