Bank Job

The good -- +6 resources from one card, and they're shareable. Drawn early, it can help everyone set up crucial assets. Drawn later, it can pad out passive big money bonuses, or fuel a deck based on expensive events or consumables without taking up too many card slots, or bail out someone who got resource-screwed by the mythos.

The bad -- If you replace two emergency caches with one bank job, you do free up a deck slot, but also create a "feast or famine" situation where you're more likely to be either flooded or starved. The upfront cost makes matters worse here too. If you went to 0 resources before drawing this, then taking two resource actions before playing it cannot be done in a normal turn.

The ugly -- finding two actions for an event is just really hard, especially an AoO provoking event that does not advance the board state. If you need the money to get some other asset in play this just compounds the problem.

This will be playable for basically everyone with rogue access, but I think it will shine most in decks that have plenty of bonus actions to make the double less problematic, and even more than cards it will shine when you can reliably find it early. Fortunately as an illicit level 0 rogue event, there are lots of enablers and synergies available.

You can tutor for this with Underworld Market, Friends in Low Places, or Finn's Smuggled Goods . It is also a great find during a Black Market setup round; if the group is together then any one investigator who finds time to play it can fund the others to bring out the rest of the revealed cards.

If you use this to raise cash to play Leo De Luca, he'll refund you one action on the back end. "Skids" O'Toole can also refund his action immediately if he doesn't need that much money. The same applies if you need the money to turn on The Black Fan. Bob Jenkins may find the double action tolerable considering that he can cheat out a free item afterwards.

Once you get some XP there are a variety of ways one could shave off an action by playing the event itself as part of something else. You still have to pay the additional action cost, but it's much more tolerable if you can cheat on the basic play action first. Mandy Thompson can run this and with Old Book of Lore (3) can spend two actions (one on the book, one of the job) to play this at 0 resource cost and then throw down another big asset at the same time. Or, with Prompt+Swift Friends in Low Places a mono-green character can snag a pile of resources in one action while loading their hand with other illicit goodies (and maybe other items or tricks) at the same time. Honed Instinct with "muscle memory" is another way to compress your setup time a bit when you are resource rich. And, though I don't expect Trigger Man and [Summoned Servitor] (/card/09080) to see much play, this will feel nicer if you do have an ally cranking out actions for you, too.

Nice review! Yeah I think this gets stiff competition from Faustian Bargain, which doesn't have the 2 resource cost and only takes a single action for 1 less resource. I think the dividing line on whether you would use this is Rogues who do have a quantity over quality approach to their actions (so the opportunity cost to play it doesn't sting so much) and also may be a bit more sensitive to curse pulls for this reason. I played it on a Tony deck recently and it was pretty good, as he definitely fits in this camp. With it having varied icons, Crystallizer of Dreams squeezes a bit more utility out of it as well. — HungryColquhoun · 7941
Thanks! If you wouldn't mind liking a few more of my reviews from time to time, I am still rep-locked atm. — OrionAnderson · 71
I'll keep an eye out and like them if I like them! — HungryColquhoun · 7941
Pocket Multi Tool

Spring-Loaded is a fantastic upgrade, even if its the only upgrade you get. It effectively gives you +1 to all your stats!

Now its not quite the same, for example it doesn't help with succeed by X effects, but in terms of passing tests it's fantastic, especially when you start adding other upgrades to it.

kamiidude · 62
Bank Job

As noted by Valentin1331 in one of the comments above, Bank Job's innate strength is in card compression, not action compression. This card nets you two emergency caches for one deck slot, which gives you more space to pack non-economy goodies. The big opportunity cost here is that Faustian Bargain--a card that's probably a little too good--can pull in nearly the same number of resources for a single action (and the same number, if you're willing to spend a second action on a regular resource action), so there's stiff competition. There is the curse cost, of course, but a couple curse tokens floating around in the bag isn't generally too threatening (though they can wind up costing you actions or other tempo in the future, which I think our present-oriented brains tend to dismiss a bit too cavalierly).

All that said, Bank Job does shine in a few situations:

  1. Fence decks, where this is suddenly one action and netting you nearly as many resources as Hot Streak (4). There isn't a Fence deck around that should fail to include this. Bonus points for attaching both to an Underworld Market to consistently go hog-wild early on in a scenario.

  2. Big money decks, where your number one goal is accumulating as much money as possible as quickly as you can.

  3. Action-generating decks and/or characters, which minimize the opportunity cost of playing this.

The more of these you're aiming for in a single deck, the more powerful this card becomes. So while it's not going to find a home everywhere, I think this is still a solid addition to the card pool.

Sandmole · 44
Beguile

As long as you're wearing some Fine Clothes your new friend will happily bring all the Flashlights that you could ever want. But just because they listen to you, it doesn't mean they aren't a hassle to be around. Make sure you send anyone that might run in for a hug a bit further away to make sure they never get in arms reach. The clothes must be filled with some sort of pheromones because that friend of yours knows if you take them off, so make sure to not let them get torn!

kamiidude · 62
Confound

Obviously a very powerful combination of effects here, but unless I'm mistaken the "then" clause after discovering 2 clues is kind of a big deal. My understanding is that if you can't fulfill the conditions before "then" in full, then the rest doesn't happen.

So in this case it means if you can't discover both clues from your location then they are not automatically evaded, essentially turning into this a testless Followed. That's not awful... but not worth 3xp either most likely. Was thinking this would be huge for Allesandra as it's exactly what she wants, but not being able to rely on the effect to double evade the enemy really hurts.

Vlishy · 3