
Only one thing that bothers me, why the fuck did they had to specify "fast, play during only your turn", as it's already the case for any assets. Not enough words in the textbox ? Just like my comments that actually needs to reach 200 characters.
Only one thing that bothers me, why the fuck did they had to specify "fast, play during only your turn", as it's already the case for any assets. Not enough words in the textbox ? Just like my comments that actually needs to reach 200 characters.
This card is absolutely ridiculous. It's not just a permanent Premonition, it's more like a permanent Will to Survive. Why it's only limited to "once per phase" I have no clue (pun not intended).
Here's why this thing is more than just Premonition. While Premonition can grab anything ─ Auto-fail, nasty symbols, "draw another token"-tokens like blurses ─ this thing will grab only good tokens. Not only that, once it has a good token, it's really not that hard to keep that good token... FOREVER.
Here's what a typical game looked like when I was playing Agatha Crane for the first time:
Heck, you don't even need to play any stat boosters or skills anymore (I sure didn't), because you can literally succeed at anything that's not combat! This leaves so much room to add many events to your deck which leads to incredibly flexiblity on top of your ability.
My team was astounded by how ridiculously easy the game suddenly became for me. "Oh no! We have to do this difficult Will test of 5, what do we do!" Oh, let me just hop over there and commit a single willpower icon from one of the many events, which I can immediately play anyway later with my ability, and re-seal that 0 for good measure.
Even if you lose that 0 because you just HAD to do 2 tests this phase (PHASE) or drew one of the extremely rare combat test encounters, it's laughably easy to get it back and repeat the cycle all over again next turn.
I recently ran a flex (cluever-lean) Sefina in a 4-player Carcosa hard runthrough and boy did she rock.
A common Sefina critique is that her stats extremely defensive: Low , means she is bad at both fighting and investigating. I find this criticism overstated:
For my Sefina deck, all gamestate-advancing cards were events. While this build is usually inadvisable, it synergizes extremely well with Sefina. Thanks to the massive 13-card opening draw, I never had a scenario with less than 5 events in my opening hand. Even after tucking 5 events into the basement, oops-all-events Sefina still has 3-5 events in hand, meaning she can hit the ground running like no other investigator can, picking up clues immediately with the likes of Intel Report, Drawn to the Flame, or Read the Signs. With card-draw cards (Easy Mark, Lucky Cigarette Case, etc...), Sefina never stops having events to play and never stops contributing to either gathering clues or killing enemies.
This Sefina build has one major downside: your effectiveness at any given moment is determined by which events you have in hand. Having all fight events when there are no enemies or having all clue-events while enemies are swarming can leave Sefina in an awkward spot. Still, this weakness only seriously comes up when several things have gone poorly at once and can be mitigated greatly by taking a good balance of clue/fight/economy events in your deck/basement.
Sefina is an extremely powerful flex investigator that fits well into any team with a designated cluever/goon. While the Seeker/Guardian are getting their assets into play, Sefina immediately starts contributing by scooping up clues and hitting enemies.
Errata/Must-Include cards
I tried to wrap my hand around this card for a while. This is a pseudo evasion+ attempt that ignores the alert keyword. But...
Who wants this? Alessandra Zorzi? Although saving the action, it's still very meh in itself. Maybe for having an enemy with her for stuff like Grift. Benefitting from the bonus skill value from Dirty Fighting? Trish Scarborough? Can't take it and has too low willpower, anyway. There might be some other obvious investigators who take this early in a campaign as a mid-tier pick, but what I find especially weird is that Patrice Hathaway, who is depicted in the card art, does not benefit from the fail-safe at all!
Then it came to me. Fail-safe...
POV: You are Stella Clark and are utilizing discard shenanigans, benefitting from having cards in your hand. Play this with Drawing Thin, return it to your hand and then simply keep it as fodder for e.g., Cornered, or... Live and Learn to get the evade+ effect and still have the card in your hand for using it again later.
Not sure if that interaction makes the card viable, but I honestly see it more in a fail deck than in a parley deck.
Sounds expensive, but okey-ish, if:
until you realize you can use String of Curses as a fail-safe! Granted, it's too inefficient to fail on the test purposely, but the fact that you still get what you wanted to do with playing one more card is pure ASMR to me.