Fun fact, Finn can upgrade into both Green and Red Tennessee Sour Mashes because they are both illicit. So it isn't just Lola. Finn can also upgrade into both Blue and Green 45 Thompsons.
My top five Ward of Protection, Deny Existence, Delve Too Deep, Promise of Power, Arcane Initiate. Other good, but more niche, cards. Familiar Spirit, Forbidden Knowledge, Holy Rosary, Prescient, Scrying Mirror, Ritual Candles, St. Hubert's Key, Voice of Ra. A lot of those are for Jacqueline Fine specifically.
Someone says in 1 out of 5 decks, you may want to look at your deck's curve and game plan because other more active economy options may be worth it over Faustian Bargain, Spikes everywhere: *see red and faint*
Ward of Protection costs you 1 card (25% of Ants!), 1 resource (33.3% of Swarm of Locus) and 1 horror (33.3% of Rotting Remains) therefore Ward of Protection is only 8.3% of a Ward of Protection.
To me it's hard to believe that sparrow mask and tenessee sour mash both exist in the same game now, granted not many rogues can actually take sparrow mask
Here’s my list, before I watch. Faustian Bargain Lucky Cigarette Case Mauser C96 Nimble Thieves’ Kit Honorable Mention to Double or Nothing. It’s forbidden, but the Taboo list doesn’t apply to amateurs who have to play The Untamed Wilds four times and had to win on easy mode.
There are just better Rogue experienced allies, so if he starts in my deck, he's only there to hold a spot for Lola or Delilah, so he doesn't fit my definition of the strongest level 0 cards, because I'm looking at replacing him early on.
No. You are only *adding* your foot to the test. You are actually testing book. Per the rules on commit, you only get the icons of the attribute being tested. So even though you are adding foot, you are not testing foot, so the foot icon does not count and therefore does not increase your foot. ST.2 Commit cards from hand to skill test. The investigator performing the skill test may commit any number of cards with an appropriate skill icon from his or her hand to this test. Each other investigator at the same location as the investigator performing the skill test may commit one card with an appropriate skill icon to this test. An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test.
I'm planning on making a video to help new players learn how to identify what set a card is from. Hopefully it'll help, because it's really easy and a good tool for new players.
you always have to symbol on the bottom right of the card. I know in the beginning its a little confusing, but once you know what expansions are there you understand the symbols (they are pretty selfexplainatory in most cases, circle undone are 2 cicrles, Edge of the world is a frost symbol etc.)
@@PlayingBoardGames Fair enough. But you could easily make a similar argument for nearly every card: If your deck is good enough, you don`t need this card to win. And there are some scenarios on a very tight schedule with Ancient Evils. If you know the scenarios you can easily win them anyways, but the results might not be as good (victory, achievements that carry through the campaign). The Last King (Carcosa 2) comes to mind as a scenarios where you hardly ever have as much time as you want, and where Ancient Evils has an appeareance. And where just a turn more might make a difference for later scenarios. And "stealing" an entire turn for the entire group always feels really awesome. No matter if you need it or not. And those charakters which have access to Ward of Protection usually can take Delve too deep too. Which is a perfect way to waste an additional turn. ;-)
@@Chiungalla79 I know I'm an outlier on my opinion that Ancient Evils isn't a bad treachery and most of the time I'm actively happy to draw it, but I do firmly believe that a lot of people are hampered by Ancient Evils because they spend a lot of time setting up as opposed to actively trying to win the game. I don't think it's the same thing as saying that playing good wins you the game, that feels like an attitude of someone who has already resigned to not getting the best they can be in Arkham. There are only two scenarios that I think Ancient Evils are a problem and it's not because of the card, but the scenario design: Essex and Untamed Wilds. Again, I'm not looking at convincing you otherwise. But what I am hoping is to have someone out there reading this comment to maybe question why they are so scared of Ancient Evils and what they can do to beat it without relying on a security blanket and instead look at improving their own style of play.
@@PlayingBoardGames I get your point, but I would still argue that Ancient Evils is among the worst treacheries. There are treacheries that try to kill you. And if you are ill prepared skill-wise they might be worse. But most treacheries reduce your tempo for the next turns. By taking away assets, costing you ressources (actual ressources, actions, cards, ...). And Ancient Evils drops the tempo of the entire group for an entire round to zero. And that`s what sets it apart. It effects the entire group in a significant way. Sure, if you are a low mental health / brain character there are more dreaded trecheries for you personally. If you are a guardian you hate the stratijacket more than most. If you are the Seeker left behind by the guardian, while he is going on a monster hunt, you probably prefer Ancient Evil to any serious monster. And there are, in general, some very unfortunate scenarios for some of the treacheries. But Ancient Evils is still a strong and effective treachery. Not "I flip the board if I draw it" bad. But nothing to laugh about. And 2 XP is a great price to make sure that one of them per scenario proves to be non-effective. And if there are worse treacheries that can happen to other investigators... that`s even more reason to get the level 2 upgrade. Finishing the sceanrio with 2 out of 3 investigators is sometimes extremely tricky.
Whenever Bryn gets Travis going, you know he's done his job lol
Justin picks watch this as #5 because he is in the artwork
I laughed more in this video than in any other video you guys have done. That was great.
Best outro ever!
Fun fact, Finn can upgrade into both Green and Red Tennessee Sour Mashes because they are both illicit. So it isn't just Lola.
Finn can also upgrade into both Blue and Green 45 Thompsons.
I love the bonus content at the end of this. XD
Ward of protection 5 is definitely 1.05 as well! Team Travis on this haha
My top five
Ward of Protection, Deny Existence, Delve Too Deep, Promise of Power, Arcane Initiate.
Other good, but more niche, cards.
Familiar Spirit, Forbidden Knowledge, Holy Rosary, Prescient, Scrying Mirror, Ritual Candles, St. Hubert's Key, Voice of Ra.
A lot of those are for Jacqueline Fine specifically.
Your "On Air" sign works great! I would think lit it would have an effect on the camera... Thanks, about to break out the next cycle...
I agree with Travis, just play Faustian Bargain.
Someone says in 1 out of 5 decks, you may want to look at your deck's curve and game plan because other more active economy options may be worth it over Faustian Bargain, Spikes everywhere: *see red and faint*
Ward of Protection costs you 1 card (25% of Ants!), 1 resource (33.3% of Swarm of Locus) and 1 horror (33.3% of Rotting Remains) therefore Ward of Protection is only 8.3% of a Ward of Protection.
To me it's hard to believe that sparrow mask and tenessee sour mash both exist in the same game now, granted not many rogues can actually take sparrow mask
The ending part of this one is Gold
Bryn is my spirit animal.
Tennessee Sour Mash was followed by Watch This. So very nice...
I'm waiting for Sleight of Hand to get yet another update.
Here’s my list, before I watch.
Faustian Bargain
Lucky Cigarette Case
Mauser C96
Nimble
Thieves’ Kit
Honorable Mention to Double or Nothing. It’s forbidden, but the Taboo list doesn’t apply to amateurs who have to play The Untamed Wilds four times and had to win on easy mode.
When did Leo De Luca play second fiddle to Nimble and Watch This! ?? Wow…
There are just better Rogue experienced allies, so if he starts in my deck, he's only there to hold a spot for Lola or Delilah, so he doesn't fit my definition of the strongest level 0 cards, because I'm looking at replacing him early on.
i still think liquid courage is just bad...
With Breaking and Entering, would two copies, one using the ability, and the other using the icons, allow you to contribute BOTH icons?
No. You are only *adding* your foot to the test. You are actually testing book. Per the rules on commit, you only get the icons of the attribute being tested. So even though you are adding foot, you are not testing foot, so the foot icon does not count and therefore does not increase your foot.
ST.2 Commit cards from hand to skill test.
The investigator performing the skill test may commit any number of cards with an appropriate skill icon from his or her hand to this test.
Each other investigator at the same location as the investigator performing the skill test may commit one card with an appropriate skill icon to this test.
An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test.
For noobs I wish you guys put what sets these cards were in.
I'm planning on making a video to help new players learn how to identify what set a card is from. Hopefully it'll help, because it's really easy and a good tool for new players.
you always have to symbol on the bottom right of the card. I know in the beginning its a little confusing, but once you know what expansions are there you understand the symbols (they are pretty selfexplainatory in most cases, circle undone are 2 cicrles, Edge of the world is a frost symbol etc.)
Ward of Protection (2) becomes really awesome if ANOTHER investigator draws Ancient Evils. End of story. End of argument.
Start of argument: as your decks get better at getting ahead on tempo, Ancient Evils are a mythos card that does nothing.
@@PlayingBoardGames
Fair enough.
But you could easily make a similar argument for nearly every card:
If your deck is good enough, you don`t need this card to win.
And there are some scenarios on a very tight schedule with Ancient Evils. If you know the scenarios you can easily win them anyways, but the results might not be as good (victory, achievements that carry through the campaign).
The Last King (Carcosa 2) comes to mind as a scenarios where you hardly ever have as much time as you want, and where Ancient Evils has an appeareance. And where just a turn more might make a difference for later scenarios.
And "stealing" an entire turn for the entire group always feels really awesome. No matter if you need it or not.
And those charakters which have access to Ward of Protection usually can take Delve too deep too. Which is a perfect way to waste an additional turn. ;-)
@@Chiungalla79 I know I'm an outlier on my opinion that Ancient Evils isn't a bad treachery and most of the time I'm actively happy to draw it, but I do firmly believe that a lot of people are hampered by Ancient Evils because they spend a lot of time setting up as opposed to actively trying to win the game. I don't think it's the same thing as saying that playing good wins you the game, that feels like an attitude of someone who has already resigned to not getting the best they can be in Arkham.
There are only two scenarios that I think Ancient Evils are a problem and it's not because of the card, but the scenario design: Essex and Untamed Wilds.
Again, I'm not looking at convincing you otherwise. But what I am hoping is to have someone out there reading this comment to maybe question why they are so scared of Ancient Evils and what they can do to beat it without relying on a security blanket and instead look at improving their own style of play.
@@PlayingBoardGames
I get your point, but I would still argue that Ancient Evils is among the worst treacheries.
There are treacheries that try to kill you. And if you are ill prepared skill-wise they might be worse.
But most treacheries reduce your tempo for the next turns. By taking away assets, costing you ressources (actual ressources, actions, cards, ...).
And Ancient Evils drops the tempo of the entire group for an entire round to zero. And that`s what sets it apart. It effects the entire group in a significant way.
Sure, if you are a low mental health / brain character there are more dreaded trecheries for you personally.
If you are a guardian you hate the stratijacket more than most.
If you are the Seeker left behind by the guardian, while he is going on a monster hunt, you probably prefer Ancient Evil to any serious monster.
And there are, in general, some very unfortunate scenarios for some of the treacheries.
But Ancient Evils is still a strong and effective treachery. Not "I flip the board if I draw it" bad. But nothing to laugh about. And 2 XP is a great price to make sure that one of them per scenario proves to be non-effective.
And if there are worse treacheries that can happen to other investigators... that`s even more reason to get the level 2 upgrade.
Finishing the sceanrio with 2 out of 3 investigators is sometimes extremely tricky.