Close the Circle

This is by far the most interesting of the new Synergy cards. There are a number of ways you could view this card:

  • A source of extra actions. At a cost of 2 resources, a play action, and the card itself, you need to get all five charges to unambiguously have a net positive (in terms of "click economy"), but if you have extra resources or actions anyway -- unlikely but possible for most mystics -- this card can be a solid way to do more things over time. It also lets you bank actions for the future.
  • A source of actions. With multiple investigators, it's not uncommon to find situations where you want gator A to do some things before gator B, and some things afterward. This gives you a chance to have your cake and eat it too by letting you interleave some of their actions. The actions from this card don't provoke attacks of opportunity either, so you could also use it to, for example, move off a location that makes it harder to fight monsters before laying into them. EDIT: My understanding of the rules was incorrect. Since you are instructed to "Take" the action, the action you take will provoke AoOs. Compare e.g. Ursula's ability.
  • A way to substitute for other attributes. Mystics generally like pumping their willpower anyway, so getting a chance to substitute it is always a good thing. It reminds me the most of Sword Cane in that regard; it's a handy way to evade with , or fight a 1-health monster. You could also use it to investigate, though this forfeits the action compression of spells like Rite of Seeking and secondary effects of spells like Sixth Sense. It's a good way to save a charge if there's only one clue left, or if you really don't want to worry about drawing a symbol token.

When you consider that you'll often get several of these benefits simultaneously, this card seems really potent. So what are the downsides?

  • Obviously, this card requires you to run cards from several different classes (ideally, all of them) in your deck, unless you plan to manipulate charges some other way. Furthermore...
  • You need to not only have multiclass cards in your deck, you need to have them on the field. This means that (1) skills and (most) events don't count, so you need to run assets, which might start to tax your slots, and (2) the order you play your cards matters a lot. If you draw this before drawing any of your multiclass cards, it's likely to just take up space in your hand for much of the game.
  • It takes up an Arcane slot. This is a really big ask, since most mystics want to fill their arcane slots with some combination of an investigate spell and a fight/evade spell. Fortunately, there are many options for getting more slots, but I don't think I'd ever consider running this card without at least one of them.
  • It's not a Spell. This is a surprisingly big deal, because it means it lacks synergy with most of the mystic suite. You can't reduce its cost with Robes of Endless Night or Shining Trapezohedron, and at 2 resources it's an inefficient use of Uncage the Soul. Most recharge options don't work on it (there are a few, like the newly-released Winds of Power, or Eldritch Sophist if you have access). It also can't be tutored by Arcane Initiate.
  • You can only take basic actions with it. The EOTE expansion contains an FAQ (not on arkhamdb yet, to my knowledge) which defines basic actions to be those without a bold action designator on a card. So you can't use this to trigger e.g. Rite of Seeking, but you could use it for a normal investigation. This is only a minor downside in my opinion, since you take dozens of basic actions per game, so you'll have plenty of opportunities to use this.

In summary, this card has the potential to be quite useful in the right circumstances, but requires a fair bit of support (multiclass cards and extra arcane slots) to see the full effect. It's certainly worth a look for anyone who's planning to run multiclass decks anyway -- in fact, it might even be better for off-class mystics, since their arcane slots are usually less contested.

There's one mystic who really loves this card, though, and that's Akachi Onyele. She already had access to strong out-of-class cards even before Edge of the Earth dropped and she works great with "bling archmage" builds (The Hierophant • V plus Relic Hunter plus Sign Magick) which take care of the slot problems. Most importantly, though, is the fact that this card uses charges. As a result, not only does she get an additional charge each time she plays it (essentially refunding the play action), she can keep playing it over and over with her signature. Not only does this mean she can just keep getting extra actions than usual, but she can play it early (before her multiclass cards are out) without mourning the lost charges. Other mystics might be a bit skeptical, but I'm probably always going to consider this card when building an Akachi deck in the future.

AnEnding · 6
The main restriction of this card may be that you can only use the charges for basic actions. — Tharzax · 1
That's a very important point, yes. I've added it to the review. Thanks! — AnEnding · 6
I love the Akachi synergy. Antiquary would work well to make replaying Close the Circle free. — housh · 171
I'd probably prefer to run prophetic over antiquary, since spells are just so much more common, and you can use the resources saved when replaying Close the Circle. I don't think either of them has more obviously useful off-classes though. — AnEnding · 6
Carolyn can take it, if she's running high WP. — MrGoldbee · 1486
Carolyn can take it even if she isn’t running high WP. The Will substitution is optional, and there are plenty of actions she might take with it that don’t even care - draw, resource, move, play... Extra actions are still extra actions! — Death by Chocolate · 1489
(Also activate actions without bold keywords are still basic actions, such as First Aid (3) or Hypnotherapy - both popular actions for Carolyn to take. — Death by Chocolate · 1489
I love that they use a rule word which is not yet defined "basic action". But what it is? Everything in the rulebook is basic actions? So play and activate too. What is not? Maybe those with double action designator? Play+Fight, Activate+Fight? — vidinufi · 69
Action don't provide AOO. You do take an action, but as it doesn't use up an available action there is no AOO. Its a fast effect. There is a part about this in the FAQ — vidinufi · 69
With brute force and the other survivor skill card from the dream eater circle they had used the working of basic actions already. But there where no misunderstandings due to their symbols — Tharzax · 1
It's worth trying on Patrice, I think. — suika · 9505
@vidinufi -- There is a definition of basic actions in the EOTE FAQ specifically for this card, but I don't think it's made its way to arkhamdb yet. They're defined as any action without a bold keyword written on a card. Using these actions actually _does_ provoke AOOs. I was wrong about this myself, but it seems like effects which instruct you to "take" additional actions implicitly grant you bonus actions which are then immediately spent. This is the same reason that, for example, Ursula's investigator ability provokes. — AnEnding · 6
According to https://arkhamdb.com/rules#Ownership_and_Control you control all the cards in your hand, deck and discard pile. — david6680 · 66
@david6680 While true, this doesn't matter since abilities can only interact with cards that are in play unless they specifically mention working with an out-of-play area. As such, this is only checking cards you control that are in play, and your hand, deck, and discard pile are not in play. See https://arkhamdb.com/rules#Ability and https://arkhamdb.com/rules#In_Play_and_Out_of_Play — Lasiace · 23
It feels worth mentioning that Move is a basic action, so you basically always have a use for it if you're not worried about the substitution as well. — Lailah · 1
Is drawing a card or gaining a resource a basic action? — yadyam · 1
"drawing a card or gaining a resource is a basic action" but if you're doing that with this then things have gone wrong. Things do go wrong but you shouldn't be including this card with those actions in mind unless you are playing the whole rainbow (even then there's mostly going to be a better option). — Timlagor · 6
I can't seem to find a list of what counts as an 'basic action' (or even a list of 'actions'), only clarification that they don't have bolded designators. So it seems like things such as draw or resource would count as basic actions. I think then that also would allow play (helping get assets out). And 'activate' as long as it's not a bolded modify trigger. For example, I I'm playing the Taboo'd Lola, I could use it to switch her role, no? — khoshekh · 5
That's correct, Khoshekh. Anything you could normally do on your turn spending an action 'without using an additional player card' is generally a basic action. One simple exception is bolded action keywords. For example, I don't believe it's possible for a Parley action to ever be basic since there is no implicit "Parley" action. — Zarkhamgauntlet25 · 1
Fend Off

Handcuffs is a good comparison.

Pros:

  • Takes no actions.
  • Works on enemies other than Humanoids.
  • Testless.

Cons:

  • Doesn't turn off Mysterious Chanting or other similar cards.
  • You pay for it in health and/or sanity. Some enemies are worse than others in this regard.
  • Costs 3 more XP

I think the summary would be that Handcuffs is a fairly specific tech card against scenarios with a lot of doom enemies that can be useful in other situations, while Fend Off is a bit more generically good. I'm personally pretty excited for this one. All or Nothing Skids can also take it!

Zinjanthropus · 230
Your forgetting that unlike handcuffs, this works on non-humanoids. Notably, Your Worst Nightmare and Patrices Watcher From Another Dimension can be permanently disabled for an entire mission. — Thornstromb · 65
The first bullet point should clarify that this card takes no action while Handcufs takes TWO actions. One to play the card, one to use its ability. — Killbray · 12357
Underworld Support

Cons:

Pros:

Other:

vidinufi · 69
In the Thick of It + Versatile + Underworld Support also nets 1xp. Versatile only costs 2. Pros should also include the same benefit for signature cards as exceptional cards. Especially for very useful signatures such as Bob’s, Tony’s (who still gets two), or Monterey’s. — Death by Chocolate · 1489
I'm conflicted about Parallel Skids. I mean, yeah, 20 card deck! On the other hand, this literally blanks his unique deckbuilding advantage- the ability to have 3-6 copies of certain upgradeable cards. Is this better than that? (Also, if you can tolerate 1 additional card without Skids' drawback: Zoey + Stick To The Plan + Astounding Revelation + Underworld Support == 21 card deck) — HanoverFist · 746
>I'm conflicted about Parallel Skids. I mean, yeah, 20 card deck! On the other hand, this literally blanks his unique deckbuilding advantage- the ability to have 3-6 copies of certain upgradeable cards. — PrecariousSleuth · 19
I'm not so sure that it "blanks" them since they are not considered "part of his deck" — PrecariousSleuth · 19
I mean, Versatile also nets you the additional level 0 card for which you take it in the first place. This can be game changing. — AlderSign · 391
Protective Gear

This card card can cancel Crypt Chill and Corrosion so if you're an asset heavy guardian or survivor, you know how easily these cards ruin your day. Also works for snake bite and grasping hands which are nasty little agility tests that can be pretty cruel.

Toe to Toe

Does this work with drawing thin? Is this still considered “initiating a skill test”? If so this’ll be even more amazing with Calvin, because then you can just boost the difficulty of the test to draw cards or gain resources, while still knowing that you will win. Additional plus of using this in conjunction with Counterpunch to just annihilate a monster in a single action.

LilSmac · 8
Yes, this works with Drawing Thin and you could commit Vicious Blow to add damage. This trick also works with Miss Doyle. — elkeinkrad · 500
Wait, where's the skill test you're initiating here? I don't get how this works iwth Drawing Thin, or how you can commit skills — Lailah · 1
There is a bit of ambiguity because the text does not contain the word 'test'. — darkernectron · 8
It's quite late answer... but, I write why Toe to Toe generates the skill test. It's very simple. Toe to Toe states this attack is automatically successful. In this game, what the player success or fail is the skill test. No other game effect do NOT refers "succeed" or "fail". Thus, whenever the effect says "succeed" or "fail", it's always related to the skill test. — elkeinkrad · 500
In addition, Toe to Toe has Fight action designator. There is no statement that you do not skill test, so that you perform skill test like basic fight action. — elkeinkrad · 500