
As a reminder: After an enemy attacks, it gets exhausted. So the Glacial Phantasm's Forced effect only triggers if it wasn't evaded (or exhausted by other means) and it didn't attack an investigator.
As a reminder: After an enemy attacks, it gets exhausted. So the Glacial Phantasm's Forced effect only triggers if it wasn't evaded (or exhausted by other means) and it didn't attack an investigator.
This looks like an excellent way for Wendy Adams to deal with Abandoned and Alone! You get to cancel all 2 horrors if you are at sanity - 2 or sanity - 1. Then Scavenging can repeat the protection as well. Despite being "talisman", it is not contested with Wendy's Amulet, luckily.
It also gives Wendy a rare class for Event Synergy : Cheat the System or Call for Backup. (And also Strength in Numbers, but it is not Event.)
This guy is the enabler of true solo decks. is a very good class pair as it bridges hard-fighting and hard-clueing, many hard-to-solo investigators (which the class maybe neither nor , but deckbuilding requirement dabbles into these classes) can use his help. I can enjoy the gameplay without playing 2 handed for more characters now!
The problem in building such a deck is that a character can't fight accurately, can hit accurately but for tiny amount of damage or limited time, or can't clue 3+ shroud location. This guy fixes them all as long as you manage to get 5 XP from the 1st scenario. Not only that, 3 health 3 sanity also "fixes" the character by enabling face-tanking treachery on the side that the character is weak for 1-2 more times, because solo play deck is not able to receive external icon commits coverage like in multiplayer and is likely to surrender to some treacheries.
For example :
Also, a lot of true solo failures comes from 3 HP enemies not quite dying fast enough when a new one comes in, and there is no other investigators to finish the job with lower firepower weapon, sometimes resulting in massive waste of ammo/charges. +1 damage is great for many +1 damage weapons available out there.
Probably the least popular first pick Discipline, but I’ve found in the context of solo/2p, to be the best choice to build your starter deck around. The reasons are laid out below.
Firstly, in solo/2p, versatility is greater valued as a deckbuilding goal, and I argue should even be slightly biased towards clue discovery, no matter your chosen character. 3 Intellect is the reasonable spot where you can start investigating right off the bat (assuming Standard, Hard/Expert solo/2p needs different deckbuilding considerations), especially in earlier campaign scenarios where the shroud values at or around your starting location tend to be 2-3.
Compared against a +Willpower Lily build who needs to hard mull or draw/Arcane Initiate into either of her 2x Sixth Sense, a +Intellect Lily can more reliably start pulling clues early, especially with some support from a good range of cards such as Flashlights or pitched icons.
Secondly, this Discipline’s draw power has the highest potential in terms of game impact. In solo/2p, you can’t rely on other investigators to cover for you while you draw into your dream min-maxed combo. Quite often you got to deal with whatever the obstacle is yourself, which can range from show-stopping Arkham nonsense such as a Locked Door, to a stubborn enemy that just spawned on you while you aren’t “ready”.
The +WIP Discipline healing ability is a nice to have ability, but its scope to bail you out of a bad situation is extremely narrow. The +AGI combo ability is cool to pull off, but honestly if you already have the setup to have a reasonable shot at 3 different Fight/Evades, it’s more of an icing-on-the-cake-cool-to-have but not absolutely game saving ability, and is only limited to getting you out of bad situations involving enemies. The +STR Discipline’s AOOless +5 is pretty flexible, but I would argue the ability to draw into potential high-impact out options such as a Promise of Power or Spectral Razor in an emergency, has better value in solo/2p. Even better, this Discipline’s ability gets stronger the more desperately you need it, when you have lesser cards/options in hand, and just need something to quickly stabilise yourself.
Lastly, you probably won’t use the ability more than a couple of times each scenario, but if you do, it’s when you are desperate. Don’t be greedy and wait for when you have no or 1 card in hand, pulling for 3 cards or more in 1 action is already pretty good especially in a Guardian/Mystic.
All in all, do consider this as your first Discipline the next time you build for solo/2p Lily, and try a deck that is built around the ability to replenish cards the quicker you use them. Skill cards, fast abilities, cards with a versatile spread of icons, gain value in such a deck approach. Which, I would argue, dovetails nicely into the deckbuilding considerations for lower player counts.
(Review edited to remove a mistaken non-critical point I made about the Discipline potentially unbreaking itself the same turn you break it)
This card is amazing, and it's worth taking in just about every and quite a few characters that have access to it at Level 0. Let's discuss the nature of events and compare this one to the others across the card pool at present to explain why this card is so useful.
First, the card type of choice for doing damage is an asset, whether it is a Spell or a Weapon (Nathaniel Cho excepted, of course). Your monster fighters have to spend an action to put it down and pay for its (high) resource cost, but it pays off in the end since you are paying just the single card for usually 4 or more shots. In order for events that deal damage to compete, there has to be some benefit over weapons to justify their high card cost for a single attack. Of course, for clue-focused investigators, damage-dealing events are key because they don't need to be played until the investigator is in trouble, but then they'd better solve the problem quickly. So, let's look at how the Level 0 and Level 1 damage-dealing events justify their cost.
At this moment in Arkham Horror, dealing 3 damage with one action will get you out of almost every problematic enemy (including weaknesses) that spawned on you, freeing you up to dealing with another larger enemy or something else you want to do that turn. Since most of the lower level weapons only do 2 damage, barring Vicious Blow, you're looking for a different one-card solution to these sorts of enemies: an event! As you can see, dealing 3 damage in an event is very rare across the classes at this level. It's usually more expensive, or doesn't give a skill boost at all, or is contingent upon some other effect. Spectral Razor gives all of that AND a free engage, saving your teammate or grabbing an Aloof enemy. It's true that Mystics need the stat boost here because their stats are fairly low, but they're also likely to have static boosts in play, and even fighting an enemy at 6 to 3 is not a bad idea. But since most Guardians have 3 or 4 , those that can take this are getting a ton of value. Yes, you'll miss the third damage when you fight an Elite, but this is a single event card, and you (or the team) should have other ways of dealing with other enemies.
At higher levels, the Spell and weapon assets start to catch up since they have multiple or infinite uses at the cost of an action to play them down first. But it's worth stating that Shrivelling (5), which does 3 damage to any enemy, doesn't have the free engage and can hurt you for 2 horror on a bad token pull. Cyclopean Hammer, in contention for the best weapon in the game, has the same "add your " effect as Spectral Razor, but the third damage is contingent upon succeeding by 3. Since this strong effect is a level 0 card, you and your XP is freed up to think of ways to recur it, or even play it many times...