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Strange Solution



Strange Solution

Strange Solution
Restorative Concoction

Type: Asset
Class: Seeker
Cost: 1
Level: 4
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Science.
You can only include this asset in your deck by upgrading it from Strange Solution (Unidentified), and only if you have “identified the solution” in your Campaign Log.
Uses (4 supplies).
[Action] Spend 1 supply: Heal 2 damage from an investigator at your location.
Quantity: 2
Number: 262
Illustrator: Tiziano Baracchi
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8 Comments

Why would anyone take this version over the other 2?

Photo
RichardPlunkett
Jun 10 2017 09:51 PM

Nup, I think the Combat one (Acidic Ichor) is the pick of the bunch. They would all be playable if you could have up to two of each, but with the same names restricting choices I doubt this one will get much play.

In a team of dedicated fighters (Zoey, Roland, Agnes with upgraded Shrivelling and Song of the Dead etc.) this is by far the best one. There is no shortage of good damage dealing cards, while there are very few good and consistent healing cards. This one for a mere 1 resource gives you the potential to heal 8 damage in total - that's huge. In a solo deck, Acidic Ichor will always be the winner, though. 

How does the name stop you from having two different Strange Solution's in play? These aren't unique.

You can only take up to 2 copies of a card by name. Uniqueness doesn't matter. 

Read your comment wrong. I thought you were saying you couldn't have 2 different ones out. Completely agree that the fighting one is the best. If the healing one was damage and/or mental damage, it'd be a different story.

In a team of dedicated fighters (Zoey, Roland, Agnes with upgraded Shrivelling and Song of the Dead etc.) this is by far the best one. There is no shortage of good damage dealing cards, while there are very few good and consistent healing cards. This one for a mere 1 resource gives you the potential to heal 8 damage in total - that's huge. In a solo deck, Acidic Ichor will always be the winner, though. 

1 resource, 1 card, and 5 actions. That is probably going to lose you the game, wasting so many actions. 

 

I can understand wanting the evade one, (it can win you some scenarios single-handedly), and the combat one is better than virtually any other weapon.

Not sure if I understand. Healing an investigator that needs healing is going to lose me the game, whereas letting him die will not, because I will save up on actions?

This card has no: "Forced response: After playing Strange Solution spend your next 4 actions healing people". It's just an option to use it four times (god the scenario has to go wrong to have to use it so many times), but often it will be enough to use it once or twice. In a scenario like Blood on the Altar you can ramp up the wounds very fast (Psychopomp's Song says hello) and being able to deal with it with one or two actions is huge. Same goes for cards like Broken Rails (Essex County Express) - keeping your wounds low makes it less of a threat.

 

In bigger teams, I've never had problems with lack of damage dealing cards, but I've seen some unlucky traumas dealed out because of lack of healing cards.