
I've been looking at this card for a while now cause the free action looks strong, but i think FFG overdid it with the costs and risks involved, mainly these:
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The main issue being, once you draw Unbound Beast the Summoned Hound will leave for the rest of the game, because the beast sets the hound aside and does not return it in any way. This is a mayor disadvantage because every card you draw could be it's end (like the next one after playing it) and gets worse the more you draw. Can be avoided if you "put it into play", not adding weakness to your deck.
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Arcane slot is a big problem for mystics cause most want to have a spell for investigate and combat. Then there's also a lot of support spells like Scrying or Seal of the Seventh Sign. Works better for off class mystics who don't need their arcane slots to win the game.
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Ally slot cause there's lots of great allies in the game.
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Base value of 5 is enough for shroud 3/ fight 3 on standard difficulty. Mystics tend to have many icons on their cards and stack boosts so it won't help on more difficult tasks and risks retaliate or haunted penalties. Again off class mystics work better when they stack or boosts.
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Update: If you reshuffle you deck after killing the Unbound Beast and draw it again, it's revelation will likely set it aside. But that draw is still wasted.
Avoiding the weakness
- Flare
- Archaic Glyphs
- A Chance Encounter
- Alyssa Graham to spy your top card. Either add doom to her or shuffle you deck if you see it (Quantum Flux, Arcane Initiate, Calling in Favors,...)
- Diana Stanley's signature card Dark Insight