.35 Winchester

Well, in my opinion, this card has not only one error. When comparing this one to other level 0 -cards, i have absolutely no plan at all, why on earth I should take this card in my deck. This card is just like a Song of the Dead, now that it just does not cost XP and requires 2 hands, but other than Song of the Dead, this card relies on , 0 and +1 Chaos Tokens where you will not have +1 tokens in most chaos bags at higher difficulty. Now, compared to a .45 Automatic, it has the same cost, additional ammo worth one more shot but than it requires 2 hands and it also does not do reliably more than 1 point of damage. Let's assume, you are playing TCU on standard, you will be starting out with 15 tokens (during the champaign, this might increase quite a bit) 4 of which trigger the +2 damage - chance is roughly 25% to trigger that. Chance of getting 2 damage on a .45 Automatic is 100% if you hit. Looking at the .45 Thompson, this card also requires 2 hands and hast the same amount of ammo, just it always hits for 2 damage, it costs 2 more resources though. Having said all of that, why on earth would I include this weapon over another level 0 -weapon that is already released. If you do not have any ability to trigger 0s or s on command, than you will draw your 0 when your opponent is at just 1 health remaining (at least Murphy would suggest that) - so anyway, this card is really bad.

EDIT: A lot of time passed since the review I did and with bless tokens, this card actually now becomes extremely viable, if you play with the current taboo list. Bless tokens are "none negative modifier" tokens as far as I understand that so this has the potential to go absolutely crazy in terms of possible damage especially with Mary of course, but anyway, you still have to decide, if you want this additional element of randomness in your game. It is correct, neither gun always hits so the average damage is not that bad, but it is not predictable, you cannot count on it. You can modify your chances of success with skill cards, modifying the actual chances for specific tokens is more difficult.

thakaris · 199
You should apply the same argument to the .45 auto and .35 Winchester when comparing them, and not just assume the .45 auto always hits. There is always a chance of hitting and missing. In fact, the .35 Winchester deals much more damage than the .45 auto against high fight enemies (e.g. equal to your final combat level), as explained in other reviews. The .35 Winchester deals more average damage per action than any other level 0 weapon against these very hard fights. Part of the confusion comes from people forgetting about all of the misses and assuming that to have a good play you always need to have a nearly 100% chance of success. — jmmeye3 · 630
Intel Report

The more and more I play with Intel Report, the more I love it. Combined with the Crystallizer of Dreams it can mean basically 3 clues guaranteed in two actions (or 2 clues in 3 actions with movement if you're playing solo, which is solid pacing in solo). The testless nature of the card means you can pretty much always snipe a clue from a high shroud or high risk location. You could even combine this testless clue grab with Narrow Escape if you're engaged with an enemy, then follow that up with an evade on said enemy, and with the Crystallizer that lets you evade at +4, and then investigate at +2. Good stuff.

Fun Crystallizer interactions aside, Intel Report is a staple in my eyes. Even for Finn Edwards it is at worst a drawless Perception, and at best it's a way to compress clues from tough locations, or a way to keep up the tempo when Lockpicks just fails (it happens). Sefina paints more of them, Jenny, Preston, and Tony pay for it very easily, and even the relatively strapped "Skids" O'Toole can use it if he's built for enough cash. Off-class Rogues can even use it to great effect. Wendy Adams can replay it with her amulet, and Leo Anderson might want it too if he's trying to flex, especially with Alice Luxley.

The two locations away from you clause is not the real bright side of the card, I must admit. It is added flexibility but rarely is it worth paying 2 resources to save a move action or even two move actions (often you need to uncover locations by moving into them in the first place). It'll be more useful in multiplayer, surely, where other people can help uncover the map. There are certainly other edge cases for it, but I still have never personally used that function of the card. 4 resources for 2 clues is already a good enough deal in my eyes to play this card. Even in solo where it's usually only able to buy 1 clue for 2 resources due to the nature of solo, it's still worth it because that clue is testless. It's perfect insurance for when you can't afford to fail or when failure is likely.

StyxTBeuford · 13043
This card can go into just about every Rogue deck. It is just that good. I considered it with Leo but went with Interrogate for fun since he had the Fine Clothes. I would have chosen Scene of the Crime since it is cheaper. My Leo didn't really have the economy for this one since you really want the two clues but this is a fantastic card. — The Lynx · 993
Yeah I think it's roughest for Leo, but I think you could justify it. Gregory Gry might help enable it, for example. — StyxTBeuford · 13043
i don't think it's that weird to use the 1-2 connections away ability, even in solo. sometimes you just can't deal with a location when you uncover it, or are forced to move away by enemies or something like that. I sometimes find myself using it in the late game, particularly, when i can't afford to backtrack. — Zinjanthropus · 229
I haven’t found a situation yet where it’s worthwhile, but I’ve definitely heard it used well in multi. — StyxTBeuford · 13043
Spectral Razor

A combat version of Read the Signs, and I must say, I am quite stoked about this card. It's a problem solver. In mystics and other investigators that use their to do their fighting, Shrivelling charges are an important resource and you want to conserve them if at all possible. In those decks, this card is very powerful. It does 3 damage to non-elite enemies, and, as of this writing, this one shots more enemies than it doesn't. Also, the fact that Spectral Razor adds to rather than simply replacing leads to some very high number. Akachi Onyele attacks with a skill value of 8 using this card, and Jim Culver and Agnes Baker both swing in at a 7, and this is before any buffs from things like Holy Rosary or St. Hubert's Key.

The other benefit, that Spectral Razor automatically engages the enemy, is kinda niche, but it can be used to pull a boss monster off of one of your fellow investigators without using an action. At the very least, it makes sure you won't accidentally hit your friend in the face for 3 damage if you happen to pull the .

It is also missing the clause on a lot of mystic cards that makes something bad happen if you pull a special token.

As for its downsides, Spectral Razor is only single use and it costs resources to use. Mystic's economies often have a lot of demands placed on them, so trading one card for one kill might not be a wise investment.

The other investigator I was really hyped about using this card is was Zoey Samaras, because this is everything she wants. With her 4 and 4, Zoey would be attacking at 8 with this card. It does a bunch of damage, which is always good, and the free engage combined with Zoey's passive would give me back one of the resources I used to play this card. The only downside (and it's a big one) is that Zoey only has 5 out-of-class slots, and in faction cards do most of this quite well.

Schielman · 38
You seem to confus your stats in the first paragraph. — trazoM · 9
Great review! If I might add something, it's that Spectral Razor and Read the Signs are great options especially at low level and makes Mystic completely functional for solo — mogwen · 254
Sefina also loves this card, as unlike actual mystics, she’s unable to pick up Shards of the Void, making her all the more dependent on Shrivelling. Plus, she can copy it with The Painted World. — Greatsageishere · 141
@trazoM, Fixed, yes I did. @Greatsageishere, you're right, Sephina likes this card. I initially wasn't thinking of here because she is only, only attacking with a 6 using this, but when it compares favorably to Backstab against non-elite enemies, I changed my mind. — Schielman · 38
Doesn't it also allow the attack of aloof characters without an extra action for engage? — Pixelated · 1
Kidnapped!

This card might put you in the situation, that you loose a named ally during the resolution of the scenario. This might leave your deck below the maximum deck size. I have got an official statement by the lead designer Mathew Newman over at FFG regarding the change to your deck size.

"We’ll be adding this to the next iteration of the FAQ, but the rule about repurchasing cards when you exile a card and must purchase a new card to maintain your deck size applies here, as well. Essentially, anytime a card effect causes your deck size to be under your investigator’s required deck size, you may purchase new level 0 cards at 0 experience cost to make up for this. This includes both effects that remove cards from your deck (such as when you exile a card), and also effects that increase your deck size."

thakaris · 199
The way he phrased it, this official clarification applies to Versatile (2) as well. Thank you! — Yenreb · 15
That is correct, I already added that to my review of Versatile(2) as well. — thakaris · 199
Mandy Thompson

Mandy is not just a quintessential Seeker, she is the quintessential Seeker squared. She excels in seeking out both clues and cards, which make her one of the most powerful investigators in the game.

A of 3 gives Mandy a decent chance of resisting treacheries from the encounter deck, but with a Hawk-Eye Folding Camera or maybe two, she can easily be up to 5, allowing her to shrug off much of what the encounter deck sends at her.

Her 5 is also something to write home about. Even though Mandy' specializes in fetching cards from investigators' decks, she actually does not need any cards in play before she starts investigating. This allows her to start investigating from Turn 1, giving her a huge head start in tempo. Her ability to pull specific cards from her deck bolsters this already quick tempo, making her a powerhouse Seeker.

1 means she will not be doing anything much in the combat department--not even punching a Swarm of Rats, so you might have to rely on her 3 , which isn't too shabby. It's just enough to evade when you have to, and will make you consider cards like Trench Coat if she is going to need to evade and avoid enemies--especially in true solo.

Mandy's Ability & Card Tutoring

Card Tutoring is a term for searching your deck and retrieving specific cards. Mandy's card tutoring talent makes allies like Mr. "Rook" look delicious. However, as I mentioned earlier, Mandy doesn't actually need any cards out to start investigating...so what cards are you even looking for with her ability?!?

Don't fall into the trap of endlessly spending your actions to search for cards, which help you search for cards, which help you search for cards, etc. You're just wasting actions. You want to search for cards that can make a difference!

Mandy's investigator ability has 2 uses, which can be used by either Mandy or another investigator at her location: when she searches, she can either search deeper (3 additional cards), or more (resolve the effect 1 additional time--so draw 2 cards instead of 1). How do you know which option to choose? That's a good question. See below.

(1) Searching Deeper (Search 3 Additional Cards).

This option simply means that if normally you would search 6 cards, you can now search 9. If normally 9, then 12. Etc. It's a great way to bore into your deck to find the cards you really need.

Choose this option when there is a specific card you want to find. Otherwise, if there's nothing you really need, use option #2 (see below).

Remember: other investigators at Mandy's location can use her ability! Most of the time, their searches (such as with Prepared for the Worst) are more important than yours!

(2) Searching More (Resolve 1 Additional Target).

This option means that instead of choosing 1 card with a search effect, such as with Eureka!, you choose 2. That's pretty good! This gives Mandy (and other investigators at her location) filtered card draw.

Choose this option if (a) hitting Shocking Discovery would be highly inconvenient, or (b) there's nothing in particular you need to search for. This becomes additional card draw with the potential to trigger Astounding Revelation and Occult Evidence.

Generally you will be searching deep at first, then switch to searching more once you have the cards you need.

A Note about Card Draw Card draw--especially in Seekers--is a good thing, right? Right?!? It's less good in Mandy, mainly because it means you might end up drawing Astounding Revelation or Occult Evidence (which personally happens to me all the time). Don't shy away from it, by any means, but Mandy is best served by cards that use search effects to gain cards, rather than plain ol' card draw (like with Preposterous Sketches).

Elder Sign Ability ()

You will never be sad when Mandy's Elder Sign ability crops up. At worst, it's just additional card draw--you can even use her investigator ability to search 3 cards and draw 2! At best it's a lifesaver that allows you to search up to 6 cards (when used in conjunction with her investigator ability) and commit the card you find to the test! Wow! This is really just an innate Eureka!, and another reason to ensure Mandy has plenty of good icon cards in her deck.

Investigator Signature Event: Occult Evidence

Mandy's signature card is singularly unique (pun intended) in that its quantity scales with her deck size. She gets 1x @ 30 cards, 2x @ 40 cards, and 3x @ 50 cards. It's not a fantastic signature card, but it's not bad either. You will know how many copies of Occult Evidence are in your deck at any given time, which allows you to plan to use her search abilities while on a location with a clue. Worst case scenario, if you draw it during upkeep, it's an extra wild icon.

Remember: just because you find a card with a search reaction (such as Occult Evidence and Astounding Revelation) does not mean you have to trigger their reaction ability--that would make it a Forced ability, instead. If you'd rather keep Occult Evidence or Astounding Revelation in your deck, rather than your hand, don't trigger their reaction ability!

Investigator Signature Weakness: Shocking Discovery

As far as signature weaknesses go, this can be pretty rotten when drawn at the worst possible time. But most of the time, it's not all that bad, especially when packing Tooth of Eztlis and Hawk-Eye Folding Cameras, both of which help Mandy shrug off encounter cards. Mystic off-class Mandy has the added boons in the form of Deny Existence and Ward of Protection, which she can use to cancel the worst treacheries drawn by her signature weakness.

IMPORTANT: Cards that search your entire deck literally search your entire deck--the search DOES NOT stop once you find a card you want. This means cards that search your deck (such as Research Librarian and No Stone Unturned) WILL trigger Shocking Discovery if it is in your deck!

Offclasses:

I wanted to take a moment to touch on Mandy's off-classes, since both her and Tony's off-class options can be the most exciting AND daunting aspects about them.

Mystic Off-Class

Playing Mandy in 2 player? Give Mystic off-class a nod. This deck uses Mystic as an off-class, since it gives her the most all-round versatility, especially with Read the Signs, Ward of Protection, and Deny Existence. With a Hawk-Eye Folding Camera or two and a Tooth of Eztli out, she will be facing encounter cards with 4-6 , 5-7 , and 4 . This allows her to shrug off a lot of encounters and makes her a great target for a rogue player to pitch to using "You handle this one!". She can then use 2x copies of Deny Existence and Ward of Protection to ignore the treacheries she cannot pass. In my experience, this allows her to ignore the encounter deck and just concentrate on grabbing clues.

Rogue Off-Class

Playing Mandy solo? You might want to pick Rogue for her off-class. Rogue offers her a lot of enemy avoidance with action compression. Cards like Think on Your Feet and Slip Away let her put a pin in enemies while she zooms around using cards like Shortcut and Elusive (10/10 would recommend) to effortlessly suck up clues. One of your top Rogue picks should always be Quick Thinking. Mandy can commit this to an investigate test and succeed by 2 with ease, allowing her to take an additional action! Also consider the favor cards like Decoy, Small Favor, and Intel Report. The first two allow her to buy her way past enemies, while Intel Report allows her to buy clues from an adjacent location. At worst, each of the favors has 2 icons.

Rogue offers some delectable upgrades for Mandy, such as Easy Mark, Momentum, and possibly even Pay Day.

Survivor Off-Class

Playing Mandy in 4-player? Consider Survivor, which has the highest clue-potential of any other off-class, if you take Fortuitous Discovery x3, Resourceful x2, Winging It x2, "Look what I found!" x2, and Lucky! x1 (though I would personally go with Lucky! x2 and "Look what I found!" x1). Winging It gets shuffled back into her deck, and because of her card-draw, she will see it several times. Don't worry about how to discard it--Mandy often has lots of cards in hand! "Look what I found!" is a little harder to pull off, but not as hard as one might think, especially if she is working at her base 5 . It also has . Lucky! is an all-around great card that can help you with anything. As for Fortuitous Discovery and Resourceful?

Imagine this: you use Mr. "Rook", Eureka!, and maybe even No Stone Unturned to eventually find all 3 copies of Fortuitous Discovery. When you play the 3rd copy, Mandy can nab 3 clues. But if she plays it with Resourceful committed, she can also grab a different copy of Fortuitous Discovery from her discard pile. Meaning, she can play it AGAIN at maximum effectiveness. With 2 copies of Resourceful, this means she can play Fortuitous Discovery at maximum clue potential 3 times!

Deck Size:

The other thing that prospective Mandy players puzzle over is her deck size. As a general rule, fewer cards in your deck is better, since this ensures you are more likely to see your best cards and, if you recycle your deck, enables you to see your best cards up to 4 times in a single scenario. Higher card counts dilute the effectiveness of your best cards, especially since you are limited to a maximum of 2 for most.

30-Card Deck

With Mandy's card draw, you will see and find every card in a 30-card deck likely a few times. Go with this deck size if you want to use and reuse specific cards--such as building specifically for the Pendant of the Queen. With Mandy's card draw ability, a measly 30-card deck lets her use, abuse, and reuse powerful cards with limited uses like Mr. "Rook", Fingerprint Kit, and most notably, Pendant of the Queen.

40-Card Deck

Mandy's search ability and card draw allow her to operate a 40-card deck as easily as another investigator runs a 30-card deck--and better. I personally prefer this deck size, since it gives you the option of including a few more cards than the often-limiting 30-card limit restricts you to. It also gives you the freedom to include a wider range of utility cards than usual. Going with a 40-card deck also gives Mandy 2 copies of Occult Evidence, literally doubling the number of her signature cards in her deck. As a frame of reference, a 40-card Mandy deck will usually draw through her entire deck once in a scenario, and possibly a little more. I mention this because deck size can be an easy way to combat Beyond the Veil. I played this deck in a 4-player Return to Dunwich, and our Guardian player used First Watch to give me ALL of the Beyond the Veils that came up. With a Deny Existence in hand and a sizable deck, it made life much easier for the other investigators.

50-Card Deck

If you want to include ALL the toys and ALL the cards...go with 50. Mandy still does quite well. However, you will find that you have to include a lot of redundancies, which make that additional 10 card bump up from 50 far less effective than you'd think. You do get 3 copies of Occult Evidence, but it's not reason enough on it's own to go the full 50. With 50 cards, Mandy may almost draw through her entire deck in a single scenario, which means it might be an option you want to consider if taking a non-mystic Mandy through Dunwich as Beyond the Veil protection.

Deck Size: How to Choose?

  • Choose a 30-Card deck if you want to use, re-use, and abuse a few select cards over and over again, namely Pendant of the Queen, Mr. "Rook", Fingerprint Kit, and Archaic Glyphs. You will cycle through your deck quickly, allowing you to get a second or sometimes even a third pass at your best cards.

  • Choose a 40-Card deck if you want a larger toolbox with greater versatility. This gives you some breathing space to include extra cards, such as a the in-game mini-quest cards (Archaic Glyphs, Strange Solution, Ancient Stone, etc), as well as more off-class cards. Mandy can handle a 40-card deck as easily as any investigator handles a 30-card deck--and then some.

  • Choose a 50-Card deck if you want to include everything. I personally don't recommend this, since it dilutes the likelihood of you finding your best cards, such as Mr. "Rook", but Mandy being Mandy, she can still do just fine. Just make sure to include plenty of card draw and icons.

This is an excerpt from my Mandy Standard Deck, if you'd like to check it out: arkhamdb.com

TheBlackHorror · 18660