Ravenous Myconid

Our table played this plant in one of the Hemlock Vale scenario and we had to double check whether we got something wrong, because everything is so uncharacteristically way too convenient, lol!

  • Kills any enemy engaging with anyone at your location, or even not engaging at all like Aloof enemy. You just take a look at its HP box when someone drew it in Mythos Phase and throw it into the discard pile.
  • Sure picking up Uncanny Growth is once per round despite the lack of exhausting, but its so even in very busy round you can stock it on hand and get a chance to do 2x Uncanny Growth next round. There is no penalty for not feeding it constantly or holding onto Uncanny Growth. The 1 cost of Uncanny Growth rarely matters when the Seeker also owns Dr. Milan Christopher. It also comes back to hand immediately if you fail instead of being set aside!
  • Not even discard the enemy like Kymani Jones ability but it defeats, so you get Victory and other stuff like Microscope as usual!
  • Exhaust is nowhere in the text box so it can even eat with stockpiled growth, do the Uncanny Growth thing, then eat again in the same round!
  • Felt like it should have something that directs harm to its frail 1/1 soak, or threaten you somehow if you don't feed it. Turns out the soak is not even its weakness, it's a free goodies! Unless scenario card do something very funky, no way it'll get hit when Seeker likely has an Ally that takes an actual slot to take the hit. It doesn't have an Ally trait either so scenario card that are designed to bully allies missed this thing!
  • It's not even checking printed health, it checks remaining health, so for some reason if your Seeker pulled harsh tokens and can't pre-collect enough growths earlier, someone can soften it up a bit (maybe with other automatic damages) and it's still testless munching time!

Maybe "limit 1 per deck" is only its real limitation, or how the Seeker can sometimes (unlikely) lose a held-on Uncanny Growth to a treachery that discard it to discard pile and can no longer "search your bonded card" to add it back to hand. The hoops it needs to get its unlimited testless enemy management going is very easy, compared to something like Nephthys.

5argon · 10540
Tommy Muldoon

Something that always struck me as odd about Tommy; what exactly is the narrative of his main ability? Why do police officers in Arkham get paid so generously for casualties and property destruction? Why do they get patched up and returned to action so quickly? After a quick read of his background, identifying him as a nepotism hire with relatives in high places and playing a few scenarios, I came to a conclusion.

Tommy's true ability is that he has a police radio. Whenever anything bad happens, Tommy begins screaming into the radio things like "Officer down! I repeat, officer down! We need backup immediately!", "I've been hit!" or "Taking heavy fire!". Afraid of making enemies of his relatives in Boston, the Arkham sheriff department (or perhaps the precinct in Boston itself) has no choice but to send additional backup and support to make sure he makes it out alive. Unless it's so obviously his own damn fault that the sheriff's department is too annoyed to care for the consequences.

The true details of whatever it is he's fighting probably don't ever make it across to the official channels, but it's clear he keeps having run-ins with some sort of highly organized and heavily armed crime syndicate given all the wounded and property damage. His family in Boston make sure he doesn't face any consequences for reckless endangerment of civilian lives. In any case, if you're ever wondering where your Arkham city council rates are going, half of it is probably spent on bailing Tommy out of whatever he's gotten himself into this time.

Maybe Deck = Alive, Discard = Defeated? — MrGoldbee · 1468
Miracle Wish

OOooo golly, get ready for some shenanigans with Kōhaku Narukami paired with Transfiguration, as he transforms into Father Mateo with his Book of Living Myths. This will FINALLY allow us to receive the sweet joy of the automatic success along, all the while allowing us to pull more tokens to give us more wishes.

Sengy · 2
Curious how "Kōhaku Narukami deck only" works when you aren't Narukami! — MrGoldbee · 1468
excactly the same as if you were a yithian — Adny · 1
Well-Funded

It's actually relatively easy to have one Science or Tool asset in play, and if you do, this is Unexpected Courage copies 3 and 4.

Do you want 4 copies of unexpected courage? maybe not, but unless you're a very specific kind of deck, you probably will find tests to commit to several times in every scenario.

I think this one of those cards that doesn't seem exciting, but ends up being a consistent include that just quietly helps pass more tests, and passing tests is a good way to win.

jericho · 622
Mauser Tankgewehr M1918

The obvious comparison is Ornate Bow.

But the bow has ways to cheat the reload action, can be fired multiple times in a turn, and is of course a tech weapon for foot investigators. The TANKGEWEHR does not have any of those qualities. The TANKGEWEHR has more in common with the Sledgehammer and its big brother as a highly accurate fist weapon that requires multiple actions per attack.

Compared to Sledgehammer (0) you spend 5 XP for +3 fight and +1 dmg, but are still using the same number of actions per attack. You will of course "front" the reload action by reloading the turn before you use it, but you can't capitalize on it since it exhaust after reloading. Which means that your potential damage per turn is just 4.

For a primary fighter, like the majority of those who have access to the TANKGEWEHR, a potential of 4 damage per turn is quite low. And being able to split your damage over at least two foes is very important in multiplayer. Which means that the TANKGEWEHR needs support weapons and the XP, resources, and actions to play them out.

I am not impressed. If you pay 5 XP for a weapon it should be able to stand on its own.

If you instead slap Enchanted Weapon on your Sledgehammer (0) you'd have a potential of 6 damage per turn, can split it over two enemies, will not provoke when you're stuck in a boss fight, and have similar accuracy for the big 4 dmg attack if you exhaust on it.

I think they could have given the TANKGEWEHR a special feature like being able to attack enemies at connecting locations (it's a BIG gun) or whatever, or even just automatic reload at the upkeep phase. The fact that you can only fire once per turn would make it balanced.

Nathaniel Cho (with Bandolier) might like it though. Once per turn is offset by him having events to play, and by using the TANKGEWEHR he can maximize the +1 dmg from his investigator ability.

Droll · 21
Enchanted weapon exhausts, so you can only use it once. Also I'm looking forward to test an enchanted tankrifle with custom modifications and probably holy shells for a big hit. It exhaustion part could probably solves with the new bulwark spell — Tharzax · 1
I'm aware it exhausts. 3+3 and 2+4 are both equal to 6 potential damage. — Droll · 21