Grisly Totem

This is an actual review of this card, not a wall of text about one combo ;)

The characters have a few among them that love skills passionately. "Ashcan" Pete is good with them in particular and Silas Marsh likes to sip his skills like fine wine.

In addition to the empowering mechanics from the 0xp version, Grisly Totem grants a failure umbrella much like Try and Try Again would, this is very good for key mechanics like Resourceful, Deduction and Vicious Blow and still very efficient for pure boosts like Overpower or the desperate skills.

The fact that you can play a skill card every turn, where you know that said skills's benefits are eventually guaranteed, this is a great luxury and potentially crazy powerful. You know how bad it feels to miss a 3-hp foe with a vicious blow? Totem gives you 2 chances at it! Just make sure to bring some easy to play skills like Unexpected Courage and/or Resourceful that you can play and cash in on that bonus as often as you can.

Note that Try and Try Again is a more complete fail umbrella than totem is, even so, the extra boosts really stack up.

A big argument against totem, which requires card commitment to operate, is that it shares a slot with one of the best cards in the game. Key of Ys. Obviously if you adhere to the taboo list then totem shoots up the priority list, especially if you're playing Silas Marsh or a Yaotl based deck.

(Also p.s. the combo with Take Heart is currently legit).

Tsuruki23 · 2571
Just a slight correction, Grisly Totem doesn't require skill cards, any cards will do. — Sassenach · 180
My initial reaction to the Seeker/Survivor variants of the L3 Grisly Totem was that the Seeker version is much better. I plan on passing tests after all but this does allow insurance for Resourceful/Inspiring Presence/Vicious Blow/etc. You really do want those cards to succeed. Grisly Totem is part of my plan to take Ashcan Pete up to Hard difficulty. Pete/Duke's stats are split across the board (good but not great) and there aren't a lot of Survivor options to boost them. Adding any skill card bumps their stats by 2-3 with Grisly Totem though. I plan to end up with Double Relic Hunter for this deck. Not sure if it will work but it sounds like fun. — The Lynx · 993
The Council's Coffer

Tricky card to use but here's some tricks to execute the super tutor on demand.

Raw power it via an exploited main stat, for example:

Once you and your friends get the box halfway done, force the last bit right when you need it with:

And now you just sit back and dig out all your most overpowered stuff and play it free.

I don't know if this can be described as a good card. It's real meme-y with the 1/campaign trigger, huge cost in actions. But the payoff can mean a free tutored Agency Backup, Rite of Seeking, Ace in the Hole, Key of Ys or whatever other card might be critically important at that moment.

Tsuruki23 · 2571
I don't get the part about Leo or Quick Thinking. The Coffer comes in play with just 1 lock, surely you can't remove two of them and benefit twice from the reaction... ? — Freeman · 5
It comes into play with one per investigator locks. Will to Survive would allow you to remove a lock without drawing a chaos token, and because it's until end of turn, Leo would let you perform this action twice. — cb42 · 38
Oh yeah, used to solo play, I missed the "per player" part, now it makes sense, thanks! — Freeman · 5
Eureka!

This card is a fantastic deck-cutter.

As skill cards go, +1 icon on a single test is low, the variety helps a bit, most characters can muster a use for either or , and anybody can use .

The benefit, the mini tutor, is just crazy for an action-less and cost-less effect. Use it to pull out key cards a little faster and/or obtain solutions to standing issues.

The low boost and useful success benefit means that you should play Eureka! on low risk tests, use it to push for a +3 or +4 advantage to secure the test. On standard/easy pushing for +2 is fine in early scenarios.

Any character with innate access should give Eureka! at least a passing thought.

Minh Thi Phan and Silas Marsh really like skills, this is obviously true for a strong one like Eureka!.

Eureka! is uniquely good for Norman Withers (for whom skills are low priority) since it bypasses his revealed top card and shuffles his deck, this gives him two chances to dig useful cards out of a deck with something unhelpful revealed on top.

Tsuruki23 · 2571
Dayana Esperence

Can't wait to try this card out . There are so many powerful options that you can attach to her. One underrated option that I want to attempt is Moonlight Ritual. Let's say you're Marie with both David Renfield and De Vermis Mysteriis running. This would allow you to run really high on doom effects knowing that doom cancellation is right there on tap multiple times. Marie can also take Truth from Fiction as a splash card, along with a number of really good insight cards to recur. You could potentially use Moonlight Ritual up to 5 times (or more with recursion), allowing you to run with big resources, semi-permanent will boost from Renfield and the ability to keep replaying key spells. I'm not quite there yet with the deck, but it could be a lot of fun.

The other one I like of course is Deny Existence. Multiple cancels on tap is great, esp if you're playing a more fighty mystic like Akachi. Ward of Protection for certain scenarios would be insanely useful, Blood-Rite would be great of course. For certain big money mystic builds the forthcoming Storm of Spirits(3) could be in play.

Oh, and I should add that the 3 health on this ally is great.

Sassenach · 180
I can personally attest to the power of Deny Existence (5) on Dayana Esperence. That single combination completely removed *all threat* from a recent run through of A Phantom of Truth: conviction version. — The_Wall · 288
Dayana Esperence

Looks like the best spell to attach is Blood-Rite! This combo can be used with Akachi Onyele, Jim Culver and Marie Lambeau. Of these, I like it with Marie Lambeau best because she can also attach her special event, Mystifying Song, to give the investigator(s) up to 3 extra turns!

jmmeye3 · 631
mystifying song is removed from the game, it would not work (unlike the painted world, which is removed after it is discarded) — Adny · 1
You forgot my boy #Norman Withers! — Dreadreaper · 6720