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  1. If anyone has a use for Calling in Favors it would be Leo. Allowing you to dig for Mitch Brown is a pretty good thing. Although would depend somewhat on how many Allies you have in your deck now, obviously.
  2. FWIW the character cards are the easiest in the game to create your own proxies of. The Investigator card stays in front of you. So you just need to proxy their special and their weakness, which most of times are just 1 of each. Just print them off of arkhamdb. It's what I did to use Marie before she was widely available.
  3. One could say that Dunwich is unavailable and unseen.
  4. Dunwich is the best place to start. If you can't find it available, though, I'd start with The Circle Undone. It's still being rolled out, sure. But it's over halfway complete and it has some great player cards you can use as a foundation to build your decks.
  5. As he said. People who had played all of the cycles, had all of the cards from the previous cycles, who really enjoyed the game, found TFA difficult and often really frustrating. I wouldn't start there.
  6. I'm confused what you're saying. The Meat Cleaver does say what you inserted. It was just a copy/paste images thing on my part. And the relevant bit is the second sentence anyways. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage. which is worded exactly the same as the Enchanted Blade As an additional cost to initiate this ability, you may spend 1 charge to empower the blade. If you do, you get +1 [COMBAT] and deal +1 damage for this attack. I agree that it isn't consistent with how they've done it in the past. E.g., Fire Axe: [Fast Action] During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.) M1918: Action: Spend 1-5 ammo: Fight. You get +X [Combat] for this attack. Instead of its standard damage, this attack deals X damage. X is the amount of ammo spent as part of this ability's cost. But the Cleaver and the Enchanted Blade from TCU are certainly consistent with each other.
  7. I can see the argument. But it's basically the same as Meat Cleaver. Fight. You get +1 for this attack (+2 instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.
  8. Oy, that thing is ugly.
  9. Or say I'm swinging a weapon at a group of rats and I'm at +6 Fight. Ping Drawing Thin and take the test at +4 instead. Same chance of success. Free money or card. Basically I think of it as there's some cases where you're hopelessly (or close enough) that you're going to fail. And some tests that you're inevitable (or close enough) that you're going to succeed. All it takes is one of those for Drawing Thin to earn back its cost. And given that basically the whole game is taking tests it's not that rare to find one where +2 difficulty doesn't make a difference. And even better, Drawing Thin doesn't take a slot of any type.
  10. There's kinda often Encounter cards where I just look at and say, "Yeah. I'm not passing that one." So it's just tap Drawing Thin and getting a free 2 resources or 1 card.
  11. My counterexamples were to this You just chose to blow up against a point that I wasn't making. As far as limited vs unlimited uses, it is a nice perk. One of the main reasons I'm so high on Timeworn Brand. But there are ways to minimize the drawback of limited uses. Survivors have Scavenging (and Yorick can pull out of the trash any Item as a reaction). Rogues have Sleight of Hand and Contraband. Mystics have Book of Shadows. Guardians have a whole slew of things. And everything has access to Emergency Cache. And there's always the option of just playing out another weapon. Machete is a good L0 weapon. It's not hands down the best L0 weapon. It has a nice perk. It has a disadvantage. Other L0 weapons also have nice perks and some disadvantages, especially the ones that just came out in the current cycle. The primary reason that Machete was such the goto is that in general the other L0 options weren't that great. And now there are some that are. I believe Arkhamdb is going to put in an option to use in your deck the Machete, 2xp version. I expect to see very, very few decks made with it. No matter how much you rant in here about how awesome it is.
  12. You should try grasping that people do grasp it.
  13. So riddled with errors. Baseball bat does 2 damage. Fire Axe does 2 damage. Shriveling does 2 damage. Enchanted blade does 2 damage. .41 Derringer can do 2 damage. .45 automatic does 2 damage. Meat cleaver can do 2 damage. .45 Thompson does 2 damage. Colt vest pocket does 2 damage. Knuckleduster does 2 damage. Survival knife does 2 damage as a reaction. Backstab does 3 damage. I've got a plan can do 4 damage. Jenny's twin .45s do 2 damage. Joe Diamond's Colt does 2 damage. Roland's .38 special does 2 damage. Finn's .38 does 2 damage. How the duck does machete do double the damage everyone else? Literally every class has a way to do it. The majority of weapons do extra damage because that's why you'd use them. Seeker & guardian pairing are effective as much as much for the breadth of their cards as they are of the power of them. That when they draw their hands and draw through the game they know they're going to be able to do their job. Since every card in their deck be directed at it. Investigators flail when their hand won't let them accomplish what they want to do. Which happens with the joat builds sometimes. They need to kill something and draw all their clue getting cards. And out of the gate seekers have magnifying glass, Dr. Milan, fingerprint kit, connect the dots, working a hunch, deduction, true understanding, vantage point, shortcuts, flashlights, and high investigate in order to vacuum up clues. They can grow into even more absurdity but they start out as double the clue getter of any other class. Machete at 2xp would only be gaga'ed by idiots who don't know of any other cards. Save up 4 and buy shotgun. Or save up 5 and buy Timeworn Brand. Or use the Thompson and spend 6 xp on stick to the plan to make it affordable. It's not that awesome. Really. Trying to drop back to armchair psychology to bolster an irrational argument is sad.
  14. The argument being put out is that Machete is such an awesome L0 weapon that it becomes the default for everything, and moots any interesting decisions. I would say that it's relevant that in the deck that I'm currently using I'm not even including it, much less deeming it the L0 weapon superior to all others. Yes. Each of the .45 and the EB have limited charges. Having put them into the card pool creates the exact type of interesting decision and deck construction that people have been saying is needed. The EB is a Relic. That matters sometimes, and may push it ahead of the Machete for some people and some campaigns. The .45 uses ammo, which matters for a lot of cards these days, and may push it ahead of the Machete for some people and some decks. The Thompson guarantees its extra damage and doesn't rely on being engaged with that, and only that, enemy to do it. And that may matter to some people and some campaigns. The Thompson is more expensive. That may matter to some people and for some decks. The Thompson takes 2 hands (which isn't always a bad thing). That may matter to some people and for some decks. And that's just the Guardian weapons. They didn't need to severely reduce the value of the Machete to encourage diversity and decisions. They had already done it by finally coming around with some decent and interesting L0 weapons.
  15. Sure. And we've already decided that. But unless I'm misinterpreting things, this is a forum dedicated to talking about the game and a thread dedicated to talking about these specific changes.
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