We never discussed these, so lets go. Please share your thoughts and tell me where I am wrong.
I will say that the card pool is getting large. There is a lot of thoughts of, "I like this, but where would I fit this"
Guardian:
- On the Hunt: Its a pretty good card. Guardians have relatively little event card manipulation and generally would prefer to pull something that they can just kill than something that blasts their sanity or makes them discard their lighting gun.
- Stick to The Plan (3): Okay bonkers good. It makes cards that you really want be in your opening hand and thins out your deck to increase the chances of having cards you want in your opening hand. Though, 6xp is a lot of xp. There are some cards that you would like in your deck but only include 2 to increase the chances of drawing (dynamite blast, ever vigilant). Other cards are great but need other cards to work properly so you may end up mulliganing them to get to the core cards (extra ammo, emergency cache). These factors are no longer a concern. Anyhow, here are the cards that can attach: https://arkhamdb.com/find?q=t%3Aevent+k%3Atactic|supply
Seeker:
- Guidance: While I guess this can be useful, I usually find as a seeker I am very action constrained. If I am not discovering clues or moving to discover clues or occasionally dropping cards to make myself better at moving and getting clues, I am doing something wrong for the team. There are times you want someone else to have an action, but those are rare outside of when trying to defeat a big bad at the end of a scenario. The wild icon is nice, but not great, could help with Minh's weakness.
- Arcane Insight (4): See this is great, not only can you use to help you get clues, you can use to help others get clues and it takes no actions (except to play). Its even pretty good for Marie and Akachi, but since it uses an arcane slot, its probably better that a Seeker buys it.
Rogue:
- Narrow Escape: A good card. Plus it has double feet which is nice. Wendy can do some shenanigans with this card. Rogues have a lot of fast, but most of them are around weapons (sleight of hand, switchblade etc). This gives you breathing room to get other assets out (spells etc)
- Suggestion: This is a really good card, especially on the investigators that knock your evasion to a 7+ (I am less impressed on Skids and Jenny). If you have this out you will rarely ever need another evade booster. The free "dodge" type ability is just gravy in my mind.
Mystic:
- St Hubert's Key: Very cool, an alternative to Holy Rosary with good tradeoffs. It will be pretty situational based on a characters Intellect score (giving Agnes a 3 lore is not that useful compared to knocking another character to a 4) and if you can afford the extra resource cost compared to Holy Rosary. It starts to make Relic Hunter seem more useful if you want to use both HR and SHK.
- Ward of Protection (2): This is great, I would prefer this over *** l5. The base card is great, but being able to intercept those annoying cards that other investigators draw (Ancient Evils) would be great. Note, you can't play it on cards others draw that has the Peril keyword.
- Arcane Initiate (3): While its clearly better than the level zero version of the card, I am not sure that it is 3 xp better than its lesser sister. I think I would in general prefer to spend the xp on something else and deal with the doom drawback by playing the card at the right time.
Survivor:
- Not Without A Fight: This is a good card. Helps everything but Intellect with a +2 (minimum). Has great utility on Agnes as well.
- True Survivor (3): So looks like Survivor is the "skills" class. Yeah in any skill heavy survivor deck, this is pretty great since there are a huge amount of Innate skills. It also looks like a better card than Try and Try Again. I think it will be best on Pete and Lola. I could see it working in a Wendy deck that has a fair amount of skills in it and the right Bill-Y deck could make use of it as well. You want to make sure your deck has a fair amount of Innate skills in it before you add, I would say 8 seems to be the minimum number of cards, 6 seems a little light to me. Here is the list of target cards: https://arkhamdb.com/find?q=f%3Aguardian|mystic|neutral|rogue|seeker|survivor+k%3AInnate&decks=player
Edit: LOL, it edited out my abbreviation of Ward of Protection.
Edited by Jobu