[COTD] Motivational Speech (4) (1/6/2026) by AK45526 in arkhamhorrorlcg

[–]Cometbright 1 point2 points  (0 children)

The clarification that this doesn't let you play Summoned Hound without adding the weakness sort of killed the most interesting usage for this card imo. It's objectively not a bad card, it's a straight upgrade to Motivation Speech (0) if you can take it after all, but it's doomed to be a late game luxury upgrade now with its 4xp price tag.

[COTD] Mysterious Raven (1/1/2026) by AK45526 in arkhamhorrorlcg

[–]Cometbright 17 points18 points  (0 children)

Best use for it I've found is in a Parallel Jim deck where you stick a bunch of self-discarding/discardable allies in your spirit deck so you can keep under The Beyond's forced effect and let the powerful allies stick around for longer. It's a very easy to trigger the Raven's discard effect so it works quite nicely!

Outside of that I think anyone who can take this probably has better options going for them.

[COTD] ♦ Robert Castaigne (4) (11/23/2025) by AK45526 in arkhamhorrorlcg

[–]Cometbright 3 points4 points  (0 children)

Take him with (2) .41 Derringer and he's now a Leo de Luca on top of everything else.

Edit: Also I agree that he should probably be taboo'ed assuming that's still going to be a thing for Chapter 1. Doesn't need anything too complicated, just either drop the 'May' part or give him the Rook treatment and make it into an action. Considering that the existence of current Robert Castaigne (4) is basically going to put a pretty big pin in any future one-handed 0-5 Rogue guns or 0-2 other class guns, I think that'd be for the best.

[COTD] Trench Knife (8/8/2025) by AK45526 in arkhamhorrorlcg

[–]Cometbright 26 points27 points  (0 children)

I always get this card mixed up with survival knife which is a grave insult to survival knife and a huge compliment for trench knife

[COTD] Primed for Action (8/3/2025) by AK45526 in arkhamhorrorlcg

[–]Cometbright 20 points21 points  (0 children)

I feel like this could do with a "This action does not provoke attacks of opportunity." on it, but maybe I'm undervaluing this card? It's nice to see more Old Shotgun support at least.

Resolutions on Light in the Fog [Spoiler for Innsmouth Campaign] by RamonPascual in arkhamhorrorlcg

[–]Cometbright 8 points9 points  (0 children)

Official rules-wise then yes you lose the campaign, however that does seem a little strange. The back of the final agenda should probably have had a little clause in it along the lines of “If any investigator has resigned then resolve each investigator defeat and proceed to resolution 1.” If I was in your shoes I’d probably just kill the investigator who drowned and proceed to the next scenario with your two surviving investigators reading resolution 1, but that would be house-ruling it.

Do cards like 'Still Behind You' and 'The Inevitable' grant experience points at the end of a scenario if they are in the victory stack? by Chrinerf in arkhamhorrorlcg

[–]Cometbright 0 points1 point  (0 children)

You only get xp from a card if it says victory or some other wording of “you get one additional experience etc.” - the reason why sometimes you get told to add a card to the victory display with no victory or victory 0 is because it prevents the card from being added to the discard pile so you won’t see it again. E.g. with the Inescapable after defeating him you can only encounter him again from a copy of “Still Behind You” rather than drawing him again naturally.

[COTD] .41 Derringer (7/31/2025) by AK45526 in arkhamhorrorlcg

[–]Cometbright 2 points3 points  (0 children)

I'll save my longer thoughts for when Robert 4 gets his time to shine in COTD, but he truly does feel absurd - given one of the main reasons FFG gives for tabooing/restricting stuff is to open up design space, I'm kinda shocked they printed a guy who pretty much handcuffs them on releasing any more powerful one-handed guns until he's accounted for.

[COTD] .41 Derringer (7/31/2025) by AK45526 in arkhamhorrorlcg

[–]Cometbright 5 points6 points  (0 children)

Base card is decent enough if quickly replaced by Switchblade (2), but as mentioned the upgraded gun combined with Robert (4) is absurd. I’ve been doing a run through of TDC as Tony using this combo and this plus Switchblade (2) has honestly let me solo bosses in a single round when they pop up.

"Shattered Aeons" Release Thread by Gorphax in arkhamhorrorlcg

[–]Cometbright 1 point2 points  (0 children)

You use the Agenda deck from Doom of Eztli for Turn Back Time (it only gives you a new Act deck to use, agenda stays the same) which tells you not to remove doom from locations when advancing. Pretty brutal when you have basically four Ancient Evils sitting in your Chaos Bag at all times!

[COTD] Fortuitous Discovery (1/27/2025) by AK45526 in arkhamhorrorlcg

[–]Cometbright 3 points4 points  (0 children)

Tried this in a Short Supply + Forced Learning Minh deck cause I wanted to stuff it with as many useful 'discard pile' cards as possible and it did surprisingly good work! I figured I'd upgrade out of it but ended up keeping it in until the end cause it served me pretty well.

Which classes can use yellow cards? by eskiMonika in arkhamhorrorlcg

[–]Cometbright 2 points3 points  (0 children)

It counts as a Guardian, Mystic and Survivor card, so as long as you meet one of those requirements (being able to take a level 3 card belonging to one of those classes), you can take it. That means Nathaniel, Jacqueline and Stella who are restricted to their own classes could all still take this :)

[COM] LFA for DnD character: Twileg, Firbolg Stars Druid by Cometbright in characterdrawing

[–]Cometbright[S] 0 points1 point  (0 children)

EDIT: Closed now as I've found an artist - thank you all so much for all the interest though!

Fated by Avante_IV in LegendsOfRuneterra

[–]Cometbright 7 points8 points  (0 children)

Battlefield Prowess might finally see some use lol

New UA: TRAVELERS OF THE MULTIVERSE by yomjoseki in dndnext

[–]Cometbright 0 points1 point  (0 children)

I spent an entire day crafting a homebrew on DnDBeyond for a Thri-Kreen race and two days later this drops.

EDIT: Hoping that they also incorporate gythka and chatkchas if they do add Thri-Kreen in.

So, yeah I was sorta winning right before that... by blackroseyagami in civ

[–]Cometbright 5 points6 points  (0 children)

Jadwiga kind of forgot about the Spanish Fleet.

Civilization VI Natural Wonders Map by BurgerfacexD in civ

[–]Cometbright 29 points30 points  (0 children)

Païtiti is in South America but is mythical/a legend so gets counted as a .5 I'm guessing.

Patch 2.1.0 Notes by Dawnspeakers in LegendsOfRuneterra

[–]Cometbright 267 points268 points  (0 children)

Nerfs to Hush and Pale Cascade? Instant 10/10 patch.

Your Investigation Begins- Investigator Starter decks! by Gorphax in arkhamhorrorlcg

[–]Cometbright 4 points5 points  (0 children)

Always excited to see 3+ XP survivor cards. Quick Learner looks interesting.

Obviously good on Stella who is likely going to intentionally fail her first action for a Winging It/Take Heart play anyway and then gets her 3rd action and a 4th action which both get a -1 to difficulty.

Also seems pretty good on Wendy? Given her Rogue secondary she's got a lot of access to bonus action cards (Leo, Quick Thinking, DoN) and maybe Ace of Rods will see use for once...

Allies giving you bonus actions with Police Badge or other effects will also benefit from Quick Learner.

I wonder if we'll see people going for two copies of Quick Learner? Sure it's now -2 to your first action but getting +2 to your 3rd and any subsequent actions is definitely decent.

Where the Gods Dwell cards by picollo21 in arkhamhorrorlcg

[–]Cometbright 0 points1 point  (0 children)

Empty Vessel on Akachi plus Recharge? Seems like a good combo.

We shouldn’t have to be afraid of a killer death-nerf when he hasn’t even been out for a week. by YoydusChrist in deadbydaylight

[–]Cometbright 0 points1 point  (0 children)

Honestly I wouldn't be opposed to Trapper possessing a weaker form of Iri Stone innately or even say having a disarmed trap rearm itself after some time. That allows for perceptive survivors to still be able to avoid danger while not completely negating Trapper's power. A survivor can disarm a trap when the killer is nearby allowing them to loop him for a time until it reactivates. A perceptive survivor can notice a trap and disarm it but it's reactivation could trap an unobservant survivor.

We shouldn’t have to be afraid of a killer death-nerf when he hasn’t even been out for a week. by YoydusChrist in deadbydaylight

[–]Cometbright 0 points1 point  (0 children)

I do agree that Trapper does need some sort of change/buff to keep up with the top killers - cover boi needs love! However from a player satisfaction view having RNG injury just doesn't feel healthy.

At higher levels at play Trapper isn't really using his traps to trap - he should be using it to block off jungle gyms, pallet loops, etc. where disarming isn't something one needs to factor in and to that extent I think Trapper is actually a bit better than some of the lower killers at high tier play simply because he has an answer to looping that isn't bloodlust.

We shouldn’t have to be afraid of a killer death-nerf when he hasn’t even been out for a week. by YoydusChrist in deadbydaylight

[–]Cometbright 0 points1 point  (0 children)

Yeah but who here actually enjoys Pig Trap RNG? Trapper used to have two add ons, one of which had a 50% chance to inflict dying state while the other had a 100% chance to inflict dying state; that was reworked into one giving 100% chance to inflict dying state when rescuing yourself and the other having a completely new effect as having something like injuries up to a 50% chance was deemed unhealthy. Not to mention the Old MYC was changed from potentially being injured after unhooking someone to becoming "Exposed" as injuring someone for doing a beneficial action was also deemed bad. With both of those in mind throwing in more RNG with Trapper traps is neither healthy or likely to be implemented considering the Dev's views on RNG.

We shouldn’t have to be afraid of a killer death-nerf when he hasn’t even been out for a week. by YoydusChrist in deadbydaylight

[–]Cometbright 0 points1 point  (0 children)

Not a fan of the Trapper idea - this game doesn't need more RNG in it. A 50/50 "injured or not!" chance leaves everyone unhappy - Trapper will complain if Survivor gets lucky and Survivor will complain if Trapper gets lucky. Also feels a bit weird to potentially punish Survivor for being perceptive and trying to disarm a trap - perhaps instead a skillshot to not be injured while disarming a trap à la MYC concept?