Many know that hand advantage is crucial to a good deck, so what do you think is the best single card for each faction, and what is the best card combo for multi-faction builds?
That covers a lot of ground, but I hope we can find an answer for each combination. Obviously factions have different strengths, so for some factions (like Yog for example), card advantage might mean recursion, and for Shub it might mean search and put into play.
I can try to start it off:
MU - Forbidden Knowledge. Attach it to a worthless (insane?) character and immediately sac it to get 4 cards. Since it will most likely not stay in play long, it will be less likely to get discarded like Scientific Text.
Syndicate - Bootlegging Operation and Gun Runner's Club. Both are pretty much the same to me, but Bootlegging is probably better since it will always draw you a card…it doesn't matter if it's off the bottom or top, it's still a card!
Yog - Tindalos Alpha. Dear God, character recursion and two cards? Love.
Cthulhu - Most of Cthulhu's effects focus on board control, but I'd probably say The Carpathian. Sibilant Cry is better since they go straight into play, so it's card advantage (not hand advantage).
Shub - Shub's conspiracies are incredible, but perhaps not reliable. Even Here She Dwells can net some serious draw.
Hastur - Focuses more on hand destruction, which is hand advantage, so it counts. Apeirophobia.
ST - This one's harder, since they focus on board control and filtering. Recruiter for the Lodge?
Agency - Educated Officer, except it's a combo draw ability, so you need wounding effects. White Ship? Jenica Capra?
Neutral - Hall of Champions. Each turn it's a free card in play, but again, I'm bending the rules a little since it's going straight into play.
Combos:
MU/Agency - Obsessive Insomniac / Sleep Therapist - Not great since you have to kneel two characters to get two cards, but still decent.
Agency / Neutral - Educated Officer / Diseased Sewer Rats - Net 2 character swing and a free card during operations.
Thoughts?