Sledgehammer

I have played this card in Zoey Samaras decks lately has a "placeholder" for Cyclopean Hammer: at the start of the campaign I take In the Thick of It and with the 3 XP I purchase Enchant weapon and with the combination of the 2 cards I can once per round pay 1 action to attack at +3 for 3 damages or pay 2 actions to attack at +6 for 4 damages!

AlexP · 309
huh.... noting that one down, I like both those cards but never thought to use them together. — Zerogrim · 302
Zoey can live and learn in case the big attack autofails. — Django · 5235
Dexter Drake

Dexter is a great candidate for curse builds due to his access to Faustian Bargain. Not only does the bargain itself generate a ton of resources, but also curses which the bread and butter Mystic is lacking in options. His investigator specific ability isn't that great, but his weakness also isn't really an issue so that balances.

Overall a B tier Mystic.

drjones87 · 217
I would go the complete opposite direction: curse synergy isn't great, but his investigator specific ability is what makes him neat and good! — DjMiniboss · 50
Breaking and Entering

The thing that makes this card good is how frequently you want to play it. The central reason you want to evade enemies is so that you can clear clues off locations without having to deal with them, either leaving them to your Guardian or walking away from them entirely. This card does the thing that makes the game progress while effortlessly avoiding the things that stop the game from progressing and mitigating the risk that it all goes sour. Technically it's barely an extra action for 2 resources, but practically it's a stunningly powerful card for seeker rogues and will rarely not impress.

LocoPojo · 241
Best card to handle Trish's own weakness — BoomEzreal · 9
On the Hunt

There are so many things great about this card. It filters monsters from the encounter deck and redirects them to your mob handler. It spawns aloof enemies engaged with you, severely nerfing their revelation effeft. It saves the Guardian from drawing a bad card during mythos.

And finally, the upgraded version gives you an off global emergency cache when you kill whatever got stuck with it. Or, if you can't find an enemy, it gives you a pass on the encounter deck.

Use it, abuse it, don't look back.

Edit: Some folks say that forcing you to draw aloof enemies is a bad thing, but I couldn't disagree more. Even though aloof enemies won't be damaging you, they will be hindering you in other ways, especially in the newer scenarios. Generating doom, making objectives harder, etc. Clearing them out is a nice benefit. Even the older cards (wizard of the order, acolyte), forcing them to spawn engaged with you dramatically reduces their game effect.

Mandatory monster handling card imo.

drjones87 · 217
Occult Scraps

This weakness basically reads...

-Discard an Asset you control. For one round you get -1 willpower. -On the next round, discard occult scraps and play an asset for -1 resource cost.

It's a unique weakness that can actually be helpful in some circumstances. If you have a fully tapped spell, this is a way to clear it. Coupled with showmanship, you can possibly have a super turn on your next turn.

drjones87 · 217