
While The Harbinger is revealed and on top of your deck, cards in your deck cannot be {{searched, drawn, or manipulated in any way}} except by the below ability.
so Can Occult Lexicon be blocked? Because I can't search my deck
While The Harbinger is revealed and on top of your deck, cards in your deck cannot be {{searched, drawn, or manipulated in any way}} except by the below ability.
so Can Occult Lexicon be blocked? Because I can't search my deck
When you have no cards in your deck , you can't shuffle any cards into it and they are discarded instead. What happens if Wendy with her signature card has no cards in her deck and plays an event? If you can't put a card at the bottom of the void, is it also discarded instead? Feels like someone is really cheating then.
M1918 BAR is very strange weapon comparing other Firearm weapon. If you consider to use BAR, I recommand adding BAR-supporting cards.
BAR itself is not a good weapon. If you don't consider any supporting cards, you can easily find alternatives. I believe you don't use this weapon with spending 1 ammo(=1 damage) without anything. Then, you could trigger at most 4 times. Flamethrower has 4 ammos with 4 damage, and Lightning Gun has 3 ammos with 3 damage. If you want to find more continual weapon, .45 Thompson, Holy Spear, or Enchanted Blade exists.
However, BAR has high potential. BAR deals 5 damage with 1 action, which is the highest value among weapons. BAR has 8 default ammos, which is the largest among Firearm.
Supporting Cards
8 16 32 64 128: 4 Contrabands make BAR as infinite 5 damage weapon. I heard that someone did it with Sefina by playing Contraband and doubled Scrounge multiple times.
Works incredibly well with Library Docent to switch from 1 go to location to another.
Daisy Walker can move a 4 player team to the locus in 1 turn.
No attacks of opportunity means lecturing stuff to monsters. Engaged monsters move with you. Hello helpy guardian friend, I brought a monster with me.
This is a spicy little card. Actions are how you win the game, and getting an extra 6 actions (before you get into secret shenanigans) over the course of a scenario is a big deal. 2 resources to buy more of the most precious resource in Arkham, Time, is quite the trade.
As a bonus, these are actions you often want to be taking. Moving is a necessary tax in most scenarios and being able to do it free massively ups your efficiency, Investigate is how you win the game and are the Seeker's main job, and Evasion can be empowered to be an extremely efficient action for rogues that can amp this up to being worth 9 actions a game with just one copy of pickpocketing 2 alone!
I think Seekers will want this more, simply because move-investigate is going to nearly always be amazing for seekers while move-evade is more situational (though it is a nice thing to pair with lockpicks, many lockpickers are apparently serial smokers), many seekers don't have great a ton of options for their accessory slots, and because seekers can more easily replenish the secrets with cards like Astounding Revelation.
The main thing this is in competition with is Pendant of the Queen but the anti-synergy here is actually really mild, and despite sharing a slot the cards actually work quite well together: Both reward you for running astounding revelation, due to the Pendant rewarding deck search and the chart rewarding secret recharge. Both are temporary assets giving you extreme mobility and action efficiency. And it generally takes a bit, even with good deck search, to get a Pendant going, so you can run an Eon Chart early, use it up in time for Pendant to come out, and then if you run out of your Pendant go back into Eon again to help close out the game!