A Glimmer of Hope

Soloclue covered the best uses for Glimmer, but I want to talk about its individual effectiveness when those synergies aren't available.

The first thing to note is that all symbols aren't equal. Depending on the makeup of the chaos bag, being 1- or 2-over the threshold can have drastically different odds of success. Meanwhile, being 3-over won't improve your odds at all if there are no -3s in the bag. In a lot of cases, committing a +1 to three tests is much more useful than committing a +3 to one test. It lets you sit at a comfortable chance of success and avoid the many "-2, if you fail do X" penalties for drawing symbols.

Glimmer of Hope's utility is in ensuring you—and your fellow investigators—hit that comfortable target as efficiently as possible. As a recurring +X to tests, it's comparable to a pump asset like Dig Deep, with a few advantages (and limitations). While pump assets cost two dollars and an action to install them up front, Glimmer can be played out of hand and is paid for only when you need to recur it. If you draw a Glimmer in the upkeep phase and immediately need to use it, that's fine. Glimmer is also a wild symbol, whereas pump assets only affect two skills—and in survivor, neither available pump asset affects . And while pump assets can only boost your own skills, Glimmers can be tossed around to other investigators' tests.

However, Glimmer suffers in a few ways. Most glaringly, their usefulness depends on how many you've drawn; recurring a single for a dollar and an action is a terrible exchange rate. Drawing two breaks even, but ideally you want all three; without heavy card draw, that can be difficult. Also, the cost of an action and a dollar isn't quite the same as two dollars for the equivalent boost from a pump asset. Depending on your economy you may find yourself with an excess of cash, especially late in a scenario, but you will rarely have an excess of actions. And finally, while a pump asset can hit any threshold(s) with enough cash, Glimmer has a hard limit of +3 to a single test. There's no way to bank more, and recurring the +3 for a second test provokes opportunity attacks.

So is it good? As established, with Pete/Wendy/Minh or a Cornered deck, it's great. With a lot of card draw or a scenario where you expect discard effects (e.g. Dunwich), its good. Silas runs cheap and focuses on combat, so he generally prefers Scrapper/Scrapper. Preston hates it. With anyone else, it's really down to preference, with a slight edge if you're playing multiplayer.

CombStranger · 288
It’s also a way to get on demand hand size increases for decks that care about that. Minh very well might. — StyxTBeuford · 13049
I must be missing something here... why does it even matter that this card has a 'cost' of 1? I'm only ever going to be playing it for it's icon boost. — tasman · 1
You can play it to recur it from the graveyard for 1. If all 3 are in the discard, you paid 1 ducat to recur all 3. If there are fewer, you get fewer. — Lailah · 1
Blur

I'm going to give this a try in Patrice Hathaway. It's a cheap spell she can get out that helps her deal with Watcher from Another Dimension. Plus, you get extra actions. I really really like extra actions to deal with hidden weaknesses / weaknesses / playing the things in your hand.

I'm also going to give this a try in Leo Anderson. Leo's lack of innate evasion where sometimes it is required makes this kinda a really interesting choice. HMMM. What a weird investigator.... uses Willpower from Guardian statline on a Rogue/Mystic card that lets you use agility, but Leo takes advantage of the card pool access...

chirubime · 28014
Good thought with Patrice. She can definitely use some more actions. My first thought was actually Finn, you can convert his bonus evade action into a generic action. — Zinjanthropus · 229
I've done leo anderson dirty fighting build with it, it was a thing on edge where you could get anju to help incase blur was out of tokens. — tophmittydragon · 1
Sweeping Kick

This event seems absolutely fantastic for Rita Young. An attack at skill value 8 is nearly guaranteed to succeed on standard against all but the strongest of enemies. And the auto evade afterwards means you can ping the enemy for a third point of damage or move for free! Not bad for 1 resource and 1 experience.

Also pretty good for Nathaniel Cho. It's a Spirit event, so he can look for it with his Boxing Gloves. There is a lot of competition for card slots in his deck tho.

Cpt_nice · 80
Totally missed that Rita can take this card! Nice!! — MiskatonicFrosh · 344
Good call! Makes sense as this is basically a more powerful version of Cheap Shot, which is already a good Rita card — Zinjanthropus · 229
Mark can also kick at 8 — SergSel · 371
I also really like this card in Skids. Adding his agility really compensates for his medium combat, will probably trigger "Succeed by X" abilities, and the auto evade synergizes with Rogue evasion tech. — DavidRyanAndersson · 54
Astronomical Atlas

This would be the fourth card that Parallel Daisy back has access to that Standard Daisy does not, the other three being Grimm' Fairy Tales, Scroll of Secrets (3) (Mystic), and Book of Shadows (3).

Of those three, Book of Shadows is by far the most interesting. Parallel Daisy back has access to the Archaic Glyphs spells, which use charges, rather than secrets (and so can't be recharged with Astounding Revelation). Book of Shadows could conceivably guarantee a use of Guiding Stones every turn, which is pretty strong. Where this starts to get really exciting, in my opinion, is with the Astronomical Atlas. Combining the extra icons + recursion from the Atlas with Practice Makes Perfect and you're well on your way to big commit Daisy deck that can just scoop up mountains of clues very consistently on higher player counts.

Graham · 111
And now the catalogue. — MrGoldbee · 1485
Also I believe Parallel Daisy can play True Magick? — robo224 · 1
Book of Shadows

There are 3 tomes that Parallel Daisy back has access to that Standard Daisy back does not: Grimm's Fairy Tales, Scroll of Prophecy (3) (Mystic), and Book of Shadows (3). Of those three, Book of Shadows is by far the most interesting. Parallel Daisy back has access to the Archaic Glyphs spells, which use charges, rather than secrets (and so can't be recharged with Astounding Revelation). Book of Shadows could conceivably guarantee a use of Guiding Stones every turn, which is pretty strong. Where this starts to get really exciting, in my opinion, is with the upcoming Astronomical Atlas, which allows you to commit the top card of your deck to a skill test and add it to your hand if you succeed. Add in Practice Makes Perfect and you're well on your way to big commit Daisy deck that can just scoop up mountains of clues very consistently on higher player counts.

Graham · 111
Book of Psalms, too, which is less interesting but opens up some minor bless build possibilities. — SSW · 216
So what are the other two cards besides Glyphes, Daisy want to slot into her arcane slots. Because just to recharge her Glyphs, any Daisy could take level 1. Sure from the second use on, this card let you save a resource, but without any use for the additional slot, this seems like a waste of XP to me. Sure, you could get the hand slot back with "Arcane Enlightment", but that makes the build even slower and more expensive. "Dream Enhancing Serum" might be an option, but one you want only one copy in play of. I agree, it looks better than the other new options for Parallel Daisy, but it has to compete with the old options, any Daisy can take, too. And there are a lot more nowadays. — Susumu · 381
@susumu Daisy takes Dream-Enhancing Serum if you haven't got tired of degenerated seekers. — Tzolkin1065 · 155
The hand slot also comes back with Astral Mirror. — AlderSign · 391