Echoes of the Past Invetsigator Cards

By Jobu, in Arkham Horror: The Card Game

First off, I was surprised at the number of cards, I wasn't expecting 14 of them.

Here are my thoughts:

Heroic Rescue: I like it, not sure I would choose it over Dodge, but I would definitely choose it in addition to Dodge. I think it gets a bump with Zoey.

Combat Training: Kind of meh. Guardians don't normally need a boost to fight if they have high xp weapons. They also tend to be short on resources. The access to a dex boost is unusual for Guardians and I like having that option, although once again, Guardians don't need to boost agility to much and can't afford the resources. Skids may get a fair amount of mileage out of this (but I also like Moxie).

Anatomical Diagrams: Not bad, not sure how often I would find room in my deck for it. Also, I feel an Unexpected Courage would be more versatile and net similar effects most of the time. (not always since I could UC and AD into another investigator's check.)

Scientific Theory: This one I like for Daisy, it would have changed how I built her deck. For Rex and Minh, I feel they are better off with Fire Axe and Higher Education. There is some potential for Roland on this one but I never have enough xp with Roland.

Knuckleduster: I am on the fence and would love feedback. I think Zoe is best positioned to use this card. Jenny and Skids could get some decent use if they have fight boosts available. I think with his access to so many ammo weapons and extra ammo and contraband, it may be better to build Skids with ammo weapons rather than melee.

Moxie: I like it, helps Sefina and Skids a lot. Jenny has a lot of options with talent cards (7 of them at the moment). For Wendy, I feel she is better off with her natural redraw ability and spending her resources on events than using talents in general.

Renfield: I like him a lot. I feel like we are getting enough diversity in mystic cards to go different ways. Plus I like power at a price cards. Resources is quickly becoming an issue in the rearview mirror for mystics.

Grounded: Pretty good. We are getting to a point where we can have mystics forgo the expensive high level spells and just use cheaper cards to boost their lower level spells (see Spirit Athame).

Cherished Keepsake: Its as good as Leather Jacket and I love Leather Jacket.

Plucky: Pretty good and synergies well with Scrapper. Plus Survivors have all those resources handy.

All the neutral skills: Still getting my head around them. Clearly, they are good with those low Sanity investigators. Trying to figure out in what situations/decks I would swap them for the core box skills. You do run the risk of having a lot of cards that you can't play until you take damage so I would use them sparingly. For Mark, I probably wouldn't use Reckless Assault, but may use Say Your Prayers or Run For Your Life.

4 minutes ago, Jobu said:

First off, I was surprised at the number of cards, I wasn't expecting 14 of them.

Previous packs have between 11 and 14 distinct player cards, so it's not unprecedented (Where Doom Awaits is the other pack with 14).

8 minutes ago, Jobu said:

Anatomical Diagrams: Not bad, not sure how often I would find room in my deck for it. Also, I feel an Unexpected Courage would be more versatile and net similar effects most of the time. (not always since I could UC and AD into another investigator's check.)

You might have missed that Anatomical Diagrams lasts for their entire turn. That's like two or three Unexpected Courages if you use it on a beefy enemy.

1 hour ago, rsdockery said:

You might have missed that Anatomical Diagrams lasts for their entire turn. That's like two or three Unexpected Courages if you use it on a beefy enemy.

Or 6 or 7 or 9 if you're in a big group. It also reduces both, so if you've got a big Retaliate enemy that you need to evade first, it helps there too.

It's an outstanding card all the way around.

3 minutes ago, Buhallin said:

Or 6 or 7 or 9 if you're in a big group. It also reduces both, so if you've got a big Retaliate enemy that you need to evade first, it helps there too.

It's an outstanding card all the way around.

It only lasts until the end of the active investigators turn, not the phase so its not that great.

I will say its better than I originally made it out to be. Its also miles ahead of Expose Weakness. Still it would be a hard fit for me.

Whoops, could have sworn it was the round. My bad there.

Still a really great card though :)

Just realized, Heroic Rescue also has some nice interactions with Aquinah, Guard Dog and I've Had Worse that Dodge doesn't. I am sure there are more. So I am saying depending on your deck design, HR may be better than Dodge.

40 minutes ago, Jobu said:

Just realized, Heroic Rescue also has some nice interactions with Aquinah, Guard Dog and I've Had Worse that Dodge doesn't. I am sure there are more. So I am saying depending on your deck design, HR may be better than Dodge.

That is a good point, I didn't think about that. That would be a pretty cool combo.

On 10/31/2017 at 1:01 PM, Jobu said:

Just realized, Heroic Rescue also has some nice interactions with Aquinah, Guard Dog and I've Had Worse that Dodge doesn't. I am sure there are more. So I am saying depending on your deck design, HR may be better than Dodge.

I stumbled upon the combo with Yorick. He played Heroic Rescue to take an enemy, who hit his Guard Doggo, and then dealt 2 damage and just killed it outright without a Combat test.