Eureka!

For Minh, this card seems like an auto include.

Think about it this way, were you playing Guts!, Perception or Manual Dexterity?

Well, if you drop two copies of ANY of those cards you are trading a +1 and a card draw for the ability to perform a small, filtered draw.

Outside of Minh, I think this card struggles a bit in Seeker. Norman Withers may also like it for those turns where he sees a top card he doesn't particularly care for (the shuffle will give you another opportunity for a card, for better or worse). I don't think I would bother with this card in either Rex (outside of a weird build) or Daisy (she has Book of Lore).

Myriad · 1226
Worst card art contender — fistofyogsothoth · 44
.45 Automatic

Allow me to present a case for the .45.

While it is certainly, not a two handed boss killer weapon, it does have a few very specific builds that will reach for it. Most of them are out of the "Guardian" faction.

So Mark will probably go for something else.

So when is this card worth it? It probably is worth the slot if you can get multiple, efficient uses out of it OR if you really cannot manage something better.

In guardian a Sleight of Hand build out of Zoey might find slots for this card. Being able to pop a card out for those turns were you are swarmed that packs a pretty decent punch is probably worthwhile. It is also a pretty great sidearm to a two-handed weapon and Zoey can pay for the gun out of hand with her additional resource generation.

Lola also really appreciates this card and the newly spoiled level 2 Derringer. With Sleight of Hand Lola can potentially play out a selection of weapons that will allow her to "punch up" to a five fight value and reliably do +1 damage. With her 3 base fight, this is pretty huge. This combo also requires minimal role switching (as Sleight of Hand allows you to "cheat an item out and then you can role switch to that item).

Filling the role of a secondary monster hunter, Skids might also appreciate having a second, third (or fourth with the typewriter) target for his sleight of hand. "Cheating" cards like this and the derringer would allow for some fun gains in resources when combined with "Watch This!".

Finally this card is quite a decent pick for Yorrick. For one more cost than a Colt you can ignore retaliate, do an extra damage and do +1 damage. It would not be a mainstay weapon in his builds, but a firearm is always appreciated.

To conclude my case, I am going to make it clear that I am not advocating most Guardians choose this weapon OVER a shotgun or a lightning gun. Those cards are FAR, FAR more efficient. However if you are a character that can play sleight of hand and/or you are playing Extra Ammunition anyway, this card (and its sibling) might be worth a look.

Myriad · 1226
I’m always surprised when people suggest you don’t want to ‘waste exp’ on cards like this before you buy your Lightning Gun. The Lightning gun has three shots and is almost useless against most early game enemies, and only provides a marginal benefit against bosses. — Difrakt · 1325
[...] you need support for those cards like extra ammo anyway, and waiting to accrue 10exp with no upgrades can be horrendous. Cards like this are good intermediates that increase your reliability against high fight enemies while also allowing you flexibility in future scenarios. That being said you’re not getting a TON for 2exp. +1 fight is good, but honestly the best way to avoid the retaliate keyword is to not miss, (which this already helps with). I much would have preferred a 1c cost reduction in addition — Difrakt · 1325
I don't like any weapon with few uses because the main fighter should have a high combat stat can or can push himself late game. Usually the whole party helps on bosses, so even the lightning guns extra damage is not needed. — Django · 5155
First Aid

I am no fan of the level 0 First Aid. It's one of the least efficient cards in the game.

With that said, I could see this upgraded version having a place in a Mark Harrigan deck, especially one that is running two copies apiece of Ever Vigilant and the upgraded Beat Cop. Ever Vigilant makes First Aid reasonably cheap, if you draw both of them, and if you're healing the Beat Cop, the action cost is easily worth it. Plus, you can solve Mark's horror problem at the same time. And in multiplayer games Mark sometimes finds himself with a little downtime, so to speak, when there aren't any monsters on the board and the rest of the group is just trying to get clues. This is a nice use of that time. It also looks a lot better if Mark has already taken some trauma, of either variety.

I wouldn't rush out and buy this first thing. I think you need to buy Ever Vigilant and Beat Cop first for this to start looking good, and I would probably grab the supremely efficient Stand Together and "I've had worse…" first, not to mention an XP weapon or two. But as a late-campaign purchase once you have the appropriate infrastructure around it, I kind of dig it.

CaiusDrewart · 3185
First Aid

I keep finding First Aid a huge sink of actions for very little. It costs 1 action to play, 3 actions to use, and 2 resources, for 3 damage or horror. Compare that to Uh oh, Bandaid Time, which heals 2 damage for 1 action, 2 resources, and can be used to heal Allies. Seekers can run Armchair Counseling, and Rogues can run Delicious Booze. And those are just for healing others; #Opium and #Heroin can shove that damage onto allies, Fearless for Mystics, Ted and Leather Coat for any Survivor... So much out there that just completely blows away First Aid. Maybe we can get an upgrade that lets you spend resources to turn it into a shocky ability instead. (Fast triggered. Sideways lightning bolt. Sith handshake, I dunno)

... The upgraded version of First Aid is already there. They just posted it (Pallid Mask). — aramhorror · 709
Jim Culver

Jim is frequently under-estimated, and for two main reasons:

  1. Most people play on Standard, where his special ability is not as important.
  2. People miss the single most important thing to know about Jim!

The single most important thing to know about Jim is that the particulars about his character make Grotesque Statue super powerful. There are 3 key reasons for this:

  • Jim can use Scavenging to pull Grotesque Statues Back
  • The fact that =0 shifts the mathematics of the chaos bag in such a way that you are extremely likely to prevail when you get two draws. In fact, since =0, you are very likely to prevail by 2 or more, and since Grotesque Statue goes to your discard pile immediately, you can actually use a Grotesque Statue pull to get a Grotesque Statue back!
  • Double the draws means double the chances for tokens. This is less important now with Carcosa out, but earlier it was very important to get to activate Jewel of Aureolus. Now, with Uncage the Soul, this is less important.

Once Jim gets a statue, he is essentially (invincible) [arkhamdb.com

FBones · 19440
"Now, with Uncage the Soul, this is less important."...could you explain this statement a bit? — KillerShrike · 1
KillerShrike: If I may speak for FBones, I think he's suggesting that triggering Jewel of Aureolus was previously really important for the sake of Jim's economy, but now that Uncage the Soul exists, Jim's economy doesn't need the help as much. — CaiusDrewart · 3185
I think the suggested Grotesque Statue + Scavenging build is super clever, but it's also slow and XP-intensive. Other investigators can be more effective at less expense. Overall I can't say that Jim's special ability is good. Compared to what other investigators get, getting better results (often only slightly better) on 2 or 3 tokens is not much. — CaiusDrewart · 3185