Inspiring Presence

Good for Beat Cops, Aquinnahs and Duke. If you are playing those, you probably want to try this.

That means Yorrick REALLY likes this one, as do most Mark Harrigan decks that run ally heavy.

If you are playing those two characters check it out. Otherwise, I would skip this.

Myriad · 1226
Dario, too. Leo Anderson loves this card, of course. — crymoricus · 252
I can see a David Rensfield/Arcane Initiate Diana running this card — PanicMoon · 2
I don't really get the conclusion: good for Beat Cops, ergo skip it, if you don't play Yorrick or Mark. I'm currently almost done with a Dunwich campaign playing Zoey, and I LOVE the combo with upgraded Beat Cop. I have a deck with only Allies, that exhaust on abilities (also Mr. Rook, Morgan and Whateley). I think, I used it maybe twice on Rook, in particular, before I upgraded my Beat Cops. But having 5 charges on Beat Cop rather than 3, AND being able to use them twice a round (e.g. on a 4 health enemy, or a Whippoorwill, followed by a 3 health creature) is amazing! — Susumu · 383
Mano a Mano

There is something to be said for testless damage. Sometimes, being able to just reach out and finish off a foe can be really, really good.

This card is in an odd spot because you basically have to have a foe that is "softened up" beforehand in order to get the most out of the testless, conditional one damage.

Beat Cop and Ambush can do that, so they are worth mentioning.

Also, Zoey's Cross can soften up your opponent for the final blow.

That means you probably want Taunt or Let Me Handle This! so that you can reliably trigger this card.

Ultimaltely this is a support card that might be just a bit before its time. It isn't a lynchpin card for an archetype, as all it really does is let you either finish off a wounded foe or sprinkle some damage on them. I anticipate a weapon or effect in the future that keys off of "damaged enemies". Until then, this card probably won't get a ton of play (outside of some Expert builds that value the testless damage).

Myriad · 1226
With Nathaniel giving plus one damage to event cards, this is one XP for two free damage in a fast action. Its time has come, which is probably why it’s in a boxing ring. — MrGoldbee · 1497
@MrGoldbee Mano a Mano isn't a fast. — Death by Chocolate · 1490
Free action :) — MrGoldbee · 1497
I don't know what you mean with "free action", but certainly playing "mano a mano" isn't free of an action cost, as it costs one. — Killbray · 12648
maybe he meant "free" as in 0 resources? — osumariokartman · 1
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 · 1327
[...] 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 · 1327
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 · 5165
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 · 3200