Wanted to start a discussion regarding the cards from Carcosa and the effects overall in deck building
Guardian:
The introduction of another level zero Guardian firearm is a game changer in deck building. Roland can start with 5 firearms. This lets him invest immediately in extra ammo and he should be good to go. Really any guardian can do that, its just that Roland gets the most bang for it. The other Guardian cards are pretty good as well but don't shift Guardians that much.
Mystics:
2 cards that give resources? That really helps address one of the classes weaknesses. Spirit Athame is very good (and there are few good, level 1-2 mystic cards). Astral Travel is a little lack luster but enhances the Mystic themes of "at a risk/cost" and "can do whatever anyone else can do" (movement in this case).
Rogue:
Lockpicks really helps fill in one of the Rogues major weaknesses (investigation). That a pretty major shift to the class and is close to a must have. Prior to this, they just had flashlights or had to pay resources to boost the skill. Daring Maneuver is a mitigation to a not uncommon Rogue draw back. The other cards mostly just extend what Rogues already do well.
Seekers and Survivors:
These guys get some nice cards, but does not shift the deck builds that much. Seekers get more clue finding, movement based abilities and that precursor card. Survivors get cheap weapons, enemy avoidance and graveyard pull. Its basically what they already had and at least 3 seem to be there to prop up Bill-Y.
Thoughts?