
Rules question about "draw cards until you have 5 cards in your hand". Do i resolve weaknesses that don't stay in my hand and keep drawing until i actually have 5 in hand? Or do i have to wait with resolving weaknesses until i've drawn up to 5?
Rules question about "draw cards until you have 5 cards in your hand". Do i resolve weaknesses that don't stay in my hand and keep drawing until i actually have 5 in hand? Or do i have to wait with resolving weaknesses until i've drawn up to 5?
For Daisy Walker, Abigail Foreman is also a powerful combo with Book of Shadows 1. Put 2 charges on a spell (or 2 different ones) for no action and 1 ressource? Even rivals Twila Katherine Price who puts only 1 charge an a spell.
You could Teamwork Abigail Foreman from the team's seeker to the mystic and give her Book of Shadows 3, gaining a 3rd or 5th arcane slot (add 2 Sign Magick). Spend an action each turn to add 1-2 charges to the following spells:
If the team has no access to guardian, Versatile is an option to get Teamwork.
Wow! Daisy Walker is living for the back-to-back releases with the new-Old Book of Lore and now this. Honestly, this card is basically a 4 XP Daisy signature card, better than her current one I might add, since it opens up one of her Daisy's hand slots as well, and won't let The Necronomicon push it out of your hands as easily. Let's take a look at her favorite reads:
I'm realizing this review became less about the card, and more about Daisy and all the individual tome cards, but still. STILL. I can also see Mandy Thompson playing this since it does synergize with her abilities, although she already has easy access to her ability via other options. I don't know if it is necessary to sink the 4 XP for Mandy or the other to play this.
I love this card so much. Sometimes it feels hard to stick to your Seeker. You lag behind while prepping for enemies, but now you don' t have to! Just plop this down in the turn you play your weapons and ride on the back of your Seeker friend. Another tool to compress Guardian actions to focus on protecting their friends. Whereas Heroic Rescue, "Let me handle this!", and Taunt are all fantastic cards, the reusability of Safeguard makes it a great choice. It's also easy to play via cards like Ever Vigilant.
Furthermore, when your Guardian finishes using all 3 of their actions to do combat, they cannot be by the Seeker's side during the next mythos phase when the Seeker has moved to a new location only to spawn another enemy. Safeguard makes sure the players are in sync and there isn't a stagger where the Guardian spends 1-2 actions to catch up to the Seeker surrounded by enemies.
It also makes the movement cards off other investigators twice as good. Combo with things like:
I've been looking at this card for a while now cause the free action looks strong, but i think FFG overdid it with the costs and risks involved, mainly these:
The main issue being, once you draw Unbound Beast the Summoned Hound will leave for the rest of the game, because the beast sets the hound aside and does not return it in any way. This is a mayor disadvantage because every card you draw could be it's end (like the next one after playing it) and gets worse the more you draw. Can be avoided if you "put it into play", not adding weakness to your deck.
Arcane slot is a big problem for mystics cause most want to have a spell for investigate and combat. Then there's also a lot of support spells like Scrying or Seal of the Seventh Sign. Works better for off class mystics who don't need their arcane slots to win the game.
Ally slot cause there's lots of great allies in the game.
Base value of 5 is enough for shroud 3/ fight 3 on standard difficulty. Mystics tend to have many icons on their cards and stack boosts so it won't help on more difficult tasks and risks retaliate or haunted penalties. Again off class mystics work better when they stack or boosts.
Update: If you reshuffle you deck after killing the Unbound Beast and draw it again, it's revelation will likely set it aside. But that draw is still wasted.
Avoiding the weakness