Eye of the Djinn

The basics

Who can use this

Pros

  • 2 powerful effects
  • Unlimited uses
  • Cheap to play (2 resources)

Cons

  • Uses a hand slot, which is highly contested in many investigators
  • Exceptional so you can only play 1
  • Can't be used for tests in the mythos phase
  • 4xp when there's lots of competition for xp in Rogues

Should you take for the base skill value 5 effect alone?

Every turn for no cost you get a skill test on your turn at base 5! That will often amount to a minimum of an Unexpected Courage on a secondary stat, and even boosting a primary stat from 4 to 5 isn't terrible.

Even in a highly specialised investigator who already has a base 5 in their core stat regularly is required to take tests that they don't excel at, e.g.

  • Treachery card tests in your threat area
  • Tests on locations or when advancing acts
  • Parlays
  • Basic evade/investigate action (still generally useful even if your deck isn't built around them)
  • Basic fight action (though usually less useful without support cards to deal extra damage)

If you start to build around the effect then it only becomes better. It's powerful, flexible, cheap and requires a little build around to be good.

So most investigators would want the effect but should they all take this? No, the biggest downside is that it takes up a hand slot, and for most investigators that can take this hand slots are in short supply, especially for primary fighters they're often taken up with weapons.

However for the investigators that can often spare a hand slot and have weak stats or weak secondary stats this card is already looking very appealing. The most obvious candidates that fulfill these critera are Dexter Drake, Jenny Barnes and of course Preston Fairmont.

OK for all investigators. Excellent For these investigators with poor stats and free hand slots.


Should you take for the bless / curse effect?

OK, so for some investigators the base 5 effect is great, for others it's merely OK. But we've not considered 2/3 of the text on the card yet... so let's do that!

If you're starting Dunwich on standard you'll have 15 tokens in the bag. Then if you've stuffed the bag full of blesses and curses you have:

  • 10/35 or 28.5% chance of gaining another base 5 skill test
  • 10/35 or 28.5% chance of gaining another action

That's over a 50% chance of getting another powerful effect, and sometimes you'll get both!

In class Rogues can either generate curse tokens with:

can generate bless token with

or can generate both simultaneously with the neutral:

If you are considering taking these cards anyway then great, but they are unlikely to be worth taking to solely to trigger the bonus effect on Djinn alone. If you or your teammates are already planning to fill up the bag with with bless and/or curse tokens anyway then the effect from the Djinn is a strong bonus.

OK if you're only taking / generation for this effect. Excellent if you already have / generation.


What if we get full value out of it?

Lets put this card in Preston Fairmont where:

  1. Hand slots are not highly contested
  2. For Preston a base 5 is +4 boost in any skill
  3. Survivor secondary gives incredible cards

Now combo alongside Favor of the Sun and some bless generation and now we get:

  • 1 test each turn at base 7
  • 1 subsequent test each turn at base 5

that's 5 unexpected courages every turn!

Now add in Ancient Covenant and we get:

  • 1 testless action at base 7
  • 1 subsequent test each turn at base 5

that's 1 will to survive + 5 unexpected courages every turn!!

Even if your Preston Fairmont deck is completely built around buying your way through the game and skipping the chaos bag all together you're still regularly going to be able to find uses for this effect. As well as all the basic actions and encounter card tests mentioned earliey you can start using your base 5 on tests on impactful event cards such as Pilfer or Backstab even though otherwise you wouldn't have the base stats to support them.

Combos with Favor of the Moon are also possible to reliably trigger extra actions which is also strong, but ensuring a testless action is the most powerful. This is because in Rogue you also have a vast array of sucess and over success mechanics. As you've got a testless action each turn at base 7 you can commit all your over success cards with completely certainty of the result. You can trigger Quick Thinking, "Watch this!", Lucky Cigarette Case etc. for huge (and 100% safe) combo plays. See my Preston decklist for an example of what's possible from just 8xp.

The combo in Preston Fairmont of Eye of the Djinn + Favor of the Sun + Ancient Covenant is absolutely broken and triviliazes the game even on expert.


Summary

  • OK in all investigators but unlikely to make the cut for a hand slot in most
  • Excellent in low stat investigators with low hand slot competition - notably Dexter Drake, Jenny Barnes
  • Incredible if also you or your team already has / generation
  • Broken in Preston Fairmont if you build around it
bobblenator · 470
You forgot Mateo, Ursula, and Lola — NarkasisBroon · 11
@NarkasisBroon Thank you, I have now amended to add them in — bobblenator · 470
A favorite combo of mine is using Dexter, tempt fate, favor of the sun, favor of the moon, and paradoxical covenant. Especially on curse-boosted spells like Eye of Chaos. It's three auto-successes, each with a bonus action, unexhausted the Eye of Djinn, and other potential benefits (like extra clues). Getting the needed cards is easy with Molly and careful deck building. — khoshekh · 5
A Watchful Peace

Wendy Adams can easily ruin the game from scenario 2 with FOUR EXP. 1XP for 3* easy mark and 3XP for this card. Assuming you get two keep faith and an easy mark in your hand at the start of your round, and your deck consists of 2 easy marks on top and a watchful peace at bottom. Your amulet is in play. This situation can easily be reached by drawing 3 cards per round, and discard everything else at upkeep phase. The you rearrange your deck with your amulet when it's almost empty.

Action 0: Spend 4 resources, place both keep faith on the bottom, add 8 bless. Action 1: Play easy mark, get 6 resource and draw a peaceful watch, while placing 3 easy marks on the bottom. Action 2&3: Draw two cards, both being keep faith. Upkeep: Draw one card, which is easy mark. Mythos phase: Play a peaceful watch, and now your hand and deck is identical to the previous round, so you just loop forever. Plus: You can do something else if you get more actions from Leo or Haste, and more resources and cards from DT and take heart.

In fact, this card is rarely used in our group because it destroys the fun of playing AHLCG. The game is boring when you break it. This deck also requires no thinking at all while playing. Just drawing drawing and drawing and then looping looping and looping.

The ultimate boring game is to combine a Wendy skipping every encounter cards to a Baker removing every doom. That gives everyone else infinite actions and resources, lol.

Tzolkin1065 · 155
I don't think this card necessary needs tabboo, you can absolutely build a game breaking engine around it, but self regulation can come into play before that happens. You can put this card into a deck without insane recursion and it's just a powerful event that can give you a breather when you need it. It doesn't break the game or make the game boring if you don't allow it to, and it serves as a brief respite in scenarios such as The Secret Name where you the encounter deck can come hard and fast. — alp · 8
Self regulation is not a valid argument for a card to be taboo or not, because the taboo list is already optional. — StyxTBeuford · 13049
Liber Omnium Finium

A signature weakness tailored to the investigator. Looking at the two elements, the effect and the discard condition, we get:

The effect: Draw a card from underneath Gloria and play it as a peril and with disadvantages to dealing with it. Considering that you are unlikely to put cards under Gloria unless you have Ruth Westmacott in play (and that will require Charisma, since Alyssa Graham is so much better), this is almost certainly a dead draw, unless you are trying to keep encounter cards from a reshuffle.

The discard condition: Have it trigger an affect when drawn. Otherwise, it is getting shuffled back to provided more dead draw.

All in all, this is a way below average signature weakness, more annoying than dangerous.

You can put a harmless encounter card below Gloria, to avoid future dead draw. — Django · 5154
Fair point. — LivefromBenefitSt · 1083
Arrogance

Everyone seems to think that this is a weak-ass weakness, and everyone is right. Looking at the two elements, the effect and the discard condition, we get:

The effect: Winifred gets a -1 to all tests until she fails one. This might mess up some "succeed by 2 cards, but Winifred tends to over commit something fierce.

The discard condition: Fail a test with this committed.

All in all, this is a way below average signature weakness, maybe the weakest in the game. It's not all that likely to hurt her success, and every Arkham investigator fails now and again. It's pretty hard to imagine a less impactful signature weakness, a mere roadbump on the way to whatever Winifred wants to do.

There's no need to imagine a less impactful signature weakness when Whispers from the Deep exists. — suika · 9505
Commit it to your friendly survivor so they fail even on elder sign and fail by more to search farther with rabbits foot upgade? — Django · 5154
I've never played Amanda, so I can't speak to that. However, my play partner ran her in our recent RttFA game, and he found it "annoying." I've never found Arrogance more than a "nuisance." Anyway, the scale doesn't go below "Way Below Average," so it's kind of moot. — LivefromBenefitSt · 1083
Django, I am doing a facepalm. It never occurred to me that I could commit a signiture weakness to someone else's action. In fairness, I was running Lone Wolf, so I was very rarely in the same location as the other investigator, but it's a clever idea, especially with Survivors. — LivefromBenefitSt · 1083
@suika Since they errata'd (not taboo'd, errata'd) Amanda's reaction ability to a Forced ability, Whispers is now extremely annoying. It's basically this, but your stats are 2s and it doesn't go away until next round no matter what. — SGPrometheus · 841
@SGPrometheus Amanda can get rid of it exactly the same way Winifred can (commit to literally any test or someone elses's test) except easier (no need to fail) and her signature directly counters it... — suika · 9505
I hadn't considered that you could commit whispers before it goes underneath Amanda. You're right; as long as you don't get Whispers in your draw at the start of the round, you can just pitch it beforehand. — SGPrometheus · 841
Although 9 months past due, you can also use Amanda's signature asset to swap out whispers and then blow it. I would argue this weakness is only slightly more harmful. — drjones87 · 200
Terrible Secret

This is a very situational signature weakness. Looking at the two elements, the effect and the discard condition, we get:

The effect: Diana has to discard cards beneath her (reducing her and invalidating the Twilight Blade and her effect, otherwise, she has to take horror. The latter is somewhat fraught, as Diana is pretty average on Sanity, especially compared to other investigators. This can be bad, if you are playing a Diana who cares about or utterly irrelevant if you aren't. The horror cannot cancelled, but it can still be negated by Deny Existence.

The discard condition: One and done, unless the weakness will have no effect, in which case it gets reshuffled.

All in all, this is a below average signature weakness, way below if you have a Deny Existence in hand or don't care all that much about Diana's . Edit: if you really care about Diana's , this weakness's threat gets upgraded, although, as long as you can keep a Deny Existence in hand, it's extremely manageable.

In general, I would care more about Diana's willpower than her sanity. Although, she has only 5, she doesn't take that much horror from the game with all her other cancel and ignore effects. On the other hand, if you have several cards in your hand to restock her ability, it is easier to let some cards under her go to avoid some horror. And of course, I would always spare a DE for that card, once I'm at 4 or 5 cards below her. This weakness ist most annoying, if you draw it in first upkeep phase and have to reshuffle it in your deck. — Susumu · 381
This can be a great enabler for her ability, if you have 5 cards below her and several counters in hand but didn't get the blade. If your deck is built around fight instead of will this is also less of an issue. — Django · 5154
I confess my experience with Diana has been in non-willpower builds where, if she gets cards under her, that's great, but, if she doesn't, it's not a crisis. — LivefromBenefitSt · 1083
I rather focus on her willpower and ability, for two reasons: 1) A 6 willpower mystic is infinite stronger than a 3 combat mystic. 2) She has a deck size of 35. That means, her deck is much more inconsistent, if you don't trigger her ability, that is also a cantrip. But even in willpower-builds, I found her weakness rather easy to come around. In particular after the release of the Jaqueline Starter Deck with "Azur Flame". She can get squishy with "Shrivelling", since you shouldn't forfeit "Arcane Research" either, imho. The horror, that comes from the encounter deck will hurt her only very rarely, if you pack enough cancel and ignore cards for it. — Susumu · 381
I mean, does anyone ever not just Deny Existence this? I honestly think the build doesn’t matter- you want cards under Diana to be able to reuse them with her signature anyway, so there’s no instance I know of where you electively take either side of this card. DE destroys it entirely, might as well save 1 for it. — StyxTBeuford · 13049
Yeah, DE destroys it, and you will normally save a copy for it. (Or a secret on Dayana, if you have her and the level 5 spell.) But even in the circumstance, when both copies are at the bottom of your deck and you don't get them before TS, you can normally handle it easily. — Susumu · 381
Man I don't think I've ever had that happen, but it sounds like a bad time unless the scenario is about to end, in which case sure, dump all the cards and keep moving. — StyxTBeuford · 13049
It's not that bad, because you can choose for each card individually, if you keep it below her or discard it. So you can ponder, based on how much horror you can take or how fast you can recover her willpower with the cards in your hand, how many you let go. — Susumu · 381
Just a quick follow up on Deny Existence. With this weakness, is the discard/horror sequential or all at once? If she has 5 cards under her, do you pick through and say discard 2 and take 3 horror, or do you look at card A, keep, take horror; look at card B, discard; card C, keep, horror, etc? If the latter, wouldn’t deny existence only ignore Horror once? — BroodyGambit · 9
@BroodyGambit It's sequential. This is because of the "for each" text - it instructs you to make a separate decision for each card under her. — snacc · 1014