Bum's Rush

Rogue has several stats combination Event : Slip Away, Cheap Shot, Breaking and Entering. This is similar to Slip Away except with different stats pair. That's welcomed because now either intellect-leaning or combat-leaning Rogue can get a high accuracy Evade, which is helpful in high player count boss fights or enemies laden with keywords and while-ready effects.

However note that Bum's Rush has 3 effects : exhaust, bonus damage (over success), and push. Slip Away has just 2 effects : exhaust, and long evade (over success). I think in many dicey situations, the "push" in Bum's Rush and "long evade" in Slip Away is the desirable outcome so you don't have to deal with it again too soon. Though both doesn't work with Elite, Bum's Rush "push" is not gated by over-success like Slip Away "long evade", so the spent 2 resources for Bum's Rush is more likely to work without additional commits. You can also push non-Hunter away and stop worrying about it. 1 damage is a nice bonus, and if that brings HP down to nice number and you intended to finish it, you can decide not to push with the "may" clause.

However if you decided to push and they have Hunter, they do get priority attack if they just move in and hit you the next round, unless you move further away or move into it.

5argon · 11080
I see this more as the counterpart to Cheap Shot, because of the stats in question and 2 matching effects (evade and damage). But at this point it's just a matter of philosophy, I guess. — AlderSign · 370
Mortar and Pestle

Making this card belong to Seekers is a baffling decision: there just aren't that many spell cards in their class, and some of them cost 0 already (https://arkhamdb.com/find?q=k%3Aspell+f%3Aseeker&decks=player)

I get Agatha is a Seeker but she is also a Mystic. so I don't see the reason why to gate this card to be Seeker-only: it should be Mystic or double class

This already suffers from the issue of other economy cards (if you draw it early, great! If you draw it later in the level, it's useless), and it's only useful if you are planning to Investigate/discover clues, but printing it as a Seeker-only card kill all of its utility.

Right now the only people I can see this being even remotely okay on are Seekers with Mystic access, like Daisy, or Mystics with Seeker access, like Marie and Luke

"You've had worse..."

After running Michael McGlen with this card for 6 scenarios I have a lot of positive things to say.

It's a Lv. 0 Rogue card with the same vibe as "You handle this one!", as in you can hold it in your hand like Lucky! and be smug about tests you are going to perform.

Actually I like this even more because if resources are available it can appear like you just spend some resources to "cancel" the treachery, it is not going to anyone else. Now look at Counterespionage with 1 XP, 2 play cost, that you even have to draw a new one if you choose not to pay more! Now Rogue can just happily eat up the fixed 2 horror kind of treachery. For the fail by kind, maybe you actually passed and not having to play, maybe you get fail by something for just 1 and not play this card.

Michael I'm testing this with comes with 3 and 3 which goes well with this card. A lot of time I'm so ready to play this card then draws a 0 or -1 which gets him minor punishment, then I can decide to keep it! Compared with Mystic using Ward of Protection in fear of getting maximum fail-by (and have to take 1 horror anyway), this is much better, you can do this with your nearby friends. Now imagine Wendy Adams with 4 and 4 holding this card, and Lucky!, with her token redraw ability.

It felt Guardian-ish with its area effect. It can cancel out location entry hazards if your friend just went ahead from where you are, back-of-agenda flipping effects, any personal issues on signature weakness, and even horror on deck resets. Compared with similar Deny Existence, that ironically felt more Rogue-ish because the cancellation is self-centered. This card can also cancel both damage and horror in one go. For references, the actual Guardian cards that guards their friends like Heroic Rescue, "Let me handle this!", Bestow Resolve, First Watch, "Fool me once..." are more proactive and aren't working with the test's result (reactive) like this one. The resource they have to spend is a bit tricky if you are playing closed information in your table, though sometimes they caught on this card is in my hand when I simply ask them to have some spare resources and not moving away too far from me. Late game Seeker usually is overflowing with resources.

As cherry on top, it gives that you can add on top of Manual Dexterity for high impact tests, make your 3 friends able to evade on their own, and even one that maybe useful for cases when this card can't cover like getting up from Frozen in Fear. It looks unusually generous, looking at other reactive hoard-in-hand card like Lucky! with no icons, or Ward of Protection / Deny Existence with a single icon.

Lastly this is likely be included the 2026 Current Environment, it'll be a staple for new generation player's Rogue for years to come. If Revised Core Set is unchanged, great for both Skids and Wendy. Good card!

5argon · 11080
Good Weather

This card is revolutionary in Patrice, especially in 3-4 player.

If you’re playing flex, that means that certain people are only OK at some things they need to do (like fight, evade, or investigate). For those turns where someone just needs to sit on a location and parley, or grab clues, or punch. You’re bringing a whole bag of Lucky‘s for the team. It’s especially fun for rogues who have a lot of actions. And with Patrice, this is gonna hit 5+ turns a game for 2xp.

MrGoldbee · 1480
Pretty amazing in parrallel Ashcan pete too, becasue you can recurr it every round (if you don't recurr something else instead). — Rafael_Rupert · 1
Ahh that doesn't work: It doesn't attach. Why can't you edit/delete these. — Rafael_Rupert · 1
Artistic Inspiration

This is part of the 'exact success' suite like Antikythera or Chemistry Set, but has a lot of utility in any deck that has enough card draw to sustain it.

Anything that can boost a test result after revealing tokens is extremely useful. Discarding cards for only a +1 isn't a great rate of return, but neither is committing a card to every test just in case you get unlucky. You can shoot for pretty good odds on a test and fix it after the fact if you're unlucky, rather than overspending to make it a sure thing every time.

An easy to miss little addition is that the bonus is skill agnostic. Need a boost to willpower but only have agility in your hand? This will convert that agility to a wild bonus, at the cost of only getting a +1 out of it.

The one caveat to remember is that you don't have a player window to trigger the fast effect after chaos tokens are revealed, meaning you have to discard to refill it before initiating the test. You can't wait to see if you'll need it before you spend the card.

As for synergies, it's especially good for George who wants to pitch cards from his hand, and goes wonderfully with survivor cards like Improvised Shield or Moonstone that have no symbols but need to hit your discard somehow. However, it's uniquely bad for seeker-survivor Minh, who gets way less mileage out of it than any skill card she would otherwise commit. The Dream Diaries give you a free card every round, and while you're probably going to want to spend your Essence elsewhere, it's a painless way to keep it topped up for emergencies.

CombStranger · 281
Crystal Pendulum gives GREAT synergy, esp in 2p. — MrGoldbee · 1480