
Any of the “reveal token, if it’s bad take a punishment“ pair extremely well with adding blessings and curses to the bag. At the same time, these make cards that are “draw a token, if it’s bad get a reward“ less effective.
Any of the “reveal token, if it’s bad take a punishment“ pair extremely well with adding blessings and curses to the bag. At the same time, these make cards that are “draw a token, if it’s bad get a reward“ less effective.
So one thing the other review aren't trying to tackle is how efficient is this as horror "healing"
Let look at the facts, Quantum flux replaces itself in your hand so it does not cost a card, so its true cost is 1 resources and 1 action (to play the card), given it is only an insight (outside of Joe) I don't think there's anything special you can do with that tag so you are probably always paying full price for this.
Would you use a location that had the effect "1 action, 1 resource>Heal 1 horror" and the answer is "sometimes!", sure its probably not worth doing but "sometimes!" it might be the difference between insanity and being king of the deep ones!. (I'm not sure what this game is about)
So Pro's can be listed to: Recharging a search heavy deck Diluting Weakness Avoiding Punishment for decking out 1 Beautiful point of horror prevented
I think this card is obscenely good in Dunwich and as a one of that just shuts down the main punishment mechanic its efficient at its job but not a card that should be instantly dismissed elsewhere, because a card with art that pretty needs to go into decks.... "sometimes!"
As @ChristopherA said in his review, this card is good if you need additional spells in your combat mage build. Maybe you have a limited collection where you only have Shrivelling or Azure Flame
But if you have a large collection that includes both Shrivelling and Azure Flame, then Shards of the Void should probably only be considered if you're playing a chaos bag manipulation deck. The math indicates that Shards of the Void performs better than Shrivelling and Azure only if you manage to draw at least one "0" token AND you keep at least one token sealed for all the charges.
Here's the math behind my statement.
Shrivelling and Azure Flame give you 4 attacks, at +2 and 2 damage per attack.
If you don't draw a "0" token, Shards of the Void gives you:
Verdict: That's worse than level 3 Shrivelling / Azure Flame!
What happens if you only draw one "0" token during all of your attacks with Shards of the Void? Here's the math:
if you keep the "0" tokens sealed on, spending them as your last two attacks:
Verdict: That's better than level 3 Shrivelling / Azure Flame.
OR
if you immediately spend the "0" token, draw one "0" token on your first attack and immediately use it after:
Verdict: That's worse than level 3 Shrivelling / Azure Flame.
As others have stated, remember that sealing a "0" token is probably bad for your team, as it removes a good token from the bag. So consider whether this card is providing your team with enough value to be worth the cost of sealing "0" token(s).
One seemingly overlooked thing by other reviews is that the upgraded version says "You may fight again" while the basic version says "you may fight THAT ENEMY again".
So the upgraded version allows you to attack two different enemies, which is really nice considering it would be easy to one shot an enemy (even a very strong one) with the first automatic success and then you can then follow up with a second attack on another enemy.
Double Quick Learner + double Drawing Thin + Signum Crucis on a base shroud 4 for example adds 10-[base intellect] bless tokens(you might miss the fact that it's still comparing to your base value, your passive buffs or commited icons do not change this). Pretty sick.
And why would I wanna do this you ask? Because Ancient Covenant is extremely strong, and the more people in your team that can take it the more attractive this gets.