Lola Hayes

Lola seems well geared for solo play, being able to change modes as the phases of the game call for different skill sets. Switching from seeker to Mystic and then your personal choice for “spice”. Survivor have good skill check events and the Rogue disengage options can be a lifesaver.

Pete Sylvestre and Darío El Amin with Charisma seem like great choices for buffing the stats that matter most. Agility and Willpower are save stats so being able to double down on willpower for spells and saves is efficient. Also, passive buffs are huge for Lola. And board state that doesn’t require switching to activate is best. I’d recommend taking Rogue as class number three for Lone Wolf too.

Did you try solo? I tried it and it was very disappointing. The switching mechanism is a huge drawback and forces neutral cards, with one core set, you don't have enough high value cards to make the larger cardpool advantage worthwhile, Lola has no special ability, worst Health/Sanity, worst weakness, weak signature cards and the deck is larger and less consistent. All this makes the game much more swingy which is really bad in Solo which is already inherently more swingy. — Nils · 1
Emergency Cache

Last but not least, E-Cache 3 is a weird beast. I think there are some groups that will love this card, simply because you can get more uses out of your Strange Solutions, which is a monster of a card.

I don't often find the supply side of this card that useful outside of that though. Right now, there are just not as many crazy supply cards.

The extra resource can be very helpful though in some investigators who are money starved. I do wonder though if it is worth 3 xp for a potential of a +1 resource gain (it probably isn't).

Still, neat card with some potential in the future. I am looking forward to seeing where this card sits at the end of the next cycle.

Myriad · 1226
May I use it to refill any spell charges supply? — iscariot · 1
No, Spells don't work. Only Cards with the Uses (X Supplies) Text: https://arkhamdb.com/find?q=x%3Asupplies&sort=name&view=card&decks=all&spoilers=hide — ataniker · 16
A Chance Encounter

Neat effect for replaying and keeping those allies who have a trigger an then discard.

Stray Cats in particular become A LOT better with this card.

Oh, and Pete can bring Duke back from the dead with this. So that is pretty great.

On the other hand, it does require you to pay the cost of the ally, unlike the level 0 version.

So basically, it needs to target low cost, potentially expendable allies in order to justify the slot.

It will get better with more allies, but right now I would probably skip this outside of some weird party compositions.

Myriad · 1226
this one lets you keep the ally, so if you're just using it on allies who discard to use, there's no reason to spend the xp to upgrade to this version. the 0-xp version is far superior, only costing 1 and having the same icons (and of course costing no xp). only upgrade to this one if you have allies you want to keep around for a while for some important strategy. and Duke, like you said, it's a good way to make sure Pete isn't alone if he ends up taking too much horror/damage. — dr00 · 13
If Duke doesnt have a resource cost, can you use this card on him? — Fenrirgarm · 11
Duke actually costs 2. I think Last Chance does work on him. — Mogan · 1
Waylay

Survivor Sneak Attack or Backstab depending on how you look at it.

I won't deny that the effect is powerful, but it also does require that you have evaded (and exhausted) the enemy prior to the playing of this card. That isn't impossible, and for survivors it is even manageable to easy depending on your build.... but that extra action can really pinch you.

Still, it is a card that adds to the evasion only characters (WENDY) tool set by allowing them to eliminate a threat or a victory target.

I think the price is right and while this won't find its way into every Survivor character, it is pretty great for evader characters, especially Wendy.

So slot it in Wendy decks, but avoid it otherwise.

Myriad · 1226
Seems like it might be the missing piece in an evade heavy Wendy build. — youperguy · 7
It also auto-kills those things in dunwich horror. You know what I mean. Don't 'brood' over it. — CecilAlucardX · 10
In hindsight I also appreciate that this card and hiding spot allow you to run Mark Harrigan as an agile guardian. — Myriad · 1226
Scrying

Read the card closely. I think most people miss that this card no longer requires an action.

Yes, it has the potential to hit you for a horror now, but you gain the ability to now reliably use the card and not tax out your actions.

For almost ALL mystics, that makes this card far more playable, especially for Akachi and Norman Withers.

Check this card out if you are one of those two investigators, and maybe even some Agnes builds. Sometimes that horror trigger and the knowledge of what is coming can be all you need to pull out a win.

Myriad · 1226
I would see this as probably a good upgrade of Forbidden Knowledge for Agnes, especially if you are running uncage the soul — 2-XL · 1
I reviewed the core set versionof Scrying back in the good old days. Back toen I thought it was a rally good card. Thing changed afterwards when I noticed scenario's being a true race against the agenda deck. Giving up actions to trigger Scrying hurts when racing the agenda deck. This upgraded version makes me rally like Scrying again. — Heyenzzz · 7525
This version of Scrying synergizers beautifully with Norman Wither's signature asset: Split the Angle. StA makes you use an action to reveal the top encounter card, and then lets you discard for a fast action. With scrying, you can now reveal and discard, both for fast actions. Scrying also works well with Stargazing in solo mode. Makes it likelier that you'll find the all-important "Starts are Right" before the deck shuffles or the scenario ends. — Mordenlordgrandison · 466
This card is also ridiculously good for Luke. Give yourself a monster and go to your dream gate during upkeep -> the monster gets discarded. Seeing encounter cards for the next 1.5 turns is really good in 2-player, but with more, guardians have got better options. — Kitsunin · 1