Good discussion about traits to name. Innate, practiced, gambit, fortune, item, illicit, talent, ally, spell can all be useful.
Apex Strangleweed always feels like it should be stronger in some way. It has retaliate and alert, but both tests are at a fairly low skill level, and you encounter this in the fourth scenario when you should be easily able to clear a 3 test. Losing all actions would be rough were it not for the fact that this is only AoOs. It's also perfectly situated to be killed with one turn of fight actions, with VP that stops it from going back in the deck.
This card would probably be more relevant if it had a per investigator health modifier that kept it around for multiple turns or was harder to cut down. As it stands, It's hard to justify ever grabbing pocketknife to help deal with this card.
So now that this has been Taboo'd, how good is it?
The answer is still very good - what's changed is that the maximum damage per round for a fully invested hammer has dropped to 7 damage (2+2+3) from 9 damage (3+3+3). 7 damage for a full round of attacks is still great. It still interacts with Enchant weapon for the same effect. It still has no ammo issues, it still only costs 10XP for the set.
What this taboo did do was give Lightning Gun a place in the meta again, as the 3/3/3 damage option.
This still requires a lot less overall deck-investment to make good than M1918 BAR, Lightning Gun, or even Chainsaw and with the nerf is probably at the level of a Contrabanded Chicago Typewriter for raw damage output, but has the benefit over the typewriter of being much easier to succeed with.
Did this taboo go far enough? I think it did, in the sense that it's no longer clearly the best 2-handed weapon available for any investigator that can take it. But I can also see the argument that, even if it's not clearly the best, it's still got by far the highest floor of the big 2-handed weapons, since the exhaust is optional and it'll never run out of ammo.
This one shines when Trish Scarborough is your companion. Helps triggering her ability. Upgraded version makes Trish Scarborough even happier.
Whenever my companion (guardian) had enemy engaged with him I tried triggering Trish ability by moving guardian along with me to a location with clue. So I could net 2 clues with Lockpicks in single action. Of course sometimes there was a cost to pay for keeping guardian engaged but I was able to successfully mitigate that using Girish Kadakia's self healing ability.
During my Innsmouth run I noticed that Safeguard helps staying away from flooded locations.
Can we please lift this 2 hundred length review constraint?
Thinking about fun ways to play this card: Sister Mary/Diana play this card on a damage/horror tank. This card with paradoxical covenant & the favors lets you to auto-pass difficulty 8+ tests.
The tank can play the style of taking enemies onto themselves, maybe running survival knife to hit in enemy phase. Sounds fun!