
With the errata, this weapon triggers on every Bless token, which is insane on Sister Mary. Easily better than Blessed Blade, even though that generates Bless tokens, because this is just a great payoff.
With the errata, this weapon triggers on every Bless token, which is insane on Sister Mary. Easily better than Blessed Blade, even though that generates Bless tokens, because this is just a great payoff.
Why mitigate your 1 Willpower when you can instead evade nearly everything or use something like Kicking the Hornet's Nest and "You handle this one!" to get rid of the worst culprits? Oh, the encounter deck, you say? Pack in Higher Education and Monterey becomes nearly immune to Willpower tests, his one weakness!
EDIT: The first iteration of my review had shown that I was mislead by the power of the mythos. So here’s the new and improved version 2.0 with MANY changes which I’m completely too lazy to list here. The point was, I alone it seems, missed the fact that the Obsidian Bracelet can ONLY soak the damage and horror from Treacheries. Everyone around me knew that it seems, including their relatives and pets, alive and dead. And it did not bother them in the slightest, because this card still works as intended. “Read the cards” is a big pro tip we all forget sometimes and it comes back to bite us in the a**. I’ll fix my massive review, so it’s gonna represent everything in the right way, as well as add some bonus combinations, expand the investigator deck ideas, and add Joe Diamond on top of that. If I get to it, I may also do a few investigator guides for Tank-Support style in the future, who knows? Happy reading.
Hello ArkhamDB! This review took a VERY long time to research and write, and is at once a review of what I and many others think is a new archetype in Arkham Horror LCG (AH:LCG), and of course of this card - the Obsidian Bracelet. The review of the card starts after the next line in the text, so if you're only interested in only that, then you can freely skip down to it.
The strength of this card depends entirely on how you think about building the decks for Arkham Horror LCG. If you build decks for solo, or you want to build perfectly optimized overpowered decks to roll through the campaign with number=high, this card may better be left out, since it will not help you achieve that. Just go and build 4 overpowered decks that each do the intended thing of fighting/investigating or maybe flex and call it a day. Look at the "Top 10 Overpowered Assets" list and choose something like a "Magnifying Glass", or a "Cyclopean Hammer" and play the same 10 cards in every deck you play from now until the end of days. I have nothing against it, we all do it sometimes, others do it always, some just build funny meme decks. It's a board game about madness and Lovecraft, so craft with love and be mad about it ;)
If, however, you are tired of the endless optimization and "meta" aspect that's afflicting most of today's games, and/or you play a lot of this game and want to try something new, this card is actually pretty decent. Especially if you build your decks for the roles like in the RPG game that Arkham Horror LCG actually is, this card can actually be pretty great, or even essential for the role of a "tank" or a "support," or a new archetype of a deck that can now, with the release of The Scarlet Keys, be built and actually works beautifully - the Supportive Tank. It's an idea long in the making in the heads of FFG designers, but now has enough support cards to really do it justice. From Guardian support and resource cards, to Survivor negation, "Luck" and Dilemmas for every taste and pleasure, to Mystic negation, Encounter deck manipulation and utility, Seeker resources, card draw and movement, and now even Rogues with their resources, card draw and cheating different aspects of the game, all the Classes now have lots of unique and powerful cards that your friends would love to be on the receiving end of, so this archetype is now completely playable and competitive. Along Obsidian Bracelet (or OB), we also got more great soak (or tanking; cards that can take damage or horror for you) cards like Hunter’s Armor and Summoned Servitor, and it turns out they all work really well when stacked on top of each other. So, if you're interested in playing something like that... Stay a while and listen... Or rather - read.
Supportive-Tank, or Tank-Support (or sometimes just Tank, or then, maybe just Support, depends on the game) is a very well known GROUP-focused class (or I will mostly use a word "archetype" instead, for clarity) that is used in countless RPGs, strategy and tactical games, and is usually best built on someone like the all powerful Paladin, a Guardian, a Knight, a Shaman, a Druid, a Battle Mage, a Monk, a Dragon Knight, an Engineer, even a Necromancer, or many more similar classes that have efficient defense and/or soak (lots of health points), good to great supportive skills, utility skills, maybe some healing skills or abilities, as well as usually a lacking offensive ability, or they choose not to utilize it in favor of supporting the team. AH:LCG for me is a team game, and this role fits snugly into it, especially with the release of Carson Sinclair, which is imho a nudge in the way of "Do better, community, and play the damn Tank-Support."
Tank Supports are adaptable to any situation, sacrifice their own gain and play their role selflessly, so the entire group can benefit of more focused resource spending, less need on defense, since they themselves "tank" the damage for them, while also providing beneficial abilities like support and utility-based ones, or even strong debuffs, healing and/or defensive & countering magic. This archetype is a mandatory take in competitive games like League of Legends, DotA, World of Warcraft, Guild Wars, Warcraft, Starcraft, board games like Warhammer, and is also a core strategy of many WW2 strategy games like Company of Heroes or Steel Division (represented by just simple cheap tanks, basic expendable infantry with some mines, launchers or smoke grenades, recon troops, scouts, or something like bunkers with intel-based abilities) and many, many more roles that are not focused on directly winning the game, but helping your allies achieve that more efficiently by taking the dirty jobs away and doing them yourself (I've only listed some well known / most played games).
This card, the Obsidian Bracelet is not like Dirty Fighting, which is the end-all be-all of Fighter-Evader playstyle, but it damn well helps a lot and is very well suited to this role. I will now write a little about my experience with this fun archetype, and after that I will review and compare this card in depth. As there are many weird combinations possible in AH: LCG, I may be wrong on some. If that happens you can just correct me, and I will glady correct them.
EDIT: I was obviously wrong. In a big, big way. I completely missed the point that the Obsidian Bracelet ONLY soaks the damage and / or horror from Treacheries - which is still really good, maybe good enough – but it’s obviously not the shield of unbidden truth I thought it was. I was also stupid, because apparently everyone around me, including the people I play with (Wtf? Did I never play it wrong then?), knew the true effect and were unbothered by it, since it’s still good enough and fills the big soak slot it was meant to. Nevertheless, it soaks the most annoying and usually the most explosive source of damage, which are Treacheries, and I have said that this card is not the end-all, be-all of this saucy archetype. So yeah, after some testing and talking, which of course I will extend further in the future, but that takes time, turns out that this fact honestly doesn’t change much. OB soaked Treacheries for big damage, it still does, so combining it with other good friendly neighborhood effects, most of the points still stand. I also now see why lots of my teammates still used Something Worth Fighting For or True Grit sometimes. Hmm… Makes sense. What I will address is the usage of this card for the meme decks like Preston with Versatile, since this is then obviously not enough soak. But Preston still packs a very high frequency of throwing out nice expensive effects every turn, so who knows? For now I will scratch that, but I’m still interested in trying it :D I will also add some of the other cards the Tank-Support investigators were using, for the decks that were using them, as well as more cards with which to combine this card for more consistency. Similarly to fighters who need more weapons, Tanks need more soak, and Supports need more support. Again, I’m sorry for all the misinformation I was spreading.
I usually play in pre-made groups, or solo 3 or 4-handed (I don't like single investigator games), and I usually try to go out of my comfort zone and build something unique, but actually useful to my team, so this role is my current go-to for a 3rd or 4th player. I have built and played, or at least played with someone who was using it, to a satisfying efficiency, a Supportive Tank with these investigators (listed alphabetically):
Investigators I haven't yet seen, but think would be VERY effective in the playstyle of a Tank-Support:
EDIT: The next thing doesn’t work, because as it turns out, Obsidian Bracelet does not tank combat damage. Silly me… (:
NOT OVER YET! WARNING! CRAZIES ONLY! This archetype can also be run with ANY other investigator by using one of the most ridiculous cards in the game - Versatile - to throw in something like an Obsidian Bracelet, or Tetsuo Mori, or something like that... Personally I'm most excited to try out Preston Fairmont, because with the introduction of Counterespionage, Friends in Low Places and Black Market, he has become one of my favorite investigators in the game. Is this crazy? Yes. Is it stupid? Of course. Will it hold back our team? Nope, since I'll focus on bringing them forward haha :D I'll see myself out.
So... Let's now FINALLY talk about this card.
This card, like some other cards, allows you to "tank" Damage and/or Horror for yourself, and more importantly, for other investigators on your location, which can be made into an important role if you know what you're doing. It can also ONLY soak damage from Treacheries, which is amazing if you want to dive deep into this role, and can help in some unique ways. By providing LOTS of cheap soak for tanking your friends' treacheries, you can enable some other investigators to do their job better. Some investigator’s personal Weaknesses are in fact TREACHERIES, along with most of Basic Weaknesses that do burst damage or horror. Examples include: Rogues, and all other investigators with low defensive (Head and Foot) symbols, who struggle to beat their own Encounter Deck draws; next is Harvey Walters - his loving weakness Thrice Damned Curiosity deals enormous damage, which again, you can now soak, and he can focus on spending his xp on investigation tools; then Diana Stanley - her Terrible Secret deals her lots of horror, or dumps her insanely strong tucked under cards, so you can just take the horror and forget the weakness; then basically all Madness and Injury treacheries, and then many, many more... Even just the most basic Grasping Hands, which can cripple lots of physically weak investigators can easily be tanked by this humble bracelet.
In the past, I thought this can also take combat damage, but it can’t, so that’s a gripe against it, but it turns out that in practice you can tank combat damage yourself, or with Tetsuo Mori, Brother Xavier (1), Girish Kadakia (4), Hunter’s Armor – Protective Runes, or something like Summoned Servitor - Armored Carapace etc., while also being able to just Engage those enemies and fight them normally. This card is a welcome addition to this package, so having more cheap soak has never hurt no one. Again, the most dangerous damage and horror is in bursts from Treacheries or Signature Weaknesses, and this card can prevent most of that for your friends on your location. Even if you don’t take the combat damage, most fighters are made to fight, and if you just take Treacheries off them, it could often be enough, then support them with other means like resources, cards or Encounter Deck manipulation and help them fight or investigate.
Now let's look at pure stats and some of the similar cards for the intended to see how strong this actually is and compare it to them (notice that this card can be COMBINED with all of the mentioned cards for even better effect):
Some more similar Guardian cards that do the job of soaking, but don't have an effect of tanking for other investigators:
Then there are also many more other soak assets from other classes, like Heavy Furs, Black Cat, Cheerished Keepsake, Leather Coat, Idol of Xanatos, Improvised Shield, Leather Jacket, St. Hubert's Key, Summoned Servitor, Dr. Milan T. Maleson... Which all do their own job and can also be compared to this card, but there's just many more variables, so for the sake of brevity - you can use them with this card for a great effect and many more fun decks, which all do their own thing and can help build a fun Tank-Support deck.
One other card that can now actually be played along this is a Riot Whistle, which is arguably still bad, but can be useful if used in right ways (it worked for us a few times, saved some actions at least), so you don’t use precious Actions for taunting enemies off of your friends. A very good option instead can also be Blackjack (2), which can fight enemies engaged with other investigators safely, or if you’re the one tanking directly by engaging the enemy, a Survival Knife or Survival Knife (2), which in my opinion are of similar strength in this kind of deck.
Looking at all that, I would say that Obsidian Bracelet is a very well placed card which has its niche, it is the most accessible of all of these cards, as it is level 0 and only takes 2 deck slots and is basically a Something Worth Fighting For combined with a True Grit, without the option to tank combat or random other damage (like Weaknesses which aren’t Treacheries) but has a much better Traits of Item and a Charm so it’s very searchable. It has a very cheap cost per point of soak, but it takes up a precious Hand slot, so it instantly becomes VERY deck and archetype defining. It's unique in that it can soak most of the momentarily dangerous stuff from other investigators of all of these cards, and is still decently priced, again level 0 so it costs 0 xp, while also being extremely searchable, reclaimable (with something like Scrounge for Supplies), non-unique and extremely adaptable in any Tank-Support build, while also being stackable and combo-able with most of these and many other cards that focus on tanking or forcing enemies to show up / attack / pay with damage and/or horror.
Pros:
Cons:
And now just a few pros that relate to this card, as well as the entire Tank-Support archetype:
Well, that's basically it. I hope that you enjoyed the review and that I've maybe Parley-ed you into trying this fun (new?) archetype. It's a really fun and different way to play the game, especially if you've been sucked into the "meta" of this game, and it actually doesn't hit far from an actually useful deck for many of the investigators I've written about. Something supporty can also be done by other investigators, e.g. Carolyn Fern, Daisy Walker, Gloria Goldberg, Mandy Thompson, Norman Withers, Patrice Hathaway, Sefina Russeau, Sister Mary and Stella Clark have actually had legitimately strong builds for a pure Support-focused playstyle for a long time, and William Yorick and Tommy Muldoon had been combat-focused Tanks since when they were released (those teddy bears are really still doing it). It's the actually useful Tank-Support that had been missing that little bit of a push, and I feel that with Scarlet Keys the Tank-Support is now a real option to consider the next time you play with your friends. Just be careful that you don't all pick it now, because that would be madness.
As Kleptomania is a weakness with a player card type (asset), the player retains control of it when played to their play area. This means it should be a valid target for Dexter Drake to use as a sacrifice for his ability.
Just like the reviewer above, I tried to use this card in a self-sustained fighter build, and it feels like the combo was specifically designed for these kind of builds, because everything just clicks with this one. I'll describe a somewhat different combination of cards that provides a lot more consistency and action compression but less burst potential. Daisy seems like the most effective choice for this combo since she gets a built-in extra action to use her newfound weapon. Here's what the core of this deck looks like.
Gray's Anatomy is our bread and butter. I find it sufficient to only have one copy, because Research Librarian, Whitton Greene and The Raven Quill can all fetch it from anywhere, even from the discard pile.
The Raven Quill is the enabler that both helps us find our book of choice and virtually grants it a weapon status by making it not provoke AoOs. The upgrades we want are "Living Quill" (to ignore AoOs), "Spectral Binding" (to free one hand for Daisy's signature weakness), "Mystic Vane" (not necessary, but since we want to succeed by 3 on our Gray's Anatomy tests to deal max damage, it will make it much more comfartable to do so, especially on standart) and "Supernatural Record" (to play the Anatomy from anywhere while also compressing an action).
Ancient Stone (Knowledge of the Elders) is the source of damage that will be amplified by Gray's Anatomy. With just one secret spent and card drawn we can hit enemies consistently for 4 damage without ever directly attacking them. To find the stones as soon as possible also grab Whitton Greene, and to keep it full of sectets I'd also suggest Enraptured and Ariadne's Twine, but keep in mind that even 6 secrets, which I'd say is an average amount, can net you up to 24 damage.
Empirical Hypothesis is what gives us actionless card draw to activate Ancient Stone and deal 1 damage from the Anient Stone + 3 from Anatomy's amplification. The best part is that the Hypothesis works amazingly well with no upgrades. Always choose "succeed by 3" condition because you're already looking to succeed by 3 on your Gray's Anatomy test, which will happen very often since you're testing at skill value of at least 7 against test difficulty of 1. If you have some extra XP, I also suggest taking "Alternative Hypothesis" and "Independent Variable" upgrades that will let you generate 2 evidence per turn instead of just 1 as long as you defeat an enemy, which is rather trivial to do with this build.
4.5. As a plan B in case of not drawing Empirical Hypothesis for the whole game you can take Ancestral Knowledge, which will provide you with 5 instances of 4 damage from the start of every scenario while also being a great card on its own.
With the combo set up, the process of annihilating enemies will look like this: 1) you choose an enemy at your location;
2) you initiate the ability on Gray's Anatomy and test (1), preferably succeeding by 3;
3) you put an evidence on your Empirical Hypothesis because you chose "succeed by 3" criteria at the start of the round;
4) you ready Empirical Hypothesis and choose "discard a treachery or enemy from play" criteria;
5) you spend an evidence from Empirical Hypothesis with its ability and draw a card;
6) you activate ability on Ancient Stone and deal 1 damage to the chosen enemy which gets bumped up to 4 with Gray's Anatomy amplification;
7) if that is enough to defeat the enemy (which is usually enough if the enemy is non-Elite), you exhaust Empirical Hypothesis and add another evidence to it.
This is a very consistent way to deal 4 damage in one action and up to 16 damage in a turn. Apart from consistency, this way of dealing damage has a number of advantages compared to traditional attacking. Firstly, you don't actually attack enemies and thus can't get retaliated. Sedondly, with test difficulty of 1 you can't really fail, barring the dreaded , so no tokens that trigger negative effects on failing can bother you. Thirdly, you draw a card every time you deal damage, keeping your hand full of cards. Finally, with the very same Gray's Anatomy you can also amplify healing if needed. This increases the value of Painkillers and Smoking Pipe, which suddenly heal 4 damage or 4 horror in exchange for just 1 horror or 1 damage respectively. Considering that you'll be drawing like crazy it might be a good idea to include 1 copy of each in your deck to never worry about dying.
Compared to the Occult Lexicon variation above, this combo only needs one action to deal damage, doesn't require to have Blood-Rite in hand, to spend resources or to discard cards. On the other hand, you can never deal more than 4 damage per attack, although you still can spend more evidence from Empirical Hypothesis and secrets from Ancient Stone to deal 1 damage for every draw if you desperately need it. Given that the majority of non-Elite enemies have 4 or less health I find my build's damage capabilities more than enough while being much more consistent. And if I do need to deal more, e.g. to a boss, I'll just spend more actions, comfortably dealing 4 damage with each attack.
I have tested a deck with this combo in true solo in Standalone Mode of Midnight Masks and crushed it with 3 turns and a couple of actions remaining, which is a crazy thing to do in solo Midnight Masks. Currenlty I'm trying to figure out the most XP-efficient way to upgrade into this build during a campaign, given that at 0 XP you can't fight at all or are very bad at it, but at ~30+ you're leagues ahead of any traditional fighting decks, e.g. big gun (as it always is now with the class). Anyway, just like Daisy with Abyssal Tome, which also got much stronger in The Scarlet Keys, seekers with their superior intellect once again invent a combo that proves that words hurt more than bullets.