
With the increasing amount of card draw in , both upgrades to the stone can be used more consistently and both of them have very powerful effects. Some examples:
- Mr. "Rook" draws 1-2 cards as free action
- Cryptic Research draws 3 cards as free action
- Glimpse the Unthinkable draws up to 8 cards as an action. Or 12 if you have 2 Laboratory Assistants in play
- Eureka!, Perception and other neutral skill cards draw a card after a successful test
- Grisly Totem draws a card after a skill test and a card was commited. If using one of the above, that's 2 in total
- Dream-Enhancing Serum draws 1 card as reaction, which can be triggered by the above
All this requires a lot of secrets on the stones (yes you could have 2 in play for double the fun). There's also a few cards that add secrets like Astounding Revelation, Truth from Fiction and Enraptured, but i think they are very inefficient. It's much more effective to increase the difficulty as much as possible when identifying the stone and later replaying it, when it's secrets are used up. After all, card draw also has the advantage of going through your deck more than once, if you're not afraid of your weaknesses.
I wonder why no one mentioned this before, but enter Versatile. I think draw and tutoring effects more than make up for the increased deck size. Use 2 of them to add 1x Double or Nothing and 1x Drawing Thin to your deck. If you use both on a shroud 4 location, the difficulty will be 18, resulting in the same amount of secrets:
- 4 Shroud
- 3 Ancient Stone
- 2 Drawing Thin
- x2 Double or Nothing
You might wonder how you could possibly beat that. If you got 1 xp left, take Three Aces or ask your mystic for Seal of the Elder Sign. Otherwise the best strategy I've found, have Mr. "Rook" look for Drawing Thin early and always take 2 ressources when possible, mostly on low shroud locations or encounter cards you're likely to fail anyway (but please don't increase the amount of horror from cards such as Rotting Remains). That should get you enough so you can resolve the stone mid or late game with Hyperawareness or similar cards, also netting you 4 clues. If you draw you won't be able to pull that off during the same scenario again. So asking your mystic to get Time Warp and keeping it for this test would be a good idea.
Alternatively your could pass the stone, maybe Mr. "Rook" and all of the groups ressources to the survivor with 2 Drawing Thin, while the commits his Double or Nothing. The should have Plucky to use the ressources. He could also use Mr. "Rook" to search for missing Drawing Thin or Plucky. So you'd get 22 shroud/ secrets on the stone.
In case your group has no or , use versatile to get missing cards or Teamwork, if there's no .