
Incredible in Carcosa.
Picked up an annoying weakness that's blocking your infinite deck shenanigans, but it's labeled as a 'treachery'?
Buh-bye.
Present & future list of cards this skill may apply to (Spoiler Warning):
Incredible in Carcosa.
Picked up an annoying weakness that's blocking your infinite deck shenanigans, but it's labeled as a 'treachery'?
Buh-bye.
Present & future list of cards this skill may apply to (Spoiler Warning):
Pointing out potentially obscure interaction (if it's already been discussed, my b):
The ability on "Fool me once..." is entirely optional. The means you can lock away nasty treacheries like Ancient Evils forever to decrease their appearance from the encounter deck at all. Then in the final stages of the scenario you can always choose to cancel it anyway if you'll finish before reshuffling the encounter deck.
The reason I'm bringing this up at all is because my group has found that Syzygy is just an absolute nightmare to handle. Since it is a Peril, your Ward of Protection or A Test of Will packing friends won't be allowed to cancel it. If you have a way to ensure that you're the one to draw Syzygy (say... First Watch or Scrying) you can ensure one or both of them are completely removed from the scenario for its duration.
Notably the reverse also applies. "Fool me once..." cannot cancel Perils drawn by your allies despite its card text.
"Peril is a keyword ability.
While resolving the drawing of an encounter card with the peril keyword, an investigator cannot confer with the other players. Those players cannot play cards, trigger abilities, or commit cards to that investigator's skill test(s) while the peril encounter is resolving."
Anyway, there's plenty of encounter sets that include only one or two copies of completely disgusting treacheries that can be completely negated for the remainder with some luck and/or some encounter deck manipulation. Give it a shot!
This card has totally replaced my original plan to run a Big Hand Studious Amanda Sharpe.
The flexibility Studious gives is threefold: You can get it in two instalments of 3XP, you get both cards turn 1, and you can mulligan them as well. But it stops there, while Ancestral Knowledge shines later on...
While Ancestral Knowledge has to be paid upfront in full and only gets the second card turn 2 - no mulligan - it allows for a nice flexible reserve, for when you need to fill the tank for a life saving Higher Education boost, get an extra bonus with Celaeno Fragments or Curiosity, save 1 resource when doing some Extensive Research, or even enable Farsight.
It also has the guaranteed Skill cards at the start of the game, helping enable Minh Thi Phan and giving Amanda Sharpe more options of skills early on.
It synergizes well with Dream-Enhancing Serum, since you will be having skills doubled on your deck - Big Hand builds without the early need to increase hand size!
And you can even get Studious with some leftover 3XP later on.
With the combination Wendy's Amulet and Premonition, which forebodes every token and thus prevents Henry Wan to miss, you'll get on average 2.67 resources/cards on his action (with the starting-standard NotZ chaos bag). It is versatile as you can avoid the overdraw and choose what you lack most, even upgrade a Dark Horse deck; but it is unreliable, as you basically toss a dice to know how much you earn.
I feel like making his ability a trigger or even "when you are about to draw a card or gain a resource" would make it funnier and yet not broken.
Spending action for this effect feels wrong.
Fast - I play Switchblade - lost 1 resource. => Fast - I attach Well-Maintained - lost 0 resource. => Fast - Discard Switchblade - Return it to my hand - Gain 2 resource. => Do Fast again and again => I'm billionaire. => Serious Errors in the game.