Deliverance

Deliverance has a use case: scenarios that when you advance the act or agenda, you shuffle in new cards. Over the years, a lot of boss monsters come with treacheries that summon them, even if you defeat them once. With this card, you get to delay that.

Deliverance will help with any advancement that shuffles encounter back into the deck, but with a cost of 3XP and a surging encounter, it's a high price to pay so that you don’t see certain encounters again. If you don’t know what’s coming, it’s hard to say that “later” will be worse than “now”.

MrGoldbee · 1484
I'm pretty sure this is just good in multiplayer. Even with 3 players you replace 6 draws over two turns with 4, and then only if the card granted surge didn't already have surge. Spending 3 xp on a 0 resource card that solves two encounter draws feels totally worth it. — OrionAnderson · 122
Deliverance has plenty of use cases. Two free rounds for all your teammates is just flat out good on its own, you're the mystic so you probably have the best defenses anyways. — Spamamdorf · 5
I really like this card. For comparison, A Watchful Peace is clearly overpowered while Deliverance here is actually balanced by a tangible drawback and creates really powerful gameplay moments. The more players there are, the worse for wear you will be after taking one for the entire team, but the positive impact on board state is also far greater and you WILL feel like a superhero for tanking 4x the usual amount of punishment and still standing strong after the fact. — koaexe · 31
Crowbar

Yes, the first thing you realise with this card, is that it gives high-combat Guardians/investigators a reliable way to get clues. Especially useful for solo play. As such it'll fit in perfectly with a bunch of characters.

The bit that interests me though, is that it's a tool that can use an activate action either to investigate or to fight. As such it's currently unique in the cardpool. And it makes it the ideal target for Wilson Richard's Ad-hoc in a flex build.

Fighting and need an extra point of damage? Chuck a lantern. Need that last clue but you drew an auto-fail? Chuck a Gravedigger's Shovel. You get the picture.

Also what if you're struggling to get your combat high enough to get the high shroud clues? Permanent combat boost assets can be pretty expensive. If I had one or two experience points to spare, I'd be really tempted to get the under-rated Reliable.

Ice Pick can also co-exist nicely depending on your build. Possibly very nicely for a William Yorick deck.

I struggle to see the investigate action ability as a benefit in Wilson. — AlderSign · 391
The Custodian

More a question than a review, what happens of the clues when you get control of the Custodian ? Can you spend them (i'd say YES) (based on that fr.arkhamdb.com ) ? What happens if you spend them, do you lose control (i'd say no)

blobe · 3
I'd say no either, because you fulfilled the condition, and it did not say it breaks when it lose his clues. — Fontanez · 5
Seems like it works. — Eudaimonea · 5
Ascetic

At first glance... Ew no thank you but in chatting with friends I see surprising value in this. Note I'm not great at deck building but I love talking about it! mostly want to gather relevant cards to think about for discussion and deck building :)

Synergy Cards

First lets take a look at the cards that mitigate Ascetic then lets go into ways to use this.

Experience Gain

Strategies

Have you met my identical cousin?

I don't like this strat but a friend mentioned it so I'll throw it out there. Use effects like Charon's Obol and get yourself defeated maybe using I'll see you in Hell! or Ghastly Revelation to get a bit more value from your defeat plus ensure you can trigger it at the last possible moment. This allows you to rebuild your investigator for every scenario. You'll never be great but if you know whats coming and wanna get meta you can be ready for that specifically. Like I said real weird not a fan but something you could do and gives a reason to take 2 cards that I imagine get very little play.

Can't Stop, Won't Stop

As mentioned in other comments this is a solid, play by the rules, I died but lets not scuttle the campaign. Rare but nice way to continue in unfortunate events.

The Mentor Must Die

This is a solid one for teaching new players or to help round out a team. Survivors don't always need a lot of XP so having a survivor that helps carry while the team is coming into their own. Some investigators like Sister Mary heavily rely on XP to be functional so early missions can be a struggle. This arch-type can help pave the way for players that start slow. It could also be a great way to help new players get a crutch while they figure things out and feel really important and valued in later missions when the teacher starts falling off due to lack of experience.

Plans Within Plans - Wizardry Ascending

Mystics in particular have a lot of ways around the downsides of this card. 2 Arcane Research and Down the Rabbit Hole. These cards alone let you upgrade 4xp net worth when fully efficient. this can be 3xp on a spell and 1xp on any card, or 1 xp on 2 non-spells plus 2xp on a spell. so first scenario you could upgrade shriveling (0) to shriveling (3) plus a 1xp upgrade somewhere then the second scenario upgrade to shriveling (5) plus 2 other non-spell cards. Throw in some customizable cards to soak XP as needed and you are likely to always get value from all 4xp every scenario. All of this is guaranteed too. No slim pickings missions to stop your crawl to power. This will require a LOT of forethought in building your char though. Everything must be planned ahead of time or you'll get burned but a solid and interesting way to play a spell caster.

Conclusion

Way more nuance to this card than I initially thought. I'm actually tempted by that last archetype. I can see some fun play around this especially in helping new players find the same love for the game that I have. I hope this is helpful for people who want to see some fun and value in this card beyond a challenge all Ascetic team of investigators

BakaWisdom · 4
Weird. I didn't know you are forced to stick with your investigator until you are killed or driven insane. Always thought you could just drop out and make a new one if you want. — AlderSign · 391
String Along

Heartbreaking realization: String Along doesn't have the Trick trait, meaning that Rita Young can't take it. Granted, this isn't the end of the world, Rita's been on a winning streak the last few expansions (Dirty Fighting, Trick to the Plan, Lightfooted), but still, put it in the "Would be Amazing if Rita got Access to it" pile with Pickpocketing, Backstab, and Thieves' Kit.

Trick to the Plan made me laugh. — MrGoldbee · 1484
It might be an interesting experiment to run Rita as a rogue, with seven survivor cards (two of which are going to be track shoes.) — MrGoldbee · 1484