The Hungering Blade

EDIT: Grammar

So this card (and it's coupled weakness Bloodlust) is a bit confusing, so I'm going to give a quick summary here so that you don't have to switch between the two cards's pages:

  • The Hungering Blade by itself give no extra and does +1 damage. It's closest equivalent is a .32 Colt: same cost, same lack of extra , same damage. Just without limited uses and you're allowed only one copy in your deck.
  • To get the full power of this card, you need to kill six enemies with this amount of damage and draw the three Bloodlusts that got shuffled into your deck; doing so takes your Colt and upgrades it into .45 Automatic, then a .45 Thompson, then a Roland's .38 Special (clue included).
  • HOWEVER, at any point you have a Bloodlust attached to The Hungering Blade, you may expend one Bloodlust to give your attack a further +1 damage; I'm fairly certain this cant be done after the skill test, so this is equivalent of -1 for +1 damage.

This actually reminds me of the good old core set Knife; two options for an attack, one standard, and one with extra damage but you discard something. And just like Knife, not utilising the secondary attack is a waste of the cost to play it. If you're using The Hungering Blade, then you should have a decent chance of succeeding combat checks from the moment you equip it, otherwise you'll be hard pressed to get those offerings. The extra then is a nice bonus, but not something you should be relying on, especially since +1 damage is more valuable than +1 attack.

Now about the horror incursion. Despite being the most suited for extra damage without extra , Mark Harrigan CANNOT take this card; doing so would be suicide alongside Shell Shock. Given that the other 5 investigator cannot take it, and anything less than 4 would leave one struggling to get offerings in the first place, the list of viable investigators shrinks to the rest of the guardians (that aren't Carolyn Fern), Joe Diamond, and William Yorick: 6 total. Even so, NONE of the investigators mentioned above have higher than 6 sanity, and given the random nature of your deck, you are subject to the whims of fate with this card (I mean, even more so than usual).

So... I don't think highly of this card. Some real jank would be required to get it going, like a Desperate "Ashcan" Pete, or a Wealthy Jenny Barnes. But I'm not holding my breath.

EDIT: As was pointed out, Ashcan and Jenny can't take this card, so please ignore the last paragraph.

Lucaxiom · 4452
Played it succesfully in Mark. Was no suicide. — trazoM · 9
Diana Stanley? — mattastrophic · 3297
It is level 1, so Pete and Jenny can’t run it. Wealthy Skids could, and Tommy run enough sponge assets that the horror isn’t a big problem. The bottom line is that the blade is a low xp conditionless, actionless +1 damage that may require outside boosting and sometimes kills draws or deals Horror. Especially if you’re an on-the Hunt deck, keeping up the kills shouldn’t be hard, and in The Dream Eaters specifically, a Swarm enemy can easily fill up its offerings very fast. — Death by Chocolate · 1473
I'm pretty sure you don't get -1 <span class="icon-combat"></span> when you shuffle Bloodlust, because the skilltest is already initatied when you do it, and thats and effect that lasts until the end of the skilltest. — Bernat · 776
I honestly think Mark is a better option for this, but you need to build appropriately for it and reliably hunt enemies down. (And that's a fairly big 'but'.) His ability means you'll be drawing a whole lot of cards, so if your kills are up, he's not quite as impacted by the consumption of 3 draws turning into +1 on his primary weapon. Even without those kills, Mark should be building around his sanity pool, meaning he should have at least a couple of options to mitigate the horror on a whiff or two. However, if neither of those are true, things can go pretty catastrophically. I'd say this is a better option for him in larger games, but wouldn't want to risk it in smaller ones. — Ruduen · 1002
Seems like the main issue you would have (at least with non-Mark Guardians) is getting enough offerings on it that you can actually equip the first Bloodlust or two. It gets pretty good once you're at +2. Also notable that Zoey Samaras can take Mr "Rook" to help find Bloodlust. — Zinjanthropus · 229
My sister used this in a Tommy deck. I was Agnes and scryed the encounter deck for enemies to ensure she had something to kill every round. Worked well enough. I think if you can get it up early in a scenario with many enemies, you're in good shape. Probably less ideal for solo. — LaRoix · 1645
^Sounds like a cute combo but unfortunately spamming scrying just to enable the blade seems like a waste of actions. On the Hunt and "Let me handle this" feel like better blade enablers. Also I think Roland might be a good choice as well, since if you're aggressively hunting for enemies, might as well get bonus clues from Roland's ability. — flamebreak · 19
Leveled up Scry is fast. :) — MrGoldbee · 1468
Crystallizer of Dreams

EDIT: Well I inserted my foot into my mouth well and good, thinking The Painted World worked with this card. I'll keep the post as it was, but please ignore the part pertaining to Sefina Rousseau.

ORIGINAL POST.

Hmm, a rouge card that synergies with event cards; now who could stand to benefit the most from that?

In all seriousness, this is a bit like Backpack in that you either build a deck around it, or you notice you have a large number of events in your deck already and might as well add it.

Any rouge that takes it will likely also want to consider Narrow Escape, Swift Reflexes, and Decoy for their symbols.

As for which investigator to give it you, signature events cards are a good place to look. Sefina get a whopping THREE extra Guts or Manual Dexterities, thanks to The Painted World, before she's even starts choosing cards, so for her, it's an auto-include. "Skids" O'Toole might want a look, what with On the Lam having the most skill icons in the entire game (counts as 4), as well as a selection of guardian event providing and icons. If you still hold out hope of Lola Hayes, two Unexpected Courages from Improvisation will be really nice, and EVERY event is at your disposal.

I personally am going to try an event heavy Rex Murphy deck, with lots of icons to proc his special ability, including Search for the Truth.

Lucaxiom · 4452
The Painted World won't attach to Crystallizer because it removes itself from the game instead of discarding, so Crystallizer can't replace the discard step with attachment (since the discard step has already been replaced). That said, she does still run a lot of events. I also really like the idea of running it with Rex Murphy. There are a lot of great seeker events with solid commit icons. — Death by Chocolate · 1473
I'm still intrigued by the idea of running this in a Patrice deck once Versatile comes out. . Dunno if it would really work, but in theory it offers the chance to double her hand size. Could be worth a try at least. — Sassenach · 179
TPW interaction is ambiguous. RAW it doesn’t work because in RAW there is no timing window between ‘playing’ and ‘discarding’ an event, however RAW actually means Crystallizer (and relatedly, Wendy’s amulet) doesn’t work *at all* which means there’s an issue with written rules — Difrakt · 1304
However, if changes to RAW create this timing window (this is anticipated) Crystallizer WILL work with TPW. Compare writing for TPW which creates a replacement effect, which Crystallizer can override, to Mystifying Song which never goes to the discard window because the remove from game is part of resolving the card. (Let’s pretend Marie would ever want to versatile this card) — Difrakt · 1304
Even if that is an issue, and even should the suggestion you make be implemented, Crystallizer still wouldn’t work with TPW. “All aspects of an effect have timing priority over all "after..." triggering conditions that might arise as a consequence of that effect.” All of the effects of playing TPW (including the RFG substitution) have timing priority over the Crystallizer’s ‘after’ ability. By the time it resolves, the discard ‘timing window’ has already been replaced and there is nothin for the Crystallizer to replace anymore. — Death by Chocolate · 1473
That’s for consequences of an effect, it doesn’t override priority for later conditions. — Difrakt · 1304
Hard to give a relevant example here. If TPW was play an event and draw a card’ you couldn’t trigger Double Double until after you had already drew the card, but that has nothing to do with the creation of floating conditions (the situation we’re dealing with here) — Difrakt · 1304
Right, but one of the consequences of ‘playing TFW’ is the floating replacement condition. See the FAQ on Wendy’s Amulet for the example involving Lure. Lure’s effect causes it to not be discarded at the end of resolving it. TFW does the same. The same principle applies if Wendy plays TFW (using “You Owe Me One”). YOMO would got to the bottom of her deck (after TFW was fully resolved), but TFW would not go to the bottom of Sefina’s deck. It would still RFG. (In contrast if Wendy played any other average event, that event would end up at the bottom of its owners deck, and then they’d draw cards and then YOMO gets bottom’d.) — Death by Chocolate · 1473
You’re confusing applicable rules, Wendy can’t send *any* card that she doesn’t own into her deck because it’s not her out of play area, but that has nothing to do with timing priority. The rule you’re talking about has to do with trying to nest a triggering condition in between effects listed into a card, it has nothing to do with effects created once the card has resolved which is the situation we’re dealing with here. Since TPW has fully resolved its text before it hits the ‘after playing’ window there is no timing priority, and we’re back to standard conflict of timing windows, which Crystallizer of Dreams can override. — Difrakt · 1304
Lure is even simpler and has nothing to do with timing priority: Wendy doesn’t bury lure into its deck because it never hits the replacement effect. If lure was ‘instead of discarding, attach’ then Wendy’s amulet would override the lure text as usual. — Difrakt · 1304
Okay, first of all I never said Wendy could put *any* card into her deck. The forced effect would trigger, but since she doesn’t own the card, it would go to its owners version of that out of play zone. But that’s not the point here. In a standard conflict of timing windows ‘after’ effects resolve last. Both TPW’s actual text and the hypothetical Lure text you propose create a floating effect that has already replaced the future event of discarding with a different game effect. When Crystallizer resolves, there is no conflict because Crystallizer can’t replace an effect that has already been replaced. TPW’s replacement clause isn’t ‘waiting around’ to trigger, it has already changed the future steps of its play resolution during the resolution of its game text. — Death by Chocolate · 1473
No that’s not how AHLCG works, the game is designed around a static set of timing windows and triggers that react to those timing windows. Lure doesn’t work with Wendy’s amulet because attachment prevents discard from ever occurring (read section on ‘attach to’). Wendy’s amulets forced conditions only fails because the FORCED effect only interacts at a specific point (after you play) and has a replacement condition (instead of discard) since the FORCED window expires without ever having a discard to replace that’s why amulet fails to affect lure, but again none of this applies to Crystallizer. — Difrakt · 1304
You need to review the ‘instead’/replacement effect section. They don’t change future conditions intrinsically, they create a floating trigger. In this way there isn’t a distinction between TPW and Crystallizer — Difrakt · 1304
Jesus Christ Guys. What happened while I was away?! — Lucaxiom · 4452
Thank you for directing me to the ‘instead’ entry. So, TPW would need to specify ‘would’ to ensure itself. Without that, the Crystallizer is the most recent replacement and thus takes precedent. — Death by Chocolate · 1473
Am I understanding correctly that if I add 1 Crystallizer to my deck, I set aside both Guardians as bonded cards? — alphasquid · 1
Scroll of Prophecies

Let me list for you all the Mystic cards with a draw effect, up to Dream Eaters:

...That's it. In 92 mystic cards, Mystics have only four options for card draw. Four, because Quantum Flux and Scroll of Secrets draw one card for one action, the same as the default draw action all investigators can do. And Mystics have the most severe out of class restrictions among all the classes: Father Mateo only has a pseudo-draw with Grisly Totem, Akachi Onyele can only take Decorated Skull, Marie Lambeau can only take Feed the Mind (Hallowed Mirror and Occult Lexicon don't count; they add as many or more cards to your deck as they draw), Jim Culver has 5 extremely valuable slots for out of class cards, and only for lvl 0 cards.

To these investigators, Scroll of Prophecies is a GODSEND. It is consistent, reliable, and most importantly PREDICTABLE card draw, traits that only Sacrifice can boost, and that comes with, well, a sacrifice. the other options are dependant on the chaos bag (Jewel of Aureolus), the encounter deck (The Stars Are Right), or can only draw zero to one spell cards (Arcane Initiate). AND it occupies a hand slot, the second least contested slot for mystics (body being the first).

Now, the caveat. Must you include card draw in your deck? No, you don't. Mystic characters have been just fine up till now, and are not in any way beholden to Scroll of Prophecies. But this card allows you to play with more if not all of your deck in one scenario. You can include more skill cards and events with the fast keyword; high tempo cards with no lasting value. What I see in this cards is new deck archetypes opening up for Mystics, and I for one am excited to try a spell event heavy Agnes Baker again.

Lucaxiom · 4452
First Watch

Getting the obvious out of the way; solid card in multiplayer, useless in single-player, cheap event that you'll always be able to play and rarely have a reason not to.

Now, with that said, I wish to talk about one very specific situation involving this card; the event you decide "screw it!" and subject yourself to four encounter cards in one phase. This will be a highlight of any game session, and I recommend trying it just for that reason, even if you perish in a hilarious fashion by your own hubris. In the spirit of trying to survive this self-imposed nightmare, here are three investigators who are most likely to pull it off:

1) Zoey Samaras

High ? Check. Benefits from drawing enemies? Check. Needs few cards to come online? Check. Zoey ties with Leo Anderson for highest among the Guardians, but Leo needs a few more cards out before he's ready to endure the encounter deck, and his 1 makes him slightly more vulnerable to the second most common skill test printed on encounter cards.

2) Diana Stanley

Most if not all Dianas will be running encouter hate, meaning that the're often disappointed when they couldn't cancel an effect because someone else drew it. No more! With the highest potential base and decent , she will be able to handle most tests that come here way. Her balanced health/sanity thresholds and access to guardian cards top off her status as most likely mystic to handle an encounter tsunami.

3) Jenny Barnes

Jenny might seem like a dubious choice to take on the mythos, but several rogue cards exist that help to this effect. Her decent and stats can be bolstered with Well Connected, or replaced with Money Talks, two cards that Jennys are already inclined to take. Tennessee Sour Mash helps both with checks AND enemies, Cunning with checks, and Jenny's Twin .45s with enemies too.

Lucaxiom · 4452
Nice card, but it feels like it could use some reworking; namely, for it to require the player to secretly look at the incoming mythos cards and distribute them, without consulting other players. For a zero level card that costs 1, it feels a bit too powerful and boggy. — Krysmopompas · 360
Norman Withers

tl;dr - Norman is a Mystic, not a Seeker. Build him like a Mystic who can find clues whenever he wants. Norman is the best Mystic, not the worst Seeker.

Wanted to write a new review, as some of the others are older and I want to drive one particular thing home. Despite the color on his card, Norman is primarily a Mystic , not a Seeker . If you came for Higher Education, Deduction (2), or Cryptic Research you are looking at the wrong guy (somewhat obviously), and you should compare him to Mystics instead. Before Luke Robinson, Norman was the closest approximation of "Mystic 5/Seeker 2", but not quite. Norman's deckbuilding (0-5 Mystic 0's, Seeker 0's, Mystic 1-5) is primarily the alternate to Mystics (instead of 's):

  • Jim Culver - At 0-5 and up to 5 level 0's of any other class, Jim trades Seeker 0's for Mystic 0's, and can be more flexible about his 5 cards.
  • Luke Robinson - At 0-5 and 0-2 Luke's deckbuilding is just a straight upgrade then.

Why then play The Astronomer? To maximize your , and have a good ability during gameplay.

Pros

  • Has (in my opinion) the superior 6 Health/8 Sanity to Luke's 5 Health/9 Sanity. This is somewhat a survivability wash, because Luke starts with Gate Box to disengage from enemies, and has a better to avoid some treacheries that do damage. Even still, it's worth noting, and once Norman is going enemies are a complete non-issue.
  • Has (in my opinion) the superior 0's to Jim Culver's 0's.
  • While Norman requires some set up to deal with monsters, he requires almost none to Investigate. With a simple Magnifying Glass (0) and his 5 , Norman looks for clues very reliably, while his competitors are risking themselves playing Drawn to the Flame. This really sets him apart from other Mystic investigators.
  • High "Accuracy". The two things Norman does regularly, look for clues and cast huge spells, he does with very large stat numbers. Generally speaking, something needs to go very wrong for him to fail at these activities.

Cons

  • Norman is quite squishy, particularly early in a Campaign. With only 6 Health, no and no Norman is going to be terrible against Grasping Hands, and will need rescuing from On Wings of Darkness before that's the last he's heard from. Later on, monsters will become a non-issue as you use them to move around with Mists of R'lyeh (4), or absolutely demolish them with Shrivelling (5), but before then it's tricky. You'll always be terrible against Grasping Hands et al., and I'd consider some Painkillers for that eventuality.
  • If you like flashy elder sign results, this ain't it. Sometimes you can swap something on top of your deck you want to get a discount on, but if you've already played your card from the top for this round that won't work. While you can swap a more expensive card there, that's rarely better than another +1. The only thing Norman gets from the elder sign is a (small) positive number.
  • As one of the other reviews states, Norman can feel a bit...slow. He is very likely to succeed, but lacks the click compression of Rex Murphy, Deduction (2) and while he could play Drawn to the Flame and Rite of Seeking, he is unlikely to as it's a waste of his 5 . Just call him Ol' Reliable.
  • You might hit your weaknesses a lot. You go through your deck quickly, and as soon as they're on top you draw them. Your signature weakness is VERY tame, so this mostly will matter for any other weaknesses you have.

The Five 0s
For my money, there aren't actually that many options for this, as some are just perfect fits.

  • Delve Too Deep - Best to get this out of the way immediately. Norman loves XP cards, and so he loves XP. Likely not worth in solo, at which point I would put in Shrivelling. While normally Shrivelling feels like a terrible use of one of your 0s, in the absence of a friend, you're going to need more than just Mind over Matter. I would play 2, until you can swap them out later.
  • St. Hubert's Key - Gives a bonus to your two stats in a slot you otherwise don't care too much about. It's somewhat expensive, but you'll get a discount on it sometimes, and when things are going really poorly it heals you for two horror. Not a sexy pick, but a reliable one. I would start with 2.
  • Ward of Protection - Sometimes you're going to read a Treachery card that will make your whole turn go sideways, and you need to cancel it. This may be because it preys on your low or all the usual suspects that annoy everyone. You want 2, but you don't have the space, so play 1.
  • Open Gate - Honorable mention to this card; it's an awful selection to start with but after you take out your Delves and upgrade your Ward of Protection you will have 3 Mystic slots again. Filling those again (with whatever you think is best) would cost you 3 XP. Instead you can fill all 3 for only 1 XP and get a triplicate of Open Gates. You can play them as fast off the top of your deck for free as well! It's effectiveness can vary quite a bit between scenarios, but I find it to generally improve later in campaigns, right when you add these in.
  • Arcane Initiate - At 0 XP you likely don't have spells to find, and they certainly aren't worth the XP to add the level 0 versions later on. You could put them in as dead draws, but that seems risky, and frankly unnecessary. I never seem to have the XP for Arcane Initiate (3) either, and Norman's deck goes by fast so they aren't really needed (though shuffling could show you a new card to play with your ability). I would rate this choice as "Fine", and you could certainly make it work, but I think there are better options.
  • Arcane Research - Gets brought up a lot with Norman, but it's a mixed bag. On the one hand, you're definitely going to be upgrading spells, on the other it makes you a scary 6 HP/6 Sanity, and it will take 1 or 2 of your 5 slots forever, even when you're done upgrading spells. I think this is definitely a build, but not the way I would go.

Watch the Stars
In addition to his good stats, and good deckbuilding, you want to leverage his ability during play. Every time you use it you have effectively drawn the top card of your deck, and unless that card was free you also generated a resource. This in some ways makes your deck a proto-version of Joe Diamond's Hunch deck. Skills are a waste as you can't commit them from the top, and cards that are flexible (and ideally Fast) are king.

  • Knowledge is Power - This might as well say "must be included by Norman". Fast, free, gives you charges on your stuff, cycles duplicates out of your hand, effectively gives you extra actions. A++.
  • Working a Hunch - Good early in a Campaign as it's click compression, and a reasonable cost for 1 if you play it from the top. Later on it's less thrilling, and you're unlikely to want to play it for 2 from your hand.
  • Shortcut - Compression, and basically always playable. You don't generate an effective resource when you do it, but it's still great.
  • No Stone Unturned - This card is "fine" for Norman I would say. You can have most of the six cards in your "hand" by next turn if you play a fast card off the top of your deck and take the draw action once. I just don't find it to be worth the money and action for your own purposes. Your actions are usually very high quality (because of your high stats), and you don't want to waste them doing "support" except in the first (or at most second) scenario. If you want to use it on your allies to help them out, that's fine.
  • Preposterous Sketches - This is better. Same cost, you're often going to be sitting places with clues and puts it all in hand.
  • Anatomical Diagrams - Fast and free off the top of your deck, the main drawback here is "at your location". Early on you'll have a babysitter, and you can help them out. Later on when you handle your own problems, you likely don't need it. Even still, worth mentioning.
  • Connect the Dots - Expensive, but amazing compression. This will depend on the cost of your deck (and the presence of Dr. Milan Christopher).
  • Seeking Answers - Slight compression, but requires a specific board. Decent.
  • Mind over Matter - Critical at 0 XP. Less important later (as it doesn't help with treacheries, and you don't need it for the other stuff anymore. Just play it for 0 off the top of the deck even if you don't need to.

Other Notable Cards

  • Magnifying Glass (0) - Fast and good. All you need to investigate most things trivially.
  • Hawk-Eye Folding Camera - Not fast, but easy for you to activate and gives you a bonus to your other stat.
  • You can use Versatile (A Thousand Shapes of Horror, 167) to reload your Mystic 0's, (and give you 2 slots back if you used them on Arcane Research), but you have better things to do with your XP!
  • Mr. "Rook" - Finding cards is good. Bonus points for having 2 Health.
  • Dr. William T. Maleson - Can help you with the encounter deck. Bonus points for having 2 Health.
  • Dr. Milan Christopher - Good for most Seekers, and good for this Mystic. Gives you pseudo-compression by combining clue gathering with making money.
  • Crack the Case - Gives you resources at speed, and you're not afraid of high shrouds.
  • Protective Incantation (1) - I've found Norman to be both poor (particularly without Milan in play, always playing things off his deck), and to have better things to do with his Arcane slots. While you can make a sealing build you have traded away all your stats for two great stats, and then abandoned those stats for Support duties. Make someone else do this!
  • Bind Monster (2) - I've used this as another monster answer. At times it's excellent, particularly in parts of Dunwich, but without a bonus to like Mists of R'lyeh (4) gives you, it can be tough to leverage. Fine, not amazing.

Signature Cards
At the time of this writing, Norman is still only available from his Novella, so I cannot comment on his "regular" Signatures, only his replacements. I do anticipate Livre d'Eibon will be a "Tome", so potentially some synergy with KiP.

  • Split the Angle - This has two actions on it. One to look at the top card of the Encounter deck, one to get rid of it as a . People have rightfully pointed out this is not actually very good (it's too slow). You basically never want to waste time taking the slow action (your time is too valuable), and discarding cards at random from the encounter deck is meaningless. Using Alyssa Graham to make this faster is throwing 4 money and a valuable ally slot after a mediocre combo with a single card in your deck - very not worth. I like Scrying (3) to assign everyone their best chance to succeed, but any combo with this is...tangential at best. I do however think most people are sleeping on this card slightly. I would reframe Split the Angle like this: " Exhaust Split the Angle and discard the top card of your deck: Draw a Card." This obviously isn't EXACTLY analogous, but close enough for horseshoes I think. With Norman able to play the top card of his deck, revealing a new card is potentially giving you new options. Late in a scenario, it has good icons, but I've drawn it early and used it to speed through my deck.
  • Vengeful Hound - Even if Split the Angle is underwhelming, I'm curious if after his cards come out the Replacements might still be king, and this is the reason. This weakness is one of the easiest weaknesses in the game. It has 2 Fight and dies to a single hit from any 2 damage weapon. It has Prey, but not Hunter so you can just evade it and leave (assuming you never have to go back). This often takes only a single action to resolve.

Upgrades
Not a ton to say here - buy expensive Mystic cards. Shrivelling (5), Mists of R'lyeh (4) (particularly good as it comes with action compression!), Grotesque Statue (4), Ward of Protection (5) or Ward of Protection (2), I've seen people argue for builds that don't devolve in to Spell Combat for Norman (token sealing, etc) but that seems too cute by half and requires you to be rescued all the time. Get tough! Rescue the Guardian!

Fun
Yes. Very yes. Casting huge spells is awesome. Doing everything super well is awesome!

LastWalter · 35
Another point of consideration for the Arcane Initiate (level 0 or 3) is its ability to 'refresh' the top card of your deck when you are fishing for answers or you just don't want to draw the top card next upkeep. — Death by Chocolate · 1473
Yes! I mention this quickly, but I don't think it's worth the slot. Others may disagree! — LastWalter · 35
How do the mistic cards work in his deckbuilding options? 5 mistic cards ever (regards of level) or as much mistics cards as you like — Telon84 · 1
with a maximum of 5 level 0 cards — Telon84 · 1
You get up to 5 mystic cards that are level 0, and any number of mystic cards that are level 1-5. — LastWalter · 35