Justify the Means

I think this is a pretty interesting card. For starters, automatic success is good, in general, but it's especially good in the Rogue faction. This is because Rogues have a lot of effects that not only care about whether or not you succeed at a test, but also how much you succeed by. Something like "Watch this!" only needs you to succeed by 1 to get a positive effect, and it's not too difficult to get your stats high enough that you're at least very likely to do that, however with something like All In or especially Sawed-Off Shotgun, you really want to be succeeding by a lot more than that to make them worth including in your deck. This can be fairly taxing on your resources, because you might want to be as much as 11-up on a test to make sure that you'll be dealing the full 6 damage with a -5 in the bag (for example), and doing that leaves you extremely vulnerable to the . Enter Justify the Means.

The way that automatic success works is that you don't draw a chaos token and you succeed by your skill value. Now you just need to get your skill value to 6 and you have a guaranteed 6-damage in one action. That's value! You can also trigger whatever other succeed-by effects off of the same test.

Over-success effects are probably the main thing that you want to do, but part of what makes this card good is that it's fairly versatile. Running low on sanity in a scenario with Rotting Remains? Well, you can use this to make sure that you don't die. Get Frozen in Fear? No problem, just add some to get rid of it. Forced to explore from Crumbling Precipice? If you fail the test, you're still safe when you have Justify the Means, and at the low cost of only 2 .

So, what's so interesting about automatically succeeding tests? That sounds boring. Well it isn't. The cost of adding equal to the difficulty of the test actually makes it really interesting. This means that you can't use it if you would have to add in excess of 10 to the bag. This means that if you're using it to succeed high difficulty tests you're going to hit that limit pretty fast. Possibly the best part about this is that, unlike Three Aces, it doesn't really matter how degenerate your deck is. If there's 10 in the bag you just can't use it no matter how fast you can draw it. This also makes it less costly to use on easy tests that you had a good chance to succeed anyway, which can be very relevant when using it for oversuccess purposes or for must-pass tests. It also means that it combos with one of my favorite Rogue skills, Momentum. There's actually no cost to succeed at a 0-difficulty test.

The other thing that makes it a bit more interesting is that, unlike Three Aces, it gives no skill boost of its own. If you need to hit a succeed-by-6 threshold, and you only have a stat of 3, for example, you need to find some way to close that gap.

I did test it a bit in TTS, myself, and was able to make a really fun solo Wini deck that had a single Sawed-Off Shotgun as the only source of damage. It had Justify, Three Aces, and Daring Maneuver (2) to make sure that I could always hit the requisite threshold to kill 3-health enemies regardless of the number of cards in hand. In spite of the aforementioned drawbacks of Justify, it actually still felt pretty busted, but that's honestly hard to avoid with Wini, regardless of the deck. Looking forward to actually having the physical card. So long to wait X_x

Zinjanthropus · 233
It's practiced, for Finn & Trish. — MrGoldbee · 1520
Or Amanda! — MrGoldbee · 1520
This card is insane in Amanda now that they ruled that if she tucks it under her she doesn't have to pay the curse cost. It's automatic success for an entire round. — Killbray · 13503
Where did they rule it? — Gapaot · 1
@gapaot - if you look at the FAQ section on the Amanda Sharpe card they address it. It's the result of combining the Errata on Amanda (that her react is actually a foced effect) and a separate FAQ ruling regarding how "Forced" effects interact with added costs to play. The result is Amanda does not pay additional costs to commit for the card that is placed beneath her. — jericho · 1128
Safeguard

Should I run Safeguard, you ask? Well, would you run a 2-cost, slotless Leo De Luca?

OK, so maybe that comparison is a little bit flippant, but I do think this card is quite pushed and is probably the best level 0 Guardian card we've seen since the Core Set. This thing does a very respectable Pathfinder imitation, while being cheaper and not costing XP.

Note all the tricks you can do with this card and enemies. You can still activate Safeguard if you have an enemy on you. This allows you to drag enemies across locations without attacks of opportunity. This has cool applications for investigators like Roland and cards like Grete Wagner. Even outside of that, I've found that this comes in handy surprisingly often. For example, does your location have some nasty text that makes it unpleasant to stay and fight there? Just Safeguard your way to a nicer spot, action-free. With Safeguard II my Guardians have found themselves dragging enemies across the map in frankly ridiculous fashion.

Note that, unlike with Safeguard II, if another investigator moves into a location with an enemy, this version of Safeguard does not allow you to swoop in to preemptively engage that enemy (since you move "after" the other investigator). This is one of several reasons why I would recommend Safeguard II as a strong upgrade to an already great card.

Another benefit you'll notice from Safeguard, beyond the obvious one of saving you a ton of actions, is that you'll much more often be able to end your turn at the same location as the rest of the team. This is usually a really good thing. Investigators will more often be able to support each other with commits during the Mythos phase, for example.

Finally, Safeguard gets even better if other investigators are running the movement cards of their own faction. It's so strong with another investigator's Pathfinder or Shortcut. If you haven't tried a multiplayer group where one player takes two Pathfinders and everyone else takes two Safeguard IIs, well, you really should. It's pretty sweet.

CaiusDrewart · 3234
I played it in Nathaniel and am currently playing it in Carolyn, who doesn't really care about engaging the enemies herself, and I agree, this is a great card in everybody, who can take it. — Susumu · 385
Safeguard also combos nicely with Scene of the Crime, helping you position yourself to scoop those free clues. — Mordenlordgrandison · 476
Yeah, I don't think you have to be a fighter to want this card. It ends up being good for pretty much any investigator. This makes it one of relatively few level 0 Guardian cards that have appeal for investigators who aren't trying to fight with Combat. — CaiusDrewart · 3234
Safeguard basically an auto-include in anything beyond solo, no combos needed. It'll be easier to describe the situations where you don't want Safeguard! — suika · 9556
Is your teammate moving into an unrevealed location that turns out to be horrid, its cool safeguard (0) has you covered, just don't trigger it. Honestly the only thing this is missing to just be the best card ever is a wild icon. — Zerogrim · 300
how does this card interact with think on your feet? if an enemy spawns on an investigator at your location, they use ToYF, would safequard move me out before the left behind enemy engages me? — cpschraner · 1
Spiritual Resolve

IMO this is a great card for the battle version of Sister Mary, so she can have her Body slot free for Bandolier and hands for a Rifle or two....her squishy factor drops considerably with 3 copies of this sucker at the ready in her deck.

Krysmopompas · 381
It worked really well in my Sister Mary: Boxing Nun deck. — Snakesfighting · 100
Dark Memory

This card would be perfect if it did not cause the agenda to advance. You would have to take 2 horrors every turn untill the agenda is about to advance and then play this card to avoid the extra doom. Playing this weakness also costs one action and 2 resources. If you play Agnes solo this is okay weakness, but it is absolutely brutal on 4 player games, making Agnes unplayable.

Averu · 86
You're right that this is one of the worst weaknesses ever printed, and I agree that your suggested alternative would be more in line with the other weaknesses in the game. I would not agree, however, that this makes Agnes unplayable in high-count games. She's still a popular pick in my group. 1 Doom is bad but not the end of the world, and if you draw it late-scenario (even mid-scenario if you have Peter II out), you can realistically just tank this. — CaiusDrewart · 3234
I agree with CaiusDrewart: Agnes has a very bad weakness, a sig card, that only committs to skill tests and a meh Elder Sign effect, but she is still a reliable power house. Her ability, 5 willpower and Survivor off class gives her so much to shine, that her disadvantages seem to be somewhat to balance this out. — Susumu · 385
Also a team with Agnes might be at a doom disadvantage against a team with another mystic. But although it is my favourite class, I would not say, that a 4 player team without mystic, and therefore without a chance to cancel AE with WoP is unplayable. — Susumu · 385
Definitely not unplayable. But I do really feel it if I attempt a 3-4 player party without a Mystic. It's just so nice that their Wards of Protection can shut down Ancient Evils -> encounter deck reshuffle -> Ancient Evils nonsense. And, of course, no Mystic means no Delves, which is sad for everybody. So while you certainly can get by regardless, my multiplayer groups rarely leave home without one. — CaiusDrewart · 3234
Gotta disagree with your first post there @CaiusDrewart; sometimes 1 doom IS the end of the world. :3 Of course in that case, you just don't play it, unless you're feeling salty. I definitely agree that Agnes is playable at any player count, despite her punishing weakness. — SGPrometheus · 858
Haha that's a fair point! I say that this weakness is not the end of the world, but now that I think about it, the last time someone played Agnes in my group, Dark Memory very nearly torpedoed the finale of TCU... — CaiusDrewart · 3234
Yes, on second thought, I have to agree. I have a 3 to 4 player group, who plays on standard, and the only campaign I lost at that count was TFA blind run (mostly) without a Mystic. Akachi succumbed to the Doom of Etzli, because our vengence was to high and replaced with Calvin, then Mateo made a cameo in last scenario, after Leo payed the obol to Caron, because 5 XP seemed better then 0 XP for the final. — Susumu · 385
So in total, a big group without Mystic is on a severe disadvantage hence AE, and the advantage with Agnes is slighly below other Mystics, because she comes with her own AE, which she might or might not be able to dodge. But she can cancel the regular AE like any other mystic, and is in general powerful enough to make up for that disadvantage. It can happen, that her weakness is campaign-loosing, but that is not unique either. Think about any character, who is overzealous. Even Nate's Tommy Maloy, while in general a below par signature weakness, might arive at a time, when the boxer can't dance around a mindless dancer, ultimately loosing the campaign because of that. So it's always a question of circumstances. — Susumu · 385
Cryptic Writings

Cryptic Writing, Crack the Case, and Burning the Midnight Oil all fulfill very similar roles: actionlessly turning cards into resources.

Of the three, Crack the Case has the highest resource potential and the ability to support your allies, at the cost of not being always available when you need it. Burning the Midnight Oil is more reliable and only asks that you be able to make a basic investigate action, which any Seeker should be able to do. Where does that leave Cryptic Writings?

Cryptic Writings will far less reliably give resources actionlessly (especially at lower XP), but it does have icons. This means if you don't need the resources, you can simply treat it as a skill card , and it makes for good Crystallizer of Dreams fodder for Ursula and Trish. With a bit of XP, seekers will draw far more cards on their turns than during Upkeep so its reliability in coughing up resources will improve. It also has a slight edge in speed over Crack the Case or Burning the Midnight Oil it'll due to not having to wait for the right timing, again assuming you can reliably draw it on your turn.

If you're running Higher Education, you'll most likely be looking at one or both of the other cards. If you're running a heavy card draw or cycle engine, Cryptic Writings could merit a second glance, although most likely Astounding Revelation would be all the resource you need unless you're hoarding cash for some reason or have really good resource sinks not named Higher Education.

suika · 9556
I've tried to like and enjoy Cryptic Writings, but every time I've put it in a deck, it's been disappointing. I find Crack the Case to be far the best of the three because there's always one location that has a good shroud, and if not, a free action to get 3 resources (or even just 2) is pretty good. — acotgreave · 925
Cryptic Writing's only advantage is if you cycle your deck faster than you investigate, it generates cash a lot faster than Crack the Case, which becomes dead cards in your hand. — suika · 9556
It also has better icons, which is especially relevant for Amanda. You could also run both- CTC to share resources, Writing to inject cash into your own engine. — StyxTBeuford · 13083
The L2 has felt pretty wildly efficient the few times I've taken it, but I think Crack the Case is more than efficient enough, and probably has fewer feel-bad moments. — Zinjanthropus · 233