Elder Sign Amulet

I don't think that these protective cards are getting enough love. It is hard to consider for three experience (along with Bulletproof Vest), but I think that these are definitely worth the purchases. I tend to lean towards including Elder Sign Amulet in Roland Banks's deck and "Skids" O'Toole's deck since they have such low sanity values that this can effectively double what you can sustain throughout the adventure.

You have to consider that the slot it is consuming is likely not even used. In my Roland Banks deck there is an absence of accessories. So, when adding this in there is no conflicting option to worry about when you draw it. It is never a dead draw card. Especially with the symbols that it comes with. Cards meant to keep you alive are not typically the fun cards, but they are the ones that get you the additional experience in the long run to survive and make it through the campaign and get the cards you really do want later.

Bronze · 187
SPOILER LAST SZENARIO: With this amulet and a beat cop, roland survives 3 (without "dodge") turns of attacks from the last boss, which can be enough for the rest of the team to win. — Django · 5148
Your opinion values a lot! I prefer solo playing using Rolan Banks, however it always ends up taking too much horror during the game and he is often defeated by insane. I think this item really helps player to keep low sanity characters going into next adventure good and healthy. — Anjack · 1
Grotesque Statue

There's something to be said for the simple cards. Tentacle mouth guy is one such card.

Let's look at the numbers: 2 resources for 4 charges and a single hand slot, plus a ? icon, for 4xp. All tasty apart from that xp cost, both because it limits which investigators have access to the statue, as well as being a hefty investment in itself. That said, cards don't at the moment tax hand slots particularly, so adding bonus hand items isn't particularly punishing. Moreover, while in a scenario, paying 2 for 4 'double' draws is incredible value. As with all abilities, it's optional, so you can pick which tests you want to use it (before drawing the chaos token). And, by way of comparison, consider Wendy's 'redraw' ability, which, yes, is theoretically limitless, but costs a card for each redraw and, crucially, does not allow a choice between the two tokens (the second replaces the first - and could be the very same as the first).

One simply shouldn't underestimate the potency of choosing to double dip into the chaos bag. Even on tests where an investigator is feeling confident, being able to choose, for example, a instead of a -1 to trigger further effects (such as Agnes's ability) or vice versa to avoid them is incredibly powerful - after all, the statue is in the same faction as spells, from Shrivelling to Blinding Light, which come with additional risks for non-numeric tokens. Choice is crucial here: a normal skill test requires an investigator to overcommit to aim to mitigate the vicissitudes of the chaos bag; an investigator with the grotesque statue can, in a pinch, give themselves options, and options = power.

zozo · 3000
As a side note for Agnes deck, the statue is discarded when empty- and can be recycled with scavenging. — Django · 5148
Jim can also use the scavenging recursion if he spends some of his splash slots. — Rastanor · 1
So wait if I use Jacqueline Fine + Grotesque statue(statue first), which clause of Statue gets increased? Do I choose 1 to resolve and ignore the other 3? Or do I choose 3 to resolve and ignore the other 1? — alphasquid · 1
There's an answer to that in the FAQ for Olive McBride. Basically, you must declare before you pull what effects you're going to activate, and on which token. For example, "I use Jacqueline's passive to pull three tokens, and on the third one I use the Statue". — jamalix · 1
Burglary

This is a really nifty card, giving a neat way to build a nice pile of resources. It's great with "Skids" O'Toole for Hospital Debts, and is really good with Hard Knocks ; it's can actually actually supply enough resources to make Wendy Adams dangerous. It's biggest cost is in actions, playing it and using it. As the FAQs say, you can also use it to burgle low shroud locations even when there's no clues still on them, which neat and good fun. Used right, it's (almost) like having an Emergency Cache on demand.

Even better, some investigators can pair it with Dr. Milan Christopher - and now your one action is more likely to succeed, and will get you 4 resources. Rex Murphy might also benefit in particular with this - if he succeeds by 2 or more he gets an extra clue, so you could be getting 4 resources and a chance of a clue too.

AndyB · 955
I mentioned Burglary in my review on Scavenging. They combo together very nicely because both effects trigger when investigating succesfully. Burglary makes sure you get the cash to pay for costs to play the items cards you just brought back from your discard pile with Scavenging. — Heyenzzz · 7428
Using said combo, theoretically you can recover 4 items each turn with 2x burglary and 2x scavenging (Scavenging does not exhaust). — Django · 5148
@Django: Scavenging does exhaust. — Herumen · 1741
Burglary combos very nicely with new investigator Rex Murphy. With his special ability you can gain both the extra resources AND a clue. — Heyenzzz · 7428
I've played a lot with Rex and I just never end up using burglary. Maybe because most of my cards are inexpensive and Dr. Milan Christopher keeps me topped up. If anything my Rex needs to be spending all his actions evading and collecting clues or the party can fall behind. If I ever do need a quick 3 or 6 resources, emergency caches are good enough and requires fewer hurdles (actions, resources, a skill checks). — masonproulx · 70
I disagree partly with the negative comments above. When you play it you are -2 actions (drawing the card, playing the card), -1 resource. After successful uses you are: (1) -3 actions, +2 resources --> (2) -4 actions, +5 resources --> (3) -5 actions, + 8 resources, (4) -6 actions, + 11 resources. You can see that after the second use you are beating straight resource actions and it only improves from here. By the fourth success (possible in many scenarios), you are getting almost double for your actions. — jmmeye3 · 630
Ward of Protection

In my review on Scrying, I already wrote that cards that can "manipulate" the encounter deck are - generally - very strong. Ward of Protection might just be the best example of that strength. Pay 1 resource to cancel the non-weakness treachery card you just drew. It's the big "NOPE" card: Did you just drew Umôrdhoth's Wrath at a crucial moment? NOPE, you didn't. Drew a Grasping Hands with a low agility character that could possible kill you? NOPE, you didnt. This effect is just awesome, it's so strong the designers decided to build in a drawback, in that you have to take 1 horror after cancelling the treachery's revelation effect. A minor price to pay, in my opinion. With the deck building rules on the coreset investigators, the only investigators who can currently use Ward of Protection are Agnes Baker and Daisy Walker. Both have high sanity, so they can take 1 horror easily, and with Agnes, you can even turn Ward of Protection into a weapon.

With Ward of Protection being a spell, you can use your Arcane Initiate to dig for it. It doesn't cost a valuable action to use it and - as a cherry on top - Ward of Protection has a wildcard icon, so you can commit it to any skill test.

So what's not to like?

If I really have to point out a minor flaw in Ward of Protection it would be the fact that you can only use it on a treachery you draw yourself. So there is no way to help out a buddy who just drew a nasty treachery... Well actually there is.... If one of the investigators is using Scrying, you can plan the turn order in a way that the investigator who is carrying Ward of Protection gets to draw the nasty treachery so he can cancel it.

With the deck building rules for new investigators in the upcoming Dunwich Legacy expansion permitting the use of 5 lvl 0 cards form any sphere, I predict Ward of Protection becoming one of the most used cards to fill those "off-sphere" spots in your deck.

Heyenzzz · 7428
Something else I like: if you draw a qualifying card during Drawn to the Flames you can get 2 free clues with no side effect aside from the +1 horror! — unitled · 2309
Just to be clear you cannot plan the order in which investigator draw the encounters cards in the Mythos Phase. It's always the lead investigator first and then the next in clockwise order. You can however place the cards you have seen with the scrying effect in whatever order you want back on the encounter deck. — Killbray · 12351
Why can i add only one card in deck builder? I dont see any info in card what states you cant have more than one. — Terppa · 1
Maybe in your arkhamdb collection you only have one core set — vidinufi · 69
Scrying

Most likely you don't have to read this review to know how powerful Scrying is.

Everyone who played The Lord of the Rings LCG by Fantasyflight games over the last years knows what nasty stuff the encounter deck will throw at you to ruin your game and the same goes for Arkham Horror. (Everybody who got busted up by Umôrdhoth's Wrath please raise your hand.)

So just like in LotR LCG, cards with an "encounter deck manipulation" effect are very powerful. There are different forms of encounter deck manipulation. Some examples are:

  • cards that simply cancel the effects of a drawn encounter deck card
  • cards that let you know what the next draw(s) from the encounterdeck will bring
  • cards that let you move cards within the encounter deck..

Scrying let's you do the latter 2 things. Knowing that a very nasty thing will happen in 3 rounds (or that it won't happen) makes it a lot easier to plan ahead and decide what cards to play or to keep in hand. "Burying" a particular nasty enemy or threachery to delay it being drawn for like 8 rounds and at the same time controlling in what order the next 8 cards from the encounter deck will be drawn is even stronger.

After using Scrying, you know its safe when to to play Drawn to the Flame, because you plan using it knowing that you will draw Obscuring Fog at a location with no more clues on it. Or you can just prevent Umôrdhoth's Wrath coming into play for a lot of rounds. And as a cherry on top, Scrying let's you take a look and order the next 3 cards in the investigator deck too.

For me, Scrying is an almost auto-include for every investigator whose deck building rules will permit me to use it... IF I'm playing solo. Due to the fact that more players means more draws from the encounter deck each round, Scrying sadly loses a lot of its power in multiplayer games. If the team of investigators has to draw 2-4 cards from the encounter deck each round, Scrying just can't keep up. In solo-play however, this will be a card that we will be still using for years to come.

Heyenzzz · 7428
As the player count increases, Scrying changes from being about delaying encounter cards, but rather assigning them to players who can best handle it. For example, setting it up so that Rotting Remains goes on Agnes instead of Roland can be a life saver. — sacrelicious2 · 44
Or serving Roland with a juicy enemy, while he's waiting for him on a location with a clue. — Onetribe · 343
I DO have to read this review to know your opinion on how powerful it is. I've read it twice and I'm still convinced that its not worth taking in any deck I've ever built. 4 actions and one resource to ... to achieve what again, to slightly delay something really bad in exchange for something moderately bad? I'd rather use those 4 actions and resource to prepare myself for that nasty thing in the encounter deck, whatever it may be, whenever it may appear. And using it on an investigator's deck is comparable to Old Book Of Lore except you don't actually even draw the card until upkeep. Very poor for the use of an action. I could consider the upgraded free action version for Agnes with Peter Sylvestre. — shenaniganz11 · 40
I hear you but the power really goes up in a multiplayer game. Think of it more like giving the right disaster to the right player. As mentioned above feeding Roland a bunch of monsters for example. I agree in a single player game it's much weaker. — Titar · 3
Scrying investigator decks feels underpowered for one action. There are better ways to draw or fetch cards these days. It's no wonder the above discussion ignores this mode of the card. — SpicyNugy · 2
Targeting the investigator deck is more interesting. With three players, you essentially get three uses of First Watch. The tradeoff is you spend an action each time. This is powerful but it probably doesnt further the win condition for the scenario. Seasoned players know the best way to survive is to win quickly. This just doesn't make the cut for most mystic decks. — SpicyNugy · 2
Not bad with a free Sign Magick action... but is it worth tying up deck slots until you can get the upgraded Sign Magick? — dlikos · 160