Ward of Protections

By Jobu, in Arkham Horror: The Card Game

I just wanted to discuss the differences between level 0 and level 5 Ward of Protection.

As far as I can tell, besides the xp cost, the only real difference is that l5, allows you to discard Enemies and blocks Surge abilities not tied to revelation effects. Am I missing something?

Nope. Before it only worked against treachery cards. Now it will work against anything.

You didn't miss anything.

So any thoughts on the XP cost? Seems pretty out of line. I or another investigator can always kill enemies, since we normally expect to see them.

The xp cost definitely seems way too high. When you compare it to the effect of other level 5 cards it's just not that good.

How much would you value an entire turn uninterrupted? 3 more actions with nothing slowing you down. I'd pay 4.

17 minutes ago, Doma0997 said:

How much would you value an entire turn uninterrupted? 3 more actions with nothing slowing you down. I'd pay 4.

Compared to the level 0 version I'd pay 0.

I think - much like a lot of the high cost cards - it isn't going to be worth it until late game, but there may be some encounters it is just absolutely worth the possibility to discard an encounter card rather than face it.

I continue to pay 5 xp for it every time, it basically says Cancel an encounter card. IMO worth it every single time.

solo, I think yes, it is worth it. It's basically the gold pocket watch for solo (and a much better price than the GPW). Multiplayer though, I will only get at best half the effect of the GPW, so not really.

10 minutes ago, awp832 said:

solo, I think yes, it is worth it. It's basically the gold pocket watch for solo (and a much better price than the GPW). Multiplayer though, I will only get at best half the effect of the GPW, so not really.

Maybe that colors my opinion of it, I've only played 2-3 player games.

It basically instakills any enemy. In addition to stopping Encounter cards.

19 hours ago, Radix2309 said:

It basically instakills any enemy. In addition to stopping Encounter cards.

I agree, it is like the guardian 5 cost one (monster slayer???), except you don't have to pass a test to instant kill the enemy.

Ah but you don't defeat the enemy with Ward of Protection (5), you only discard it. There's a difference for enemies worth Victory points (if you discard them, they don't go to the victory pile).

I see it as this approach, you can spend that XP to give you cards/assets/etc. to deal with whatever that encounter card is... or your can just spend that XP to ignore a card of your choice.

I still think it is a mid-late game purchase, but I can see it's worth. If it was less XP, it would be too much of an auto-include - the same way Pathfinder and Mag glasses are for Seeker. And while I enjoy the reliability of knowing where I'll spend my first few XP, I also really like the options of having too many good cards to include.

I will say if its late campaign, you are sitting on a lot of XP and your deck is struggling with resources, both Monster Killer and Ward (5) might be better than another high resource cost card to add into your deck. Still, it seems like a lot of XP for what it does.

Anyone ever had a Wizard of the Order spawn in the Engine Car of the Express on the first turn? Yeah, this has its uses. Those may be limited, but even at the cost it handles things that literally no other card in the game can touch.

At the very least, it can save you several actions worth of killing something. If you're in a full group with a solid Machete-wielding Guardian or two that may not be necessary, although it could save even more time with them running around to save you. But for a Mystic who has limited charges on all their attack tools, I think it has a much higher value than people are giving it credit for.

It's a very good card in harder difficulties, but less so in lower difficulties. You can argue that is not worth it on standard or easy, but it is a godsend in higher difficulties where you are not only at risk of losing actions, but drawing from the chaos bag is way riskier.

Sefina Rousseau, the new investigator, can keep a copy underneath her and get potentially 3 plays of it for free. That seems like it might make the exp cost worth it. Then again, there are a LOT of good events.

She is a rogue. I doubt(know) that she will be able to buy a L5 Mystic card.

But yeah, I am really excited about her, she appears to rock. All those other event cards will be great.

Edited by Jobu
fixed a negative that should have been a positive

In multiplayer there is the benefit of taking l5 with the character who's allowed to have high level mystic cards, and leaving the l0 for someone who has access to them. It's still a high cost though.

I haven't seen her deck building options. I wouldn't be entirely surprised if she had the option to include event cards from a variety of classes. Maybe not lvl 5 though, you've got a point.

She seems cool, but I'm worried about her lack of both combat AND intelligence. She seems to have no specifically useful role. I will likely play her my first playthrough of PoC though.

8 minutes ago, Soakman said:

I haven't seen her deck building options. I wouldn't be entirely surprised if she had the option to include event cards from a variety of classes. Maybe not lvl 5 though, you've got a point.

She seems cool, but I'm worried about her lack of both combat AND intelligence. She seems to have no specifically useful role. I will likely play her my first playthrough of PoC though.

They are in her spoiler article from yesterday. Rogue 0-5, Neutral 0-5, Mystic 0-2.

2 minutes ago, Network57 said:

They are in her spoiler article from yesterday. Rogue 0-5, Neutral 0-5, Mystic 0-2.

I missed that. Thanks.