Blessing of Isis

This card seems very good for bless heavy decks, however I feel Mateo is where its strengths lie, the wording on the card states “when a second token is revealed” and it’s the last word I’m focused on, “revealed”. We can pretty much guarantee 2 are revealed by use of Olive McBride to “reveal” 4 tokens instead of one, which on a good day may be enough however a fast player window lies within the skill test so we can also use Rod of Carnamagos to reveal more tokens, and if that’s not enough then surely as a bless focused Mateo you will have a Favor of the Sun sat to finish the deal, and with Mateo’s ability we need not worry about any other tokens we drew unless the dreaded shows up at an inconvenient moment (remember Olive can not choose that token and Mateo’s ability and he has access to Eucatastrophe all of which could combat that unfortunately prevalent token) so using this card on Mateo, you are almost guaranteed an automatically successful test no matter the difficulty or situation (even works if the is sealed on either The Codex of Ages or Crystalline Elder Sign, both good Mateo choices!)

Mystic101 · 19
Hopefully this link works: https://arkhamdb.com/rules#Resolving_Multiple_Revealed_Chaos_Tokens — jericho · 579
guess not. Per FAQ Rule 2.5 when you ignore a chaos token you also ignore the fact that it was revealed, so Blessing of Isis does not interact with Olive McBride that way. Rod of Carnamagos does work (per FAQ ruling on Rod) and Favor of the Sun works well too, yes. — jericho · 579
The Last Blossom

This stupid OP campaign asset can easily trivialize the entire Scarlet Keys run, especially when you get it online early enough. Healing investigators for 1 damage and 1 horror at the same location pretty much means you do not have to worry about any semi-evenly distributed trauma. Let's say you are in a 2-player game and both have mental and physical trauma. When the game starts, you heal 1/1 immediately. Then, when an enemy shows up, you deal any amount of damage to it and begin what can easily turn into an infinite loop of healing investigators and one enemy till your heart's content. If you can evade the enemy, you can buy yourself a ton of time and shift the key again round after round, keeping a healthy amount of restoration with minimal investment of actions/resources to keep at least 1 damage on an enemy. The game presents numerous ways of doing that from a distance OR with minimal danger. I strongly advise house ruling this thing out of your games if you want a real AH game and not some trivial stuff.

MarTom · 2
Considering you can only shift a key once per round it only adds up to healing everybody at your location for 1/1 every two rounds at the cost of at least 2 actions to handle the enemy. I guess I would have to see it pulled off in a 4-player game at maximum power to see if it really was gamebreaking but it seems like the designers don't view infinite drip-healing as that problematic of a thing since Peter Sylvestre, Jessica Hyde and Girish exist. — soiDF8 · 4
Perhaps it was a bit of an overreaction on my side, but I do consider this to be a very powerful effect. This could also be due to the fact that we had Finn Edwards in our run, which pretty much meant an infinite source of evasion and attack options that don't really have a significant opportunity cost for him. But even if we consider the effect in isolation, it still basically means that on turn one 1 mental and 1 physical trauma doesn't count. It's a free In the Thick of It for everyone. And while healing one damage from an enemy may or may not result in needing an extra action to kill that enemy, healing 1/1 several times throughout the scenario is still more than powerful. Most healing effects don't provide such instant access to combined healing and/or they require an inevstment of actions/resources and/or have some other limitation, such as having only a certain amount of uses. Guess what I am saying is we are at a point in the game where healing an enemy for 1 is a very insignificant cost to pay to get access to damage/horror healing compared to what the game offers in that department in the form of player cards. — MarTom · 2
Father Mateo

Seems OP to always have Favor of the Sun builded into your investigator and have access to Ancient Covenant and also start with 5xp by keeping the old back. No reason to ever go classic Mateo unless you specifically want to run Blessing of Isis or some full support style. But even then its debatable what's better

Son_of_Gothos · 112
Ancient Evils

Here's an idea for when you break out those early scenarios where this card is the most problematic.

Errata it to have Victory 1 if it places a doom on the agenda. No victory if you cancel it.

Fixes a few problems. First you can never get hit by each copy more than once and you get a bit of a bonus for the acceleration comparable with playing a Delve Too Deep which can be nice boost on some of those super low exp early scenarios.

shoefly · 1
I would rather give it Victory 0 and forfeit the option to cancle it. (Assuming, you mean, the card giving you an option to cancle it on it's own.) Giving an XP for the card to work the way, it is usually intended to work seems overly problematic to me. — Susumu · 368
Transmogrify

This card seems particularly interesting in Darrel Simmons. Not only is it a good enemy management tool allowing him to evade with his base 5, he also discovers a clue in the process, immediately moving the evidence from the enemy to his Kodak. This solves the puzzle of getting the evidence from an enemy drawn during the mythos phase and engaged to Darrel, usually in that situation the goon would start his turn first and defeat that enemy before Darrel can get the evidence.

Ramun · 654