The Last Blossom

This stupid OP campaign asset can easily trivialize the entire Scarlet Keys run, especially when you get it online early enough. Healing investigators for 1 damage and 1 horror at the same location pretty much means you do not have to worry about any semi-evenly distributed trauma. Let's say you are in a 2-player game and both have mental and physical trauma. When the game starts, you heal 1/1 immediately. Then, when an enemy shows up, you deal any amount of damage to it and begin what can easily turn into an infinite loop of healing investigators and one enemy till your heart's content. If you can evade the enemy, you can buy yourself a ton of time and shift the key again round after round, keeping a healthy amount of restoration with minimal investment of actions/resources to keep at least 1 damage on an enemy. The game presents numerous ways of doing that from a distance OR with minimal danger. I strongly advise house ruling this thing out of your games if you want a real AH game and not some trivial stuff.

MarTom · 2
Considering you can only shift a key once per round it only adds up to healing everybody at your location for 1/1 every two rounds at the cost of at least 2 actions to handle the enemy. I guess I would have to see it pulled off in a 4-player game at maximum power to see if it really was gamebreaking but it seems like the designers don't view infinite drip-healing as that problematic of a thing since Peter Sylvestre, Jessica Hyde and Girish exist. — soiDF8 · 8
Perhaps it was a bit of an overreaction on my side, but I do consider this to be a very powerful effect. This could also be due to the fact that we had Finn Edwards in our run, which pretty much meant an infinite source of evasion and attack options that don't really have a significant opportunity cost for him. But even if we consider the effect in isolation, it still basically means that on turn one 1 mental and 1 physical trauma doesn't count. It's a free In the Thick of It for everyone. And while healing one damage from an enemy may or may not result in needing an extra action to kill that enemy, healing 1/1 several times throughout the scenario is still more than powerful. Most healing effects don't provide such instant access to combined healing and/or they require an inevstment of actions/resources and/or have some other limitation, such as having only a certain amount of uses. Guess what I am saying is we are at a point in the game where healing an enemy for 1 is a very insignificant cost to pay to get access to damage/horror healing compared to what the game offers in that department in the form of player cards. — MarTom · 2
Father Mateo

Seems OP to always have Favor of the Sun builded into your investigator and have access to Ancient Covenant and also start with 5xp by keeping the old back. No reason to ever go classic Mateo unless you specifically want to run Blessing of Isis or some full support style. But even then its debatable what's better

Son_of_Gothos · 128
Ancient Evils

Here's an idea for when you break out those early scenarios where this card is the most problematic.

Errata it to have Victory 1 if it places a doom on the agenda. No victory if you cancel it.

Fixes a few problems. First you can never get hit by each copy more than once and you get a bit of a bonus for the acceleration comparable with playing a Delve Too Deep which can be nice boost on some of those super low exp early scenarios.

shoefly · 1
I would rather give it Victory 0 and forfeit the option to cancle it. (Assuming, you mean, the card giving you an option to cancle it on it's own.) Giving an XP for the card to work the way, it is usually intended to work seems overly problematic to me. — Susumu · 381
Transmogrify

This card seems particularly interesting in Darrel Simmons. Not only is it a good enemy management tool allowing him to evade with his base 5, he also discovers a clue in the process, immediately moving the evidence from the enemy to his Kodak. This solves the puzzle of getting the evidence from an enemy drawn during the mythos phase and engaged to Darrel, usually in that situation the goon would start his turn first and defeat that enemy before Darrel can get the evidence.

Ramun · 716
Momentum

Outside of obvious overachieve rogue synergy, this card, being Practiced, can be very very strong for Amanda Sharpe with a bit of setup.
Sure, you need to pass a test with a base value of 3, but if you have a couple of static boosts, start your turn with an easy enough test or are willing to spend some of the other skills you will surely have in your hand (you're Amanda, after all), you will just snowball the entire turn into a series of almost-auto successes.
This card is not balanced around being able to chain it 2 tests in a row, let alone 3.
It's a shame the effect lasts until the end of the phase only, or it would be an execellent encounter protection as well.

tinybreeder · 29