Graveyard Ghouls

Not a review, more of a question.

How does Improvised Weapon interact with this card while it is in your discard pile? Will it be forced to remain in your discard pile after completion of the attack, or it cannot even be played because you cannot fully resolve its effect??

I suspect you can still play it and it will be forced to remain in your discard pile after the attack resolves, but I'd like to see some opinions. If that would be the case, it would be a very interesting interaction.

This question, by the way, came up while trying to build a Yorrick deck using the upcoming Cornered card, in which Improvised Weapon would be a good addition as it would be great discard fodder for Cornered. I believe Cornered is going to be a great addition in William Yorick's arsenal and Improvised Weapon can find a slot or two in his deck. Looking forward to the release of the pack!!

matt88 · 3229
I obviously mean: how does Improvised Weapon interact with Graveyard Ghouls while it is engaged with you. — matt88 · 3229
I would say it can be played as normal, since the card remains in your discard pile even while you're playing it. Since improvised weapon's shuffle effect specifically says to shuffle it after all effects of the attack have resolved, it will stay there after the attack, unless the attack kills the ghouls. — SGPrometheus · 855
I'm not sure sure, but i believe you ~cannot~ play it from discard pile. When playing cards, you take it from your hand (or other location) and put it into a in-between state (not quite in play, not in your hand or discard pile, just sort of in limbo) *from the faq on Time Warp* Since you are putting the card into a different are than the discard pile, and it cannot leave the discard, you likely cannot play it. That's how I see it; clearly FFG can have a different ruling. — CecilAlucardX · 10
Well Prepared

Not a card to aim for early but it can be a very interesting skill test boost . It s even more efficient with the 4 icon talent from the night of the zealot reboot.

Too bad all permanent cards lack skill icons.

Susu · 36
This works with wild icons, correct? (Cf. Yaotl, which specifically excludes them--this doesn't have that language.) Not bad with signature assets, then, which tend to have a lot of those. Not that you can count on drawing those. — CaiusDrewart · 3200
Shotgun and Typewriter (Skids) are also a cool targets. Signature assets mentioned above are also a good choice, Zoey and Leo will like it a lot. From official FAQ: "A Wild ( ? ) skill icon on a player card may be used to match any other skill icon for the purposes of both card abilities and counting how many matching icons are committed to a skill test. When using Wild icons for the purpose of resolving a card ability, a player must state which icon the Wild is matching at the time the card is used. Wild icons committed to a skill test are considered “matching” icons for the purposes of card abilities." - so I would say: yes. Yaotl is a good example: if his ability specifically excludes wild icons then it breaks a general rule. — KptMarchewa · 1
Good insurance against treacheries with Dig Deep (2). — crymoricus · 252
The fact that this card can add the wild icons from assets is just huge. I guess I'm thinking of Zoey in particular, getting +3 combat to a Shotgun blast is killer. At that point, it really does compete with Lightning Gun or simply by targeting shotgun itself since you're literally going in with the same amount of combat but a much greater damage potential. — LaRoix · 1647
Preposterous Sketches

I disagree with the previous reviewer that this is binder fodder. It's not an amazing card, but it's certainly playable and I've run it in quite a few Seeker decks on Hard/Expert. (Admittedly cycling it out later in the campaign when I get more XP). There are two main reasons for running it.

  1. Higher Education
  2. Dr. Milan Christopher

Both of these are the strongest seeker cards in the game, and you're probably running both (If not, why not? Tell Finn the good Doctor is yours!). Dr Milan is often giving you a surplus of cash that even Higher Education doesn't drain. Additionally Higher Education needs 5 cards in hand and if you go through a period of encounter card, pressure, you might quickly need to fill you hand-up again. In such a scenario, if you were going to be clicking for a card anyway, the sketches come good.

The previous reviewer suggests that, because the sketches actually do very little (if you were clicking for a card anyway, their net effect is a free action to swap 2 resources for a card), this is bad as they've used a slot in your deck. But the opposite is true - this is deck thinning, and this is good! Cards that replace themselves at very little or zero cost, are making it more likely you will draw into the cards you have spent real XP on (or 0XP cards that are just boss). And seekers have lots of high-impact cards that mean they like thinning. The sketches aren't truly free thinning, you have to spend the 2 resources for the bonus card, but they are pretty close.

Yes, you do need to be aware if there are weaknesses left in your deck, but this is a general part of card-draw and play-management within the game, not specific to the sketches. Eg, if you have a enemy basic weakness and your guardian has already played, or is busy, then drawing is much worse. I don't think one should be discounting draw effects just because sometimes draw can be bad. Drawing cards is, in general, a good thing and we should be constructing decks that want to draw (especially when we can control when that draw happens).

Backpack exists, yes, and Backpack is stronger if you have the deck to support it (lots of items, or specific high-value items you need to find). Without that scenario, and faced with the common Seeker scenario of wanting cards and having money, the sketches do have a slot in the Seeker playbook.

With this card, I feel, you can commit heavier to certain tests without the fear of Higher Education going offline. So on paper I like this but only in the early stages of the deck. — Hellnas · 1
Honestly i have no idea why FFG didn't call this card "Cryptic Research" with a cost of 0 XP. I always include it in seeker decks, when i'm going to get the 4 XP version. Though i often prefer "laboratory assistent" as additional damage/horror soak and no condition. Yesterday we played Labyrinth in 4 player mode and 5 allies died on my side (2x art student, 2x laboratory assistent, 1x guard dog). — Django · 5171
Good point. They could have used the artwork on this though, as it's better, so maybe they should have made the Cryptic Research the 4XP sketches. — duke_loves_biscuits · 1285
I've played the card in my early low XP Rexx Murphy deck along with Burglary. It worked quite well at converting excess resources generated from Burglary into cards, but as I earned XP it was replaced by Cryptic Research. Nonetheless, I do believe it is pretty weak for other investigators. Spending 1 card, 1 action and two resources to draw 3 cards is overall disadvantageous. You spend 4 of your "resources" (1 card/1 action/ 2 resources) to get 3 "resources" (3 cards). So unless you're overflowing with cash, have extra action you don't know what to do with or absolutely need to dig for a certain card, you're usually better off running a "draw a card" skill card instead. — Daerthalus · 16
it's debatable how much deck thinning is worth in Arkham, due to the presence of weaknesses in the deck — jd9000 · 77
Second Wind

The very first card of the pack and I'm already impressed. While not flashy or splashy, this is a workhorse card that warrants consideration in any deck that wants to fight.

Its timing restriction is a bit of an issue; I can imagine (and have played) scenarios where the tank starts every round engaged with an enemy, which would make playing this tricky. I think you have to reconsider how you and your allies engage things if this is in-hand and you want to play it. In solo play, you don't have that option.

Its setback aside, this is usually a cheaper Emergency Aid that also draws you a card. You're drawing treacheries most of the time in any given scenario, even with two On the Hunts in your deck, and many of those can cause you damage with or without a test. Even if they don't, your role as monster-puncher generally means you soak a few hits, and as Mark you'll be pinging yourself every so often anyhow.

In short, it contends with Emergency Aid for damage healing, which is a good spot to be in, even though it can only heal you. The fact that it cycles is what really tips it for me, pushing this from being an iffy grab to a solid pick.

SGPrometheus · 855
In my opinion, this is one of those cute cards that you like but you can't find a slot for them, just like Trusted. — matt88 · 3229
It also has Spirit trait so it can be taken by Calvin, although I'm not sure about its usefulness in his deck - maybe any more experienced Calvin player will tell something about that? — KptMarchewa · 1
Looks pretty efficient as far as healing goes in this game. But I'm usually not looking for damage healing from my Guardians. The main exceptions would be a) if I'm playing Mark (he'll take this for sure) and b) if I'm playing The Forgotten Age. Otherwise, you just don't need this. — CaiusDrewart · 3200
Nice with the Smoking Pipe. Not even Guardians can take the pain from dumping all their horror damage into regular damage but this card bridges that particular gap. — Tsuruki23 · 2588
@KptMarchewa: Healing in Calvin is not usually the way to go for him. You're far better off with prevention or soaking. — Darthcaboose · 286
The new Sister Mary is an excellent candidate for this card -- a guardian who starts with 5 health. Parallel Daisy might like it, too, as would some other off-class or low-health guardians (like Caroline Fern). — Mordenlordgrandison · 466
Smoking Pipe and Second Wind is a good early combo for Nate Cho, but I’m finding that eventually I’ll be growing out of it with I’ve Had Worse which is more flexible, still a Spirit card, costs zero time and money to set up and nets you resources to boot. — Krysmopompas · 367
Key card for Sister Mary. — An_Undecayed_Whately · 1338
... Key card for Sister Mary: cheap and draws a card, can shore up her health in a pinch. Even better is to reset all the damage on the Guardian Angel, so it can put more Bless tokens in the bag and further soak for nearby allies! — An_Undecayed_Whately · 1338
@An_Undecayed_Whately Second Wind cannot heal Guardian Angel. Still a good card for Sister Mary though. — snacc · 1023
Improvisation

It is worth noting that Lola's weakness, "Crisis of Identity," can effectively negate this card (and certainly whatever strategy you'd cooked up, forcing you to discard the very card you'd hoped to play), if picked up during the forced draw. If there's still two CoDs lurking around in your deck, make sure you don't burn your Investigator ability to fast switch roles before playing this in crisis situations.

Good point! Combo abuse is real. For my last LoL I built the Seeker/Boss Killer deck (Lupara with DoN, Quick Thinking, Fight or Flight and Red-Gloved Man, additionally .45 and Ace in the Hole, potential to hit for 20dmg in one turn) and my plan was ruined by Impro -> CoI draw (-8dmg since i had no switch after Lupara) and autofail during a second shot (-6dmg). I was sad as i've been waiting for that moment of glory the whole week but also pretty excited about my discovery :) — KptMarchewa · 1
will to survive? — Django · 5171
Crisis of Identity doesn't discard cards from your hand, only from play. A big part of playing Lola is trying to NEVER DRAW when you could lose a bunch of assets from Crisis of Identity. I agree, Improv doesn't exactly make that easy. — duke_loves_biscuits · 1285
Fantastic, but expensive card in both resource and exp. Of course an option worth considering, I just prefer another ones for her. — KptMarchewa · 1
@duke_loves_biscuits you're right. The point is that CoI drawn by Impro can abuse a plan by unwelcome switch. — KptMarchewa · 1
Use any version of "scrying" to know the next 3 cards in advance, when going for such a big move. I know big girls don't (s)cry, but sometimes it's necessary. — Django · 5171
@KptMarchawa, but @duke_loves_biscuits point is that what @Sarkazein said ‘forcing to discard the very card you’d hope to play’ is not a thing that can happen (unless draw into Amnesia >.< ). — Death by Chocolate · 1490
The gap between the helpfulness of Lola's signature cards and the harmfulness of her weaknesses is just so big. Poor Lola. — CaiusDrewart · 3200
It's notable how this card is worth AT LEAST 2 XP being effectively a fast Emergency Cache (2), making the best signature card any investigator could have had, while that mandatory card draw can totally ruin your day. Good point with Scrying. It can totally help in such situations. Scrying (3) is probably the better choice for action economy. — matt88 · 3229
In my opinion CoI doesn't need to be scried as any other weakness usually doesn't need to be scried. Scrying sees a very little play in most decks and I don't see a reason to put it in Lola's deck as well - especially with her role mechanism. Impro is not only a fast EC (2), it is also Unexpected Courage in one card - sweet! — KptMarchewa · 1
Scrying is def of value in Lola. Scrying (3) is far superior but even Scrying (0) has play, and buying a few turns of colour-swap knowledge can be worth an action. (And this is coming from someone who generally hates Scrying (0) and dies a little inside every time my Agnes buddy plays it). — duke_loves_biscuits · 1285
I consider a fast EC (2) to be pretty weak for a signature card. I mean, it's perfectly efficient, you'll take it in your deck, but it's not remotely gamebreaking (while her weakness is.) — CaiusDrewart · 3200
I wish Lola's special card instead offered some kind of deck searching, so she could be the combo-centric investigator she was always meant to be. That would be way more exciting. — CaiusDrewart · 3200
To be honest, I'm just curious how much you base either on your experience or pure theory - I'm playing and testing her for a half year (my definitely favourite gator) and I have completely differend opinion about her weakness and, generally, her conception- in most cases (with a properly built deck and careful playstyle) it is only a dead draw, even if I hit it when I'm in a role with 1-2 assets i wouldn't call it "gamebreaking". And no, her deckbuilding power is definitely not being combo-centric - role mechanism just kills it. It is possibility to take any powerful card in game (not each will work well, but many will) and possibility to prepare well to literally every scenario with Adaptable. And, of course, a plenty of fun with her deckbuilding and mechanics :) — KptMarchewa · 1
Agreed, my experience playing Lola is that she is fun and versatile but benefits far more from individually impactful cards than cross-class combos. Between her oversized deck and the role mechanic, they are very unreliable and clunky to pull off. — Death by Chocolate · 1490
@KptMarchewa: I've taken Lola through Carcosa once, and she's been at the table with other players several times. So I have some experience with her, although I wouldn't call myself an expert with her. I found her weakness enormously troubling. And yeah, she's not a combo investigator, though I wish she was. I wasn't using Adaptable when I played her, since I was playing Carcosa blind. — CaiusDrewart · 3200
@KptMarchewa: In my experience (and the rest of my group who've played her) her role mechanic has been much more frustrating than fun. She's also an investigator who--at least in my opinion--falls off quite a bit at higher difficulties, so that was another problem for us. However, I can definitely see how some people would enjoy the unique challenges and variety of options that she presents. I'm glad you've had more positive experiences with her! :) — CaiusDrewart · 3200
Brofist! :D Fortunately AH LCG is not a competitive game so everyone can play with gator he just likes. You like taking a challenge (nice BGG expert guide btw!) while I like playing with mechanics I'm interested in even if they are underpowered (although reaching the best DL resolution with Lola solo on standard difficulty is not a big problem for me which is not so bad imo). — KptMarchewa · 1
I have a question regarding fast cards I'm hoping someone can help with. The text for Lola states "Switch your role. Until the end of your turn, reduce the resource cost of the next card you play of your role by 3. Draw 1 card" - the question is: is it possible to play another fast card between the switching of roles and the forced card draw? — rex · 1
You cannot. You have to resolve all of Improvisation before you get another window to initiate a free "lightning bolt" action. — mattastrophic · 3344