
Not a card to aim for early but it can be a very interesting skill test boost . It s even more efficient with the 4 icon talent from the night of the zealot reboot.
Too bad all permanent cards lack skill icons.
Not a card to aim for early but it can be a very interesting skill test boost . It s even more efficient with the 4 icon talent from the night of the zealot reboot.
Too bad all permanent cards lack skill icons.
I disagree with the previous reviewer that this is binder fodder. It's not an amazing card, but it's certainly playable and I've run it in quite a few Seeker decks on Hard/Expert. (Admittedly cycling it out later in the campaign when I get more XP). There are two main reasons for running it.
Both of these are the strongest seeker cards in the game, and you're probably running both (If not, why not? Tell Finn the good Doctor is yours!). Dr Milan is often giving you a surplus of cash that even Higher Education doesn't drain. Additionally Higher Education needs 5 cards in hand and if you go through a period of encounter card, pressure, you might quickly need to fill you hand-up again. In such a scenario, if you were going to be clicking for a card anyway, the sketches come good.
The previous reviewer suggests that, because the sketches actually do very little (if you were clicking for a card anyway, their net effect is a free action to swap 2 resources for a card), this is bad as they've used a slot in your deck. But the opposite is true - this is deck thinning, and this is good! Cards that replace themselves at very little or zero cost, are making it more likely you will draw into the cards you have spent real XP on (or 0XP cards that are just boss). And seekers have lots of high-impact cards that mean they like thinning. The sketches aren't truly free thinning, you have to spend the 2 resources for the bonus card, but they are pretty close.
Yes, you do need to be aware if there are weaknesses left in your deck, but this is a general part of card-draw and play-management within the game, not specific to the sketches. Eg, if you have a enemy basic weakness and your guardian has already played, or is busy, then drawing is much worse. I don't think one should be discounting draw effects just because sometimes draw can be bad. Drawing cards is, in general, a good thing and we should be constructing decks that want to draw (especially when we can control when that draw happens).
Backpack exists, yes, and Backpack is stronger if you have the deck to support it (lots of items, or specific high-value items you need to find). Without that scenario, and faced with the common Seeker scenario of wanting cards and having money, the sketches do have a slot in the Seeker playbook.
The very first card of the pack and I'm already impressed. While not flashy or splashy, this is a workhorse card that warrants consideration in any deck that wants to fight.
Its timing restriction is a bit of an issue; I can imagine (and have played) scenarios where the tank starts every round engaged with an enemy, which would make playing this tricky. I think you have to reconsider how you and your allies engage things if this is in-hand and you want to play it. In solo play, you don't have that option.
Its setback aside, this is usually a cheaper Emergency Aid that also draws you a card. You're drawing treacheries most of the time in any given scenario, even with two On the Hunts in your deck, and many of those can cause you damage with or without a test. Even if they don't, your role as monster-puncher generally means you soak a few hits, and as Mark you'll be pinging yourself every so often anyhow.
In short, it contends with Emergency Aid for damage healing, which is a good spot to be in, even though it can only heal you. The fact that it cycles is what really tips it for me, pushing this from being an iffy grab to a solid pick.
It is worth noting that Lola's weakness, "Crisis of Identity," can effectively negate this card (and certainly whatever strategy you'd cooked up, forcing you to discard the very card you'd hoped to play), if picked up during the forced draw. If there's still two CoDs lurking around in your deck, make sure you don't burn your Investigator ability to fast switch roles before playing this in crisis situations.
The obvious comparison to this card is Backstab. "It's the Survivor backstab", I hear you say. And Backstab is a kinda-average card: OK but a little clumsy and quite expensive, so the temptation is to think that Waylay fits into that category, but it's a far superior card for many reasons.
Firstly it can do more than 3 damage. Frequently you will do four, five, or even six damage with it. That's great.
Secondly it's "attacking" on the evade value rather than the fight value. There are lots and lots and lots of creatures that have a weaker evade than fight. The above two-cases provide a ton of monsters of which Waylay is a great target for. Almost every scenario has some, many of which provide XP. You'd be surprised what isn't actually elite.
Next is the fact that it's not technically an attack action, nor is it technically doing any damage. This might seem strange, but it gets around certain edge-cases, some of which are niche, but some of which are significant, or common. (You do also need to be aware that as it isn't a "fight", it will provoke if there are other enemies engaged with you. Stay safe heroes).
Lastly it has better icons. Double-anything is usually good, and here we're getting something that matches with our Agility (presumably we like Agility, as we're chosing this). Obvious heroes are Wendy, but it is excellent in Finn also, who can set it up with his free evades.