Unexpected Courage

If you are a fan or follower of LotR LCG it will not surprise you that "Unexpected Courage" is a Core Set card with style, versatility and the promise of longevity in many decks. It is Level 0, Cost 0, Neutral and provides a +2 Skill Boost to any trait. Additionally, it has a cool keyword "innate" and the artwork is pretty awesome in a kitschy Kid vs Dinosaur kinda way. This card will certainly still be in decks many years from now.

whaggardjr · 45
What I love about this card is that it is not stupidly powerful but still very useful. Sometimes the simple things are the best. — Felagund · 547
Old Book of Lore

Just finished our first game, and this was a standout card in my deck. Daisy Walker gets a free action to use tomes, so this is a free card draw every turn (doubling your basic rate of drawing) and it's filtered, meaning you won't ever draw a Weakness at the wrong moment on your turn. Plus, of course, it turns on her ability.

A fringe benefit is that it gives a shuffle (not sure how useful this will ultimately be, but gives a nice combo with cards like scrying to shuffle your deck if you don't like 2 of the 3 you see), and also note that it isn't unique. Sure, I can't often see having two, as there are likely more crucial tomes to take (especially over time as we get new cards), but extra card draw for your colleague could be nice.

I mean... what's not to love? I can't ever see Daisy not running 2 of these, and in fact I'm going to be packing Research Librarian as a two of to get it to my hand as quick as possible.

unitled · 2309
Arcane Initiate

Incredible value here.

1 resource for a 1/2 ally in play seems great already. A note on resources, they are not so easy to come by and decks loaded with assets and events are going to find it hard to play all those juicy cards. It's necessary therefore to pay attention to resource curve. Arcane initiate fits the resource curve requirement.

This enables card draw. In it's best scenario you've added a card to your hand and thinned the deck so you can draw more skills or assets. To maximize this effect you may wish to include 1/3 of your deck of spells (10 total spells). However, I don't think that's necessary. If you miss, no big deal as you can simply repeat it again next round. Spells will help 's through combat.

Finally we'll need to evaluate a doom token. I suspect that doom will be a big deal. So it will be necessary to investigate faster. I firmly believe Arcane Initiate provides self protection against additional doom.

... time will tell.

Azgadil · 36
There's been some chat on Doom tokens on the Arkham LCG Reddit. I dismissed this card originally as the drawback (losing a turn) seems pretty big. But, I hadn't realised Doom is wiped when the agenda advances. So, you can drop her into play the turn the agenda will advance, or even drop her in, use her, then let her soak up some damage from a monster. I'm sure we'll see cards that you can feed your own allies to at some point as well. — unitled · 2309
I very much like how Doom works in this game. Making the usual check during the Mythos step means you always have time to deal with any doom that enters play on other cards. So yeah, this Ally can be timed well. — Kamalisk · 335
Like riding her down the cellar stairs. — MrCee · 9
I think that the Arcane Ini — AndyB · 955
I think that the Arcane Initiate needs to be well timed; adding one doom, losing one round, could be like paying 3 actions per initiate - done badly - or nothing, done right. Losing that many actions is hugely expensive. I'm not convinced about it being easy to play this at the end of an agenda, either; there aren't that many agenda ends to play it at. — AndyB · 955
I'm currently playing agnes in the core campaign. I've had this card in first and second szenario in starting hand and it was no problem to play her in the turn before the agenda advanced. I think in szenario 1, she makes no difference as the players have lots of time. But to maximize victory points in szenario 2, you must be very careful with doom and actions. — Django · 5148
Drawn to the Flame

My favourite card of the core set, and what I consider reasonably powerful.

Essentially it gives you 2 clues and most likely some sort of test to pass, but unlike normal investigation effects where you need to pass the test to gain the clues, here you get the clues regardless of the outcome of the test.

Of course you might get an enemy, but it might not that matter if you grab the last two clues from your location and simply move away for a few damage.

I can't see ever using this for the icons, unless there are simply no more clues left to obtain, so the only thing that would make this better would be if it had combat icons perhaps, though it has the icons to match most mystic/seeker cards.

I just wish I could use this card in a Roland deck, but I plan to use it with the upcoming Zoey Samaras

(Reviews are enabled now, so this is a test review)

Kamalisk · 335
Agree on this card. I overlooked it but the synergy with Scrying can't be overlooked. Scry to look at the top 3 of the encounter deck, put the easiest thing to deal with on top, and use Drawn to the Flame. Sure it's two actions to get 2 clues, but at least there's no risk of wasting an action on a failed investigate. The worst case scenario is if you fail a pull on whatever the encounter card is. — PaxCecilia · 424
I'm a fan of Drawn to the Flame. Agnes has many ways to counter or deal with the encounter (i.e. 5 Willpower). Zero cost event and I'm inclined to say this is going to be around for a long time. — Azgadil · 36
If I play #01064 and draw #01173, I take the clue after the resolution of the test ? — Murloc · 1
absolutely love this card, especially with Zoey — csessh · 1
I don't think there is a synergy with scrying. You will draw the other encounter cards anyway. — trazoM · 9
Alyssa Graham sort of combos with this; you can check the top card of the encounter deck to see if it's something you can deal with. Not a particularly strong combo though, I guess. — Zinjanthropus · 229