Are the boxing gloves "USE" while attacking? Wondering this aspect of play cause of a new card in the Scarlet Keys name : Lurker in the Dark. --Lurker in the Dark can only be attacked or damaged using Weapon assets. ? Would need a clarification of the term "using" generaly.
This is pretty much only viable in a Nathaniel Cho deck. In that setting though, its pretty good. 3 testless damage is enough to kill roughly 80% of the enemies in arkham horror.
The downsides to it are it has to be the first thing you do in a turn. This means no upgraded taunting enemies over to you first. It must be the very first thing you do.
There are ways around that, namely On The Hunt. A deck then is already starting to form.
I'm surprised that there's no review for this guy! He's.....cute and a total PITA.
I think this is up there for one of the more annoying enemies in TDL campaign. If you are using a melee weapon, you're probably not willing to use it, meaning this is a 6 action sink! Even If you can beat the rough evade, it's still got hunter, meaning you're probably going to have to pay the action tax at some point.
On the bright side, the low fight means that you're not likely to miss, and even your non-fighter friends can likely pile on, so maybe you can share the misery of wailing on this guy?
Props to the guardians running Monster Slayer (5) that get to deal with this in 1hit.
After playing with and upgrading this card, I've really grown to hate it. Not because it's a bad card (it's great, honestly) but because it's so flexible that it will stifle competitive design for other Guardian weapons, especially the low level ones.
Think of it this way: for level 1, its "competition" is The Hungering Blade, which is already...not great. But let's think about future designs, and review what they have to compete with.
With 1 XP invested, Runic Axe is a 4cost 2-handed weapon with 4 charges, recharging one charge per round (and can still attack for +1 Fight with zero charges, giving it a flexibility edge over anything that needs charges or ammo). In addition, Runic Axe will have either
Spend 1 Charge: Get +2 Fight on attack Spend 1 Charge: Deal +1 damage on attack Is a Relic and only costs 3 instead of 4 (nice for Guardians who often struggle to scrounge cash)
OR
Spend 1 Charge: Get +2 Fight on attack Spend 1 Charge: Deal +1 damage on attack Spend 1 Charge: If this attack defeats an enemy, either heal 1 horror, heal 1 damage, or draw 1 card
OR
Spend 1 Charge: Get +2 Fight on attack Spend 1 Charge: Deal +1 damage on attack Spend 1 Charge: If this attack succeeds by the location's shroud or greater, discover 1 clue at location
OR
Spend 1 Charge: Get +2 Fight on attack Spend 1 Charge: Deal +1 damage on attack Spend 1 Charge: Get a free move (that doesn't trigger AoO) or a free engage
OR
Spend 1 Charge: Get +2 Fight on attack Spend 1 Charge: Deal +1 damage on attack Spend 1 Charge: If this attack is successful, deal 1 damage to each other enemy engaged with you
Any future 1 XP Guardian weapon has to compete with that, and compete with the fact that you get 2 copies of it for 1 XP, and compete with the growth over time, and compete with the not-so-unlikely chance that you'll Refine it to make it stronger without even getting charged XP. That basically boils down to forcing "good" future 1 XP Guardian weapons to be one-handed, and even then, they'll feel extremely lackluster unless they come with either guaranteed bonus damage and some kind of reactive ability (for things with ammo), or conditional bonus damage that you can reliably build your deck around, unlike Hungering Blade and some kind of reactive ability (for things you don't have to reload). Whatever the bonus or condition is probably needs to be good in multiples, too, to make spending 2 XP on a pair of copies not feel worse than spending 1 XP on 2 copies of Axe.
Tl;dr: Runic Axe is great, impactful, and incredibly flexible. Everything that makes it a worthwhile inclusion as a card also forces power creep into future 1 or 2 XP Guardian weapons to be worth including in any deck. It's also hard to nerf, and the weakest thing about it is that it takes 2 hands.
I wonder why fighters do not get weapons as good like Seekers get their toys. Why is there no lvl 0,1 hand weapon that says you get +2 fight, deal +1 dmg and if you succeed by 2 or more you draw a card? Probably would be a bit too much. You could argue that this does not give +1 clue but the basis of fight is dealing 2 dmg per hit to make it even good, not getting into the thing that getting clues is still more important than dealing dmg, as clues win you the game. Also, why do we not have a card like Crack the Case that is Guardian and says play when you defeat an enemy, gain x resources where x is that enemy's printed fight or health value?