Let's review this pack! Although I am dying to make comments on upcoming investigators, I'm going to confine myself to what we already have released, and not talk about Ursula, Finn, etc... All the cards in this final mythos pack cost at least 2 xp, and have some decently powerful effects, keeping this in the same vein as the Lost in Time and Space mythos pack. Seems like trend is that the final pack in the cycle is likely to have some strong XP cards. As always, these are initial impressions, and maybe I'll change my mind after playing with some of these for a while! Here we go!
Eat Lead** - We have an event that helps you ensure a hit with a firearm, but at the cost of 1 (or more) of that firearm's ammo. Hm... The thing is, it seems like this card would be best on a high damaging weapon that has a lot of ammo. However, we don't really have one of those. You could score some easy hits with a .38 Revolver, but is that worth it? On the other side of the spectrum, are you going to spend your precious shotgun or lightning gun ammo on this? Better chance of success is nice but, it seems easier to just do it the old fashioned way and increase your combat value via resource and card dump. I dont know about you guys, but I tend to think of my ammo tokens as extremely valuable, and I don't want to waste any. At the end of the day, is this really better than just having 2 separate attempts at hitting for the same ammo consumption? I don't think it is. 1.5/5.
Armor of Ardennes*****: Essentially a super-bulletproof vest. Let's be perfectly clear, once you have this down, it's going to be extremely hard to kill you by health damage. You can laugh off small hp hits, and big ones wont phase you nearly as much. The effect is plenty powerful, but the price is hefty. Do your guardians usually get killed by health damage? Mine don't either. 2/5
Eidetic Memory***: Well... obviously we're gonna need a complete list of things that have the Insight trait. Here you go. https://arkhamdb.com/find?q=k%3AInsight&decks=player Note that this can be from any players discard pile, so that's useful. A fairly large pool of cards to pick from (most of them, it turns out, are seeker). I often wouldnt mind having another I've Got a Plan, or Cryptic Research. Still, I'm not too impressed with most of these choices. But this card is sure to get stronger over time. 3/5
No Stone Unturned*****: For 5 xp and 2 resources you can get any card from your deck, or another players deck. A strong effect. Worth the cost? I dont know. I've played a bit with the 0 level version of No Stone Unturned with Jim Culver, and found it was often better to simply use the basic draw action. If you are really reliant on one particular card, then maybe? But for the XP cost, you may as well just include a second copy of that card. 2/5.
Charon's Obol *X : Well, before everybody loses their mind over this, let's think about how good it actually is. Supposing it was Carcosa campaign, there are 8 scenarios. Obviously you cant have this in play for the first scenario, and on the last scenario extra XP gain doesn't help you any, so assuming you pick this up as soon as you can, you get 6 uses out of it. It costs 2 xp (because it's exceptional) so it pays for itself after the first time you use it. All in all, you can have a net gain of 10 XP from this card across a full campaign, if you take this as soon as you possibly can. That's still pretty good. The risk is permanent death, of course. And it also means you're a little slow out of the gate for the second scenario because you will have spent 2 XP getting something that hasn't helped you yet. So who likes this? My main pick here is Wendy. Wendy's 4 Willpower, access to the Survivor pool of cards, and ability to redraw chaos tokens means she is extremely hard to knock out, avoiding the main risk of this card. Still, any rogue could probably make use of some extra XP. I like this just fine on Jenny and Sefina. On Skids we're getting into dangerous territory, but hey, no guts... no glory! I think this is great. Many Rogues might consider running I'm Outta Here! if they need to exit a scenario hastily! Side note: I don't know why FFG decided we needed 2 copies of a Unique, and Permanent and Exceptional card. I can't think of any situation where we could use them. But hey, mount one on your wall or something, it's nice artwork. 4.5/5
Lupara***: This is my favorite card in the pack. I don't think it's the most powerful, just my favorite. To me, this is exactly what we are looking for in a player card. Everything about this card punches you in the face with theme, it's cool, it's interesting, it has some synergies, and it makes you want to build decks in different ways. I just love it. This is just great with Sleight of Hand, and I can't wait to go up to a monster, pull the hidden sawed-off-shotgun out of my trenchcoat, and give 'em both barrels. This is so fun. Nice, high damage, high attack weapon, reasonable cost. And... who likes this? I mean Skids is usually a decent combat guy, and it's quite nice to have a strong one-handed weapon that he can take . He can definitely go crazy with Vicious Blow and/or double-or-nothing on this. But I like this just fine in Jenny too, who can use her copious amounts of cash to ensure hits. I even like it in Sefina, because she can replay Sleight of Hand, and hopefully can use her money and cards to increase combat enough to score hits. Sefina shotgun build, we're making this happen! 4/5.
Cheat Death*****: Honestly I don't like it much. While it seems like it might have some synergy with Charon's Obol, you're spending 5 xp on it, half of what you get from Charon's Obol over the whole campaign. This card does absolutely nothing for 5 xp, unless you are defeated with this card in hand. And even if you do manage to pull it off, you're still not out of the woods by any means. For 5 xp... I'm sorry, this isn't worth it. 1/5.
Time Warp**: This has already been heavily discussed. Go see the FAQ page on Arkham DB if you havent already because you're going to need to if you want to play with this card at all. This is a nightmare of game design and raises about 10 million questions. Sigh.. As for the effect.. it's okay I guess. It's pretty niche. It's pretty niche indeed. 2/5, not worth the headache.
Seal of the Elder Sign*****: For 5 xp, I win this skill check, in the most dramatic fashion possible. Pretty cool. Is this worth the 5 xp? I dunno. it better be a monster skill check. Nice on Akachi because she'll instantly get a bonus charge. Our other Mystics elder sign effects arent amazing. If Jim was so inclined he could put Double-Or-Nothing into his deck and use this to guarantee a hit on a DoN shriveling, that would be pretty fun. 3/5, interesting.
Newspaper**: Well, nobody really runs the newspaper level 0, and the main benefit here is that you gain an extra clue. Yeah, that's useful, I admit. I might run this. Maybe. 2.5/5.
Infighting***: This is okay if you can get past the fact that the monsters in the art seem to be fighting over the right to eat the dead corpse of your friend. That got dark fast. Otherwise it's much like Dodge, and Dodge is good. 3/5.
Key of Ys*****: Of all the cards in the pack, I feel least prepared to give an opinion here. I can't really guess how this is going to work out in practice. I'll point out that my initial impression was essentially that every time your investigator took a horror, one of it had to go on the key, leaving it as a kind of 3-use item. That seems to be not the case. You can continue to dump horror on other assets as long as you have them, in order to preserve the Key. This makes it really powerful with Peter Sylvestre, or if you're doing the whole relic-hunter/Elder Sign Amulet thing. 5 Xp is a hefty cost, fills the amulet slot, and unique, all of these are considerations. Still, I can't help feeling like this is going to be a highly used card. The question is.. by who? With space for only one on your team, you'll have to choose wisely. 4.5/5
Edited by awp832