Stunning Blow

This is a FANTASTIC multiplayer card. An incredibly powerful tool that gives you an exclusive type of action compression useful mostly in a very particular circumstance.

The scene that I am referring to is the big moment where you engage the big-boss. The fat big bad with a health pool dependent on player count, a guy too large for a single investigator to take on unaided or just some moderately large monster that you happen to run into.

Let me explain: Often in multiplayer you will find yourself up against some threat that your limited number of actions will prevent from killing in one round, either the foe is standing a couple locations away, engaged with somebody else, or just outright too healthy to die in a single round. This card lets you:

  • A, do what you want to be doing (killing this enemy).
  • B, save the evade action to ensure that this boss doesn't just kill you.

All of this is compressed, in a single action, that is probably easy for you to strength buff and max out since you're the designated boss-killer. Oh and you get a +1 on the attack attempt too.

I think I've now mentioned all that this card has to offer, compress an evade action into your attack action to lay down the hurt on a major scenario threat. It's better in multiplayer than single-player due to the significantly increased health pools, this card effectively buy's you the breathing room you need to, without pause, work on that massive health pool.

Edit: In multiplayer you can also use Stunning Blow to dislodge a friend in trouble, a friendly William Yorick or "Ashcan" Pete running up and knocking out the thing holding up the clue dude can really grease things along.

Tsuruki23 · 2584
Hey! FFG stole this card idea from me (https://i.imgur.com/TIIhui9.jpg) Not that it was terribly original to begin with; but the similarity is uncanny. Where are my royalties?! ;-) — Herumen · 1741
Another big advantage in multi, you don't need to engage the target with this card. But you've spent a lot of words to say the same thing over and over... — Django · 5165
Amusingly, but typically inefficiently, this card can be paired with Marksmanship (Zoey or Yorick) to evade an enemy in a connecting location. This would primarily be useful for delaying the arrival of a Hunter enemy that you’ll have to deal with eventually. — Death by Chocolate · 1484
I agree with your assessment! I was impressed enough to include 2 in a Pete deck even — Malgox · 20
Protective Incantation

Great Card, you could always use 2 copies on a single investigator that has the ability to take it and has the Mystic aspect as secondary. It seems to me though that if a single investigator has two copies in play, the act of spending one resource covers both of the copies. It is not obvious that this can't be the case, since that would take up both your arcane slots and that would be enough trade of as it is. Anyone has a citation that officially states wether you have to pay 2 resources if you have two copies out, instead of 1 resource ?

The text on the card is self-referential (refers to the specific card). So you will have to spend 1 resource for each copy of Protective Incantation. — vvi1g12 · 22
This card occupies an arcane slot, so it' — Django · 5165
Sorry for double post. This card occupies an arcane slot, so it's hard to play as primary mystic when you'd want shriveling and Rite of seeking in play. But for those who don't need the slots it's a very powerful card. But the cost of 1 or 2 ressources per turn is a problem. A rogue like sefina is able to counter the cost with lone wolf and a seeker with Charles Ross can help the character wtih this card to pay item assets. — Django · 5165
Will to Survive

Been a while since the core was released so lets make another review for this "Queen of crunch-time" card.

The essential effect is: For the rest of this round your skill attempts go up against the difficulty tests with no token-middle-man, this means that there won't be any , no massive penalties, heck so long as you just ever so barely skirt the required minimum you will pass the test.

This means that, if you can just match the skill checks for a round, this card will turn all your unlikely attempts into guaranteed successes, with absolute flexibility! Finish off a victory location, kill an enemy threatening a wounded ally, kill a boss, remove or complete a location/scenario based issue, do any of the above in any combination. The only downside is that these actions need to be all clustered in one spot.

There are some disadvantages to this card, the massive cost will keep this in a hard-to-reach spot for Dark Horse decks and every other deck will still have to fight for the resources to play this in a timely fashion. The heavy investment requires that you adjust your deck, it'll be hard to afford Aquinnah, Peter Sylvestre and Yaotl are expensive enough already, you might not be able to fund Scrapper.

Don't forget that every card needs synergy to pull it's weight, even cards as powerful as this one. Baseball Bat for example is one great synergy card since it grants an attack bonus and there is no chance of whilst Will to Survive is in effect, this is also the time to play Double or Nothing or Resourceful, you could also try to land a card like Waylay or Backstab. Speaking of Resourceful you can re-acquire Will to Survive with the recursion from Resourceful (Automatically mind you!) and play Will to Survive over and over (So long as you can keep mustering the cash).

Since this card's release several alternative options have been released, all the desperate cards that greatly enhance your ability to beat a test and Fight or Flight that similarly explosively boosts your success chance for an entire round, this causes "Compound efficiency". In layman terms: by including all of these complementary cards in a deck you increase the odds of drawing at least one of them and gaining the desirable effect, alternatively you can include the weaker cards in a starter deck and then naturally upgrade them into the superior card.

.

TL:DR.

Since it's release, this card has gained:

However:

  • It hasn't gotten any cheaper.
  • Still cannot be tutored. If this thing winds up on the bottom of your deck it will stay there.
  • still haven't gotten any movement cards printed for them yet that'd get you around to put this to use in more then one spot. "Ashcan" Pete currently has the closest thing thanks to Duke's move+investigate compression.
Tsuruki23 · 2584
On Your Own helps tremendously with the cost! Also fits the flavor of the card, in my opinion. — AlderSign · 418
Blood Pact

I took this card with Mateo's opening experience for a forgotten age campaign (standard difficulty, we're not fancy), two moonlight rituals, and have not looked back.

As other commenters have pointed out, the cost to this card is completely prohibitive. It never makes sense to trade an entire turn just to get +3 to a test.

Except sometimes the cost is actually just nothing. Either because you have (a sufficient) amount of doom left on the agenda, a ritual in hand, or you definitely know that the agenda is going to advance this turn. In those cases this card has actually just saved my bacon (-5 you say? pfah, nothing).

I'm not here to claim it's higher education good, but I'm not sure I would play a Mateo deck without one...

Mugwump · 14
Remember it’s 1/Test Limit. But you can play 2 of them. But Moonlight clears only 1 of them. — Django · 5165
It costs you no turns if you use it the turn right before the agenda advances anyway — Chitinid · 14
Lucky!

One card for two XP is not that great, right? Might as well stick with Lucky0, right? This changes when recursion joins the mix. Lucky is on of your top cards, and will be a prime target for Resourceful recursion. True Survivor can bring back Resourcefuls for even more Luckies (and Silas can make sure those Resourcefuls land, or even play them again with his Elder Sign). With the right north wind, you could find that 2 XP netting you 3 or more free cards. Suddenly, this seems like a better deal...

Yes, I agree, if your deck plans on recurring events a large number of times, paying XP for small upgrades to events makes more sense. — CaiusDrewart · 3200
Survivors have few upgrades that dont require deck changes and have a relatively low bar for what's considered a "complete" levelled deck, lucky (2) is one of those few upgrades that dont require changes. — Tsuruki23 · 2584