I kinda wish they just wouldn't print ways to deal with enemies using book/while clueving like the carnivious myconiod. Imagine ur playing the goon, the cluever draws an enemy and your like "dont worry, this is my job" and the seeker is like "nah ill just auto kill it fast, no test" and the goon is like "oh, ill just not do anything then..."
Ravenous Myconid level 4 is insta ban on my table after we run him once through Hemlock Vale, as we already see it broken AF as you can just investigate a low shroud location with your insane book value and become immune to threacheries. Cool set tho, i just absolutely hate Seekers powercreep and now they got a free Ward of Protection or a thing that kills monsters. Wtf are they smoking at FFG
My question is what are you doing to win the game if you're camping a low shroud location to repeatedly fill up the Myconid? Are you using other experienced cards to grab clues in other ways? Because, to me, that sounds like a deck working together as opposed to one card being an issue.
@@PlayingBoardGames you don't need to sit on a low shroud location, you just investigate. You have INT of 6-7 or higher with just mag glass + something, with 1 card commited you get to 8-9, and most shrouds are 2-4 where 4 is even considered "high" in some campaigns, you will succeed by a lot in practice if you play on standard. And if you're so scared of threachery and you have less growth than you need to, you just move to your connecting location with enough shroud to cancel the threachery. In practice it is easy to do with all the seeker movement stuff. The worst case scenario is you don't succeed every round, but every 2 rounds. Still broken AF, as you get a free protection for the encounter deck every 2 turns
Yeah both this and the carnivorous strain seem absolutely bonkers. This one gives you ward of protection on tap (except you get a clue instead of taking a horror), and the carnivorous strain gives you Monster Slayer (5) on tap, except you’re also getting a clue each time. Bring along Dr Milan for book & economy, and probably Higher Education (3) to make sure you can succeed by enough, and you can reliably do this effect at least every other turn. Carniverous Strain just does every Guardian’s job better than they do, with the sole exception of elite enemies. The trigger to defeat the enemy is even fast, too!
@@fivifivia1146 I'm less bothered by this card than you are. Even the "free" mythos deck protection you are suggesting isn't actually free and I think you are speaking in a bit of hyperbole about the card and letting emotions get the better of you here. I personally think the enemy management version is stronger than the mythos protection version, because what Seeker is even scared of the mythos deck at this point?
@@PlayingBoardGames why would i be emotional about a card lol, i'm saying it is too powerful and i don't like how they keep pushing Sekeers that much. That is why my table banned it right away, the same thing we did to Cyclopean Hammer and Gene when we saw them in the box. 2 years later, we were right about both of them. Then last year when we saw Power Word, we said with 10xp it braks the game as you lead 3 enemies and do everything without tests. We ran 1 campaign with it and saw it really is so, so we banned it. Same thing is here. Both encounter protection and the monster one are OP and will get nerfed, you will see. Why i don't like it? Because for 4xp Seekers in this box get either insta-monster removal or free encounter protection, while Survivor for example for 4xp gets 2x Fire axe level 2 which saves him, wait, A WHOLE 2 actions in the entire game. Or how the Guardians got that 5xp event that fights 3 times for 2 actions, meaning you get 1 action extra for 5xp, while they printed the card that gives you an action in the same set for 1 xp. Wow, nice balance :D
I kinda wish they just wouldn't print ways to deal with enemies using book/while clueving like the carnivious myconiod. Imagine ur playing the goon, the cluever draws an enemy and your like "dont worry, this is my job" and the seeker is like "nah ill just auto kill it fast, no test" and the goon is like "oh, ill just not do anything then..."
You should play with me -I never take anything that says non-Elite on it (except Confound is OK anyway esp if you get a Parley bonus)
Carillo: the geometry teacher who adds curse tokens. Is FFG trying to say something?
Holy crap. Im playing luke in a 4 player edge campaign. Definately adding testing spirit!
Thanks for the look at these cards!
The myconids feel game breakingly powerful.
They didn't make my level 5 exceptional Dr Chris :(
Potentially stupid question: if you succeed by 0 at a test, can you use steady-handed to instead succeed by “-1”?
I don't think so.
I think yes, the wording here is the same as on granny orne(0), and she can make you fail by 0 or even by -1 if you have the 13 vision in play.
Ravenous Myconid level 4 is insta ban on my table after we run him once through Hemlock Vale, as we already see it broken AF as you can just investigate a low shroud location with your insane book value and become immune to threacheries. Cool set tho, i just absolutely hate Seekers powercreep and now they got a free Ward of Protection or a thing that kills monsters. Wtf are they smoking at FFG
My question is what are you doing to win the game if you're camping a low shroud location to repeatedly fill up the Myconid? Are you using other experienced cards to grab clues in other ways? Because, to me, that sounds like a deck working together as opposed to one card being an issue.
@@PlayingBoardGames you don't need to sit on a low shroud location, you just investigate. You have INT of 6-7 or higher with just mag glass + something, with 1 card commited you get to 8-9, and most shrouds are 2-4 where 4 is even considered "high" in some campaigns, you will succeed by a lot in practice if you play on standard. And if you're so scared of threachery and you have less growth than you need to, you just move to your connecting location with enough shroud to cancel the threachery. In practice it is easy to do with all the seeker movement stuff. The worst case scenario is you don't succeed every round, but every 2 rounds. Still broken AF, as you get a free protection for the encounter deck every 2 turns
Yeah both this and the carnivorous strain seem absolutely bonkers. This one gives you ward of protection on tap (except you get a clue instead of taking a horror), and the carnivorous strain gives you Monster Slayer (5) on tap, except you’re also getting a clue each time. Bring along Dr Milan for book & economy, and probably Higher Education (3) to make sure you can succeed by enough, and you can reliably do this effect at least every other turn. Carniverous Strain just does every Guardian’s job better than they do, with the sole exception of elite enemies. The trigger to defeat the enemy is even fast, too!
@@fivifivia1146 I'm less bothered by this card than you are. Even the "free" mythos deck protection you are suggesting isn't actually free and I think you are speaking in a bit of hyperbole about the card and letting emotions get the better of you here. I personally think the enemy management version is stronger than the mythos protection version, because what Seeker is even scared of the mythos deck at this point?
@@PlayingBoardGames why would i be emotional about a card lol, i'm saying it is too powerful and i don't like how they keep pushing Sekeers that much. That is why my table banned it right away, the same thing we did to Cyclopean Hammer and Gene when we saw them in the box. 2 years later, we were right about both of them. Then last year when we saw Power Word, we said with 10xp it braks the game as you lead 3 enemies and do everything without tests. We ran 1 campaign with it and saw it really is so, so we banned it. Same thing is here. Both encounter protection and the monster one are OP and will get nerfed, you will see. Why i don't like it? Because for 4xp Seekers in this box get either insta-monster removal or free encounter protection, while Survivor for example for 4xp gets 2x Fire axe level 2 which saves him, wait, A WHOLE 2 actions in the entire game. Or how the Guardians got that 5xp event that fights 3 times for 2 actions, meaning you get 1 action extra for 5xp, while they printed the card that gives you an action in the same set for 1 xp. Wow, nice balance :D