Not my comments, but you can see some discussion of this card here: [www.reddit.com](https://www.reddit.com/r/arkhamhorrorlcg/comments/av7igu/cotd_hot_streak_2262019/.)
And now I need to get to at least two hundred characters to post this message...
Not my comments, but you can see some discussion of this card here: [www.reddit.com](https://www.reddit.com/r/arkhamhorrorlcg/comments/av7igu/cotd_hot_streak_2262019/.)
And now I need to get to at least two hundred characters to post this message...
This card single handedly destroyed my blind playthrough of twh with Joe diamond. Make sure you pack lots of head icons because it really sucks when you can't use your weapons or flashlights/fingerprint kits, and just hope you don't draw wracked along with this :p
I like this card quite a bit. It makes me feel like a hero every time I play it well.
This card is a good counter to other investigators' encounter cards. Guardian investigators are good at fighting enemies, and this card gives them a fast and reliable way to pull enemies away from vulnerable teammates. However, this even works well on treacheries, thanks to the +2 bonus to every skill that it gives. Roland Banks taking a Rotting Remains for someone else gives him a of 5 (putting him on par with Agnes Baker) - if he takes Grasping Hands, he gets a of 4 (the same as "Skids" O'Toole and Wendy Adams). It really gives Guardian investigators an excuse to step out of their usual comfort zone.
There won't always be a super opportune moment to play this card - most investigator groups should have ways to succeed at scenarios without relying on events like this one, after all. However, occasionally there's a time when another investigator can do something really incredible, but they need all their actions or all of their resources/assets to do it and so they can't afford to be distracted by an encounter card - and those are the moments where it's great to step in and say "Let me handle this!" Sometimes allowing one player to go uninterrupted by an encounter card can be the tempo boost they need to carry you through a tough spot!
The skill icons aren't super remarkable. One and one is ok, but normally I find it's better to hold onto this card for its effect unless things are getting really desperate and there's a critical test that needs passing.
Of course, it goes without saying you shouldn't run this card when you're solo. You're already handling it all!
I wanted to like this card. For a long time I used to run 2 copies of it in Guardian builds. Then, after a while, I started running only one copy of it (which is not something I normally do with cards) - and now I generally omit it altogether.
The reasons why I used to include this 2 copies of card at first:
Why I ultimately stopped including this card altogether:
Why I used one copy of this card for a little bit:
This card preys on weapon anxiety - the fear that you'll end up with no weapons when you really need them. I don't think this card is the answer to weapon anxiety, though - it's too expensive, too slow, and too unreliable to guarantee that you'll get the weapon you need. The only use I can think of for this card would be if you really want to use it to try and fish out a big gun - think Lightning Gun or Flamethrower - at a midway point through a campaign when you've already bought one copy of the big gun and don't have enough experience yet for a second copy. Even then, though, my advice would still be to simply use other weapons to keep yourself going until your big gun shows up.
Unless some other cards come out to make this more viable or desirable, I would say this card is probably worth passing on for the time being.
This is probably my most hated card in the entire game. It gets more powerful as you add more investigators because you can set up a dreaded "draw an acolyte, draw an acolyte, draw ancient evils" chain that advances the agenda much faster than expected.
I think this card makes the game less fun. Drawing it has abruptly ended multiple scenarios for me. Being defeated from damage or horror or otherwise losing after drawing a token from the bag is much more fun than pulling a card that basically says "Game Over".