Comprehensive Investigator Review and Tierlist for Chapter 2

Intro

Yeah, it’s maybe too early for this. But screw it, i feel like getting the ball rolling on a chapter 2 tierlist for the investigators. That way, i have something to return to every year or so and update it with whatever new insights spring up, shifts through the developing card pool and of course new additions to the investigator roster.

Ranks

I’ll use the established standard of ranking things from S-Tier at the top to D-Tier at the bottom. In theory an F-tier for “Unplayable” is a thing, but such an investigator doesn’t exist in either chapter 1 or chapter 2, so i expect we will bottom out at D-Tier.

I will only rank the chapter 2 investigators, but as someone who has played the game for years, i do of course have some reference points from chapter 1 that i might be using as a yard stick here or there.

S: The cream of the crop. High innate power from their ability, great statline, good deckbuilding. S-Tier investigators go beyond just being very good at their job, they bring that special something extra that pushes them to the top. Examples from chapter 1 are Darrell Simmons and Mark Harrigan.
A+/A: Efficient and powerful. What separates these from the ones in the B tier is that their investigator abilities already put them in a great spot, so you almost have to try to make them any less than competent through their deck. This is the rank that most investigators fall into, thus it is divided into A and A+ for further distinction. Chapter 1 examples are Agnes and William for A+, Wendy and Lily for A.
B: Very capable and you will be unlikely to run into any problems, but you need to actually build a good deck for them and there is a potential for you to screw this up. As long as you build and play at least somewhat competently, you can expect success however. Chapter 1 examples are Diana and Roland.
C: Just fine. These get the job done, but it is going to require some more work on your part. They are handicapped in some major way that can be overcome or just lagging behind the average. Legacy examples are Jenny and Mateo.
D: Not fine. It is rare for me to put an investigator here. But when I do, that is my way of saying that i believe that this one is so far behind the average that even if you build a good deck for them, your options are severely limited. You are still able to win (otherwise it would be an F) but it’s going to be a challenge. Chapter 1 examples are Amina and Mary.

When player card access is a factor, i will be assuming a chapter 2 card pool.

Guardian

Daniela Reyes: A+
Statline and Soak: 5 combat is exactly what we want to see on our bruiser. Her statline underlines her job and works well enough for it. Her low sanity is a weakness that she’ll need to keep in mind, but there are options to get that under control.
Investigator ability: Quite good. Provoking attacks of opportunity can be somewhat awkward sometimes and is a playstyle that is a bit non-intuitive. But you get rewarded with bonus attacks for it and those are able to use your weapons as well. That’s an high impact ability that amounts to an extra action whenever it matters.
Signature: This removes the awkward part from provoking enemies into attacking you, the wrench just gives you that option for free without having to move or play a card. That being said, the bigger deal is just having a solid weapon in your deck from the start, with a +2 combat bonus letting Daniela attack at skill level 7 before even committing anything. It also doesn’t exhaust to attack with it, so once its condition is fulfilled you can smack a tough enemy three times with it for your turn. As a signature that takes a hand slot, the wrench will always create some tension if you want to use two-handed weapons, but it is definitely a good one that outclasses any low xp options and stays relevant for the whole campaign.
Weakness: You’ve got to take an extra three damage which by itself isn’t even that bad. Like many other weaknesses it can be annoying to draw once the scenario is almost over which might just strand you with a trauma you can’t do anything about. At 9 base health, that seems fine though. You are probably going to pack some healing anyways.
Card access: Very good. The full Guardian arsenal plus everything up to level 2 in Survivor, a class that is notorious for having most of its power in its low levels. Daniela has weapons, soak, healing, movement, good skills, recursion… everything she needs really. Between survivor cheating and a couple key guardian events she can even add to the clue effort in a big way if she chooses. The only thing missing so far is some better access to resources to pay for her cards.

Daniela is a combat powerhouse and her wide open card pool allows her to go in various directions with it. Obviously, she has a certain gimmick that pushes her into a playstyle, but there’s really nothing except for her signature that boxes her into for example melee weapons instead of fire arms. There’s really nothing stopping her from taking a shotgun and using it to retaliate on enemies that dare hunt into her.
I see her on the cusp to S-Tier, that ability to use weapons for her retaliate is really huge. Looking at some benchmarks from chapter 1, i see her on a level in combat prowess with Nathaniel (who i ranked A+) and would even rank her over him thanks to that survivor access allowing her to branch out. But if i look at who i gave an S before, the difference becomes apparent: Tony Morgan has the same sort of combat impact, extra attacks, Survivor access… but also has his econ sorted out through his bounties. So a high A+ (an A++, if you will) it is.

Tommy Muldoon: C
Statline and Soak: A rather flat statline, suitable for a flex investigator that wants to both fight and investigate in some capacity. Like all of the characters from the evergreen investigator decks, he gets an extra point of health/sanity which actually goes a long way to make him appear a bit more resilient to horror than Daniela is.
Investigator ability: Kind of weak overall. The extra ammo is not nothing and allows Tommy to keep his guns in play longer which is solid, but also doesn’t really raise the ceiling on his ability to do any of his jobs. All it does is save a few resources, but the two extra ammo aren’t enough to let him get by on running fewer guns either. It’s … aggressively fine.
Signature: Becky is a rock solid gun. That +2 combat is incredibly impactful for Tommy during the first few scenarios to bring his 4 combat into a range where he can confidently start taking out most enemies. Ignoring Aloof is also quite valuable, that keyword appears a couple of times in the core encounter sets already and is likely to matter in many scenarios. I don’t think Becky holds its value quite as well as Dani’s Wrench as the campaign continues and will start to be outclassed by higher XP guns, but ultimately that’s fine. Even as just a backup gun or an okay skill icon commit it won’t feel like a bad draw late in a campaign.
Weakness: No so bad by itself, but bad timing can make it randomly hit fairly hard. As long as you make sure you have at least 1 resource when you draw it, you can at least avoid losing your weapons; you are allowed to take the second option on Loose Cannon as long as you change the gamestate, even when you don’t have the full 5 resources to lose. That being said, a common thing to do with a firearm based guardian is stockpiling resources and assets in hands with the intention to play out the next gun once your old one runs out. Loose Cannon can lead to a tough choice there… but luckily Tommy’s investigator ability lets you recover from losing your gun fairly well here.
Card access: All the investigators from the evergreen line are restricted to just their class and in Tommy’s case that’s rather constricting. There are good options in the ch2 Guardian pool for investigating which is definitely great and lets him be a lot less one-dimensional than chapter 1’s Nathaniel is. But resources and card draw are definitely a thing that need solving still and Tommy is reliant on a few key cards there.

He’s fine, but really not much more than that. Nothing in Tommy’s kit really excels in any notable way that would offset his restriction to only the Guardian class. He’s boxed into his class and within the class, further boxed into a specific archetype, firearms. That puts him on a very narrow path that is only made a little more interesting by him being a flex investigator instead of a pure fighter. An intellect of 3 coupled with a surprisingly solid array of support events lets Tommy play a solid clue game in addition to the firearm stuff which saves him from just being completely mediocre.
The chapter 1 benchmark i am looking here first is Roland who i view as the archetypical “average” investigator that lives in B-Tier. I would put Roland over Tommy by a good margin however, thanks to his extra subclass access and an investigator ability that feels a bit more impactful. In the C-Tier, i do rank Tommy above the likes of Jenny or Lola, but not by enough to break out of their tier. So i am going with upper C-Tier for now, with room to jump into B if Guardian ever becomes better as a mono-class. It is kind of the class that stands least on its own legs.

Seeker

Joe Diamond: A
Statline and Soak: Joe’s thing is that he can both fight and investigate and his statline reflects that. Of course, that leaves little room for defensive stats, but his soak actually does pick up the slack there. Joe will take a good amount of punishment from the encounter deck, but he’s actually able to take it.
Investigator ability: Nudges him firmly towards being primarly a cluever over being a fighter which is fair enough, he is a Seeker after all. Getting to draw an extra card per round is easy enough to achieve with him and quite strong
Signature: As just a straight event, it’s fine. The slight heal is probably appreciated and some extra cash never hurts, especially when you are drawing as many cards as Joe does. You won’t be able to trigger the extra rider on the Intuition all the time, maybe not even the majority of times. But when you do, it’s going to feel great. Solid signature that stays relevant throughout the campaign.
Weakness: I despise weaknesses that go after your experience. Just among the most unfun things i can imagine in this game. That being said, we aren’t here for my personal whinging, we are here to look at how impactful Joes’s kit is … and overall his weakness is fairly mild. Doesn’t have any immediate impact when you draw it and you can just hold it in hand until near the end of the game when you then pay for it. You got to reserve some resources for it and it can randomly funk up your Right Tool For The Job or similar which is not nothing. But it’s also not something that puts a lot of pressure on you.
Card access: The Seeker/Guardian combo is pretty nice, but being cut off from higher XP Guardian cards will of course make sure that Joe won’t be fighting on the same top-end level that most “proper” Guardians can reach.

Just like his chapter 1 version, Joe has a very special place in the Seeker roster as a cluever that can actually fight. Not just swat away some low ghoul or something, but actually properly fight. That is so rare in the class that Joe automatically has a unique selling point that’ll make him interesting even when his investigator ability is as basic as it is here. Of course, basic doesn’t mean weak here, quite the opposite. The constant stream of cards that Joe gets from his investigator ability means he doesn’t have to put much more towards that in his deck which affords him the room to build out both his seekery and his fighty side.
The first reference point in the chapter 1 card pool is of course the old version of Joe (which i had at B) and I think that chapter 2 Joe is just straight up stronger. The 7/7 split in health/sanity makes him more resilient to horror and the card draw allows him to play and find the silver bullets to paste over his weaknesses with more reliability than before. Since horror healing is now part of the Seeker class, Joe now has ready access to both forms of healing. If I look one rank up in my old rankings, at A, i see Monterey Jack who i put there thanks to his ability to find clues, defend himself and draw bonus cards for free. Well, there you go, an A it is.

Carolyn Fern: A+
Statline and Soak: 3/5/1/3 is the optimal Seeker statline (or close to it), and at that point we already know that Carolyn is going to rank highly. Thanks to her extra point of health, she doesn’t even have to suffer from being super fragile in spite of 9 sanity.
Investigator ability: She has an ability to discover testless clues, which is exactly what we want from our Seeker. Now, there is a catch to it. To cash in on the testless clue, Carolyn needs to heal horror from somewhere which is generally going to take an action that is tempo negative. Thanks to the bonus clue she will come out on top in the end however, making this an ability you generally want to trigger every round.
Signature: Both an enabler and payoff, this is one of those signature assets that you really want in play. Makes sure you always have a way to trigger your investigator ability available and hands out skill bonuses, even to yourself. Even without another asset in play, you can use this and two actions to heal yourself and gain a free clue in the process, then investigate at 7 base skill level to likely gain another clue. That’s really strong as a baseline to work upwards from.
Weakness: Ugh, more experience penalties. Undoes your next four investigations which puts a slight dampener on all the clues you will be tearing through. Not that this really stops you significantly, Carolyn should be able to build up so much tempo and momentum that when her weakness shows up, you got the time to deal with it, even if it costs you a full turn.
Card access: Only Seeker…. but it’s also all that she needs. This is mostly due to her preconstructed deck being tailored towards her gimmick, putting horror healing firmly into Seeker’s domain.

Carolyn is very powerful and hard to mess up. As a 5 intellect Seeker with great survivability there is really not much you can do wrong here. I don’t think her A+ is even remotely in question here, so the only thing to determine is if she scratches at the S. And i don’t think she does. Her investigator ability gives her free clues, but only for doing something else than seeking for a moment. And that means she won’t be reaching the sort of power spikes like Daisy who can put her full turn into discovering clues and then use her bonus action to discover even more. I think Carolyn fits very neatly in the same tier that in chapter 1 was held by the likes of Minh or Mandy. So yeah, A+.

Rogue

Trish Scarborough: A
Statline and Soak: A similar statline to Joe’s at first glance, with 4s in her two active stats and 2s in the other ones. But a 2 in combat isn’t that much of a liability to her, considering that she weaponizes the agility well. Her willpower of 2 in combination with 6 sanity is something to keep an eye on.
Investigator ability: The free evasion is quite nice, but as far as bonus actions go, on the lower end of the ladder. It’s a good base to build on however, with evasion synergies in the card pool or as a strong Seeker-like character that isn’t helpless on her own.
Signature: Yeah sure. Card draw and free movement are both things that are highly in demand and allow Trish to convert her conditional ability into something that has more tangible value. It doesn’t take a slot, so there really is no reason to ever not play it when you can.
Weakness: This guy is potentially rough as you won’t be able to shake him if you don’t have a clue to drop. What you really want however is a way to defeat him and that’s where your 2 base combat come to bite you. This is a weakness to plan for in your deck, you will want some ways to deal damage through your agility or intellect or a fight event that pushes your combat up high enough to beat the 4 difficulty. Not trivial at all.
Card access: Seeker is now about healing horror, so if nothing else, that’s her traditional rogue weakness to horror already taken care of. But of course the Seeker off-class does a lot more than that, allowing Trish to make great use of both her intellect and agility.

The evadey seeker is an excellent archetype among investigators and Trish is a great representative for them. It takes very little in terms of assets to make Trish fully able to do her job, likely as a primary cluever. The ability to switch gears and become an enemy handler is super valuable in the face of big elites especially, many of which become remarkably tame if you can evade them every round.
I don’t think chapter 2’s Trish is quite as powerful as her old version who came with autosuccess on her bonus evades that earned her the A+, but we do of course have a very solid reference in Finn Edwards who i ranked at an A. Putting her on a level with new Joe sounds about right, maybe slightly below him but not enough to drop a tier. So an A it is for her as well.

André Patel: A
Statline and Soak: We are getting a 5 in agility here, which does a lot of work considering that André cares about oversucceeding. The rest of his stats are predictably flat, but that intellect of 3 is actually usable. His soak of 7/8 is outstanding, especially for a rogue.
Investigator ability: A bonus action after oversuccess. It is easy enough to engineer that this is going to trigger in the majority of your turns and free actions are always going to be valuable. Pretty great!
Signature: Three skills that add +3 to specific tests. They are … okay. Work fine to enable an oversuccess here or there, but also clog up your deck a bit. I like that one of them can give +3 to a willpower test on a treachery, that’s a useful silver bullet to have in your deck from the start as a rogue with 2 willpower.
Weakness: Not all that impactful. You probably aren’t drawing a whole lot of cards, so this is unlikely to stack up through being drawn over and over again. With his high base sanity of 8, André can just take this and not worry about it.
Card access: Green cards only. Obviously not optimal, but he does get all the necessary stuff to put his agility towards fighting, investigating and evading.

André is a good allrounder. He’s not as good as any of the more specialized investigators at their jobs, but able to fill multiple of them as a great flex. Some of the rogue events are a bit dodgy in how good they really are, but they get the job done and as the rogue pool opens up, i expect André to become even more of a super solid catch-all investigator without any glaring weak spots. With his card pool being what it is right now, i think the investigators like Trish or Joe with broader access outperform him, but i could see that even out over time. I still see him on roughly the same tier as those flexy multi-class guys, so a lower A for now with the ability to climb.

Mystic

Dexter Drake: A+
Statline and Soak: Pretty spectacular, with a 5 in his “do everything” stat and a 3 in agility, he is ready to take on the encounter deck and also double dipping those numbers for use on his cards in an active way. Those two other skills that are at 2 don’t really matter to him.
Investigator ability: As long as you have the resources, Dexter allows you to quickly deploy your assets to the board. And once that is done, allows taking them back to your hand to be played again. There’s a slight awkwardness around the fact that you have to play your asset from hand first before returning one, meaning that you can’t free up a slot before you fill it again, but there’s still plenty of shenanigans here to make use of.
Signature: It’s a tutor and economy. His signature event is absolutely stellar at making sure that you find your key cards and have the means to play them. The signature is even worded in a way that lets you trigger your investigator ability off of it. A truly remarkable card.
Weakness: A bit of a yikes card that threatens to come back several times to knock spells out of your arcane slots and then also cost you actions and sanity. You can get rid of it in one test, but doing so is likely going to cost you some skill cards. Either way, a signature you can’t ignore due to its passive effect either, so this will be felt some way or another.
Card access: Rogue sideclass is very nice for Mystics, as it addresses much of their issues with resources. Especially Dexter who wants to play multiple assets per round and cycle through them repeatedly, will appreciate that.

Dexter is great representation for the “spell asset” archetype within Mystic and comes ready with a bunch of neat cards to give him that little extra kick to turn his investigator ability from just being a bit of value and fun into a genuine way to milk every card for all its worth. I am not sure his new investigator ability is quite as good as his old one which solved the whole issue around asset slots and as a free trigger was also a bit easier to use. But it’s certainly close and the ability to play two assets in one action is something new, as is that sweet new signature of his. Old Dexter resided within A+ and i am willing to extend his new version the benefit of the doubt and classify him there as well.

Marie Lambeau: B
Statline and Soak: Compared to Dexter, she trades the 5 willpower for a useable intellect. That does have potential, even though it is mostly unresolved potential for now. Considering her investigator ability, her health is predictably a higher focus than usual, once again making excellent use of that extra health or sanity that every mono-class investigator gets.
Investigator ability: Very good. Extra card draw, and it even comes with card selection built in. This goes a long way to address Mystic’s weakness to having to draw their enablers before they can do anything.
Signature: Triggers both her investigator ability and recharges her assets, a very potent effect for a card that doesn’t take an action and doesn’t use charges. Takes up the accessory slot, but to be fair this is a signature worth taking Relic Hunter for if you absolutely need something else here.
Weakness: With the extra draw she gets, finding three cards to discard to get rid of her weakness shouldn’t be a problem. It’s not a hugely pressing weakness in the first place, if necessary you can just ride it out for a couple turns until you feel comfortable tossing some cards and an action.
Card access: Mono-purple and i think that right now, this hurts her playability a lot. Her ability wants to be paired with a way to heal some of that damage off of her and the ways that her card access allows for that are really quite mediocre.

Oh, Marie. You could one day be really, really good. Her investigator ability is excellent, the selected draw it offers does a lot to let her bypass some of Mystic’s weak spots. But for some reason, she doesn’t really get any good ways to recover the health she spends, which severely clamps down on how well you can make use of that ability right now. Infuse Life and Consume Life are just not good enough and for some reason, Cosmic Guidance doesn’t even come with the level 2 version we’d expect.
Doesn’t mean that Marie is bad, her ability is obviously still useful, but one can’t help but look at how Izzie gets to play Canteens and level 2 Fearless to pretty much take care of her needs while Marie … just has nothing comparable. Like, i am not asking for much here, something on the level of Physical Fitness(0) and (2) is all she needs and it’s baffling that she doesn’t get it when even Seeker is flooded with healing. Of the mono-class investigators, i feel like she’s the most hamstrung by her card access right now, if she had Agnes (Mystic+Survivor) or Diana (Mystic + Guardian) deckbuilding, we’d be cooking.
The other thing about Marie that makes her feel like a bit of unfullfilled potential right now is that 4 intellect. With no in-class way to build on it, it feels somewhat wasted. Chapter 1 Marie at least had the option of dipping into the Seeker pool to make something more out of it than just a number that allows her to get a clue on a 2 shroud location some time.
Ranking her at B seems fair to me for now, she clearly is capable. If she ends up getting the health recovery she needs, she definitely has the means to climb into A, but there’s just too many open ends with her for now.

Survivor

Isabelle Barnes: S
Statline and Soak: Survivors get by on flat statlines thanks to their reactive ways of influencing skill tests. As a skill-based character, this is extra true for Izzie who can easily spike each of those numbers into usable territory. The skew towards willpower also enables her to use Mystic spell assets without fuss. Very good. Her 5 health is however a major vulnerability that needs to be on your mind constantly.
Investigator ability: Fantastic. The chapter 2 card pool has some excellent skill cards and Izzie gets to double/triple-dip on them which lets her dominate tests as long as she can keep paying the sanity cost. The ability to walk into any Mythos phase or situation with the knowledge you are able to pass whatever tests is asked of you breaks the game open and Isabelle can keep that mindset up almost indefinitely. That is not all however, as many skills also translate into extra cards drawn or other benefits to double up on.
Signature: The guns are fine. Isabelle is able to fight, but i wouldn’t call her a combat investigator. As such, two handslots are a lot to ask for in a weapon. But if it’s on the board, you will likely get good use out of it. Nothing too spectacular, but also not bad.
Weakness: A weakness that deals up to 3 direct damage for an investigator with 5 health? Brutal, this needs to be accounted for or it is just going to kill you outright. While it’s still in the deck, you will want to keep an eye on how much sanity you are willing to spend for your recursion. Once you got your sanity recovery sorted out, the weakness becomes less severe as well, but especially in the first scenarios, this is rough. Not to mention that dying to it will give you a physical trauma which is the last thing you need.
Card access: Survivor + Mystic is a fun combo, especially with look at the skills that Isabelle gets to play. There is an outrageous amount of wild skill icons on those purple skills, the red ones kind of pale in comparison. As mentioned, the level 0 spell assets are also very relevant pickups that let her ignore some of the awkwardness that survivor tools and weapons often bring with them in favor of something for straightforward.

Izzie is very good and likely to only get better and better. Even just at her starting point of the evergreen cardpool where she isn’t really able to do anything too abusive, just throwing around truckloads of wild icons and drawing extra cards with the neutral skills, she is able to flex into every job very fluently.
Her low health is a huge gap in her defenses that cards like Bandages or Extra Rations will need to paste over. Paired with her reliance on some horror healing to keep her ability flowing, healing in general is a big part of her deck which will dilute her deck to a point. But as she puts some more experience into better cards for those jobs, that gets mellowed considerably over time.
I see Izzie potentially doing what was Mark’s job in chapter 1. Just simply do everything with good stats in whatever, as long as you can pay the cost (horror in her case, damage in Mark’s). Now, Mark i ranked at S-tier. Do i think Izzie is S-Tier? Well… Yes, i do. What pushes Izzie over the edge for me is that she can even spread the love around. Skill cards can go to anyone and while her ability can only commit cards to her own tests, it does allow her to use her skills the regular way for someone else without compromising her own game… and then shuffle them back to keep the wild icons for everyone flowing. That combination of being an allrounder with good offense and defense and also group presence seems exceptional to me.

Miguel de la Cruz: B
Statline and Soak: Another classic Survivor statline, this time skewed towards agility. Works well enough! At 8 health and 8 sanity, Miguel is also one meaty boy that can take a lot of crap before starting to care. All around very good numbers here.
Investigator ability: An extra action to play any event is real good and it’s only his card pool restriction that keeps that ability somewhat muted for now. Give it two more investigator expansions and that ability will be singing. But even now, the ability to play your ECaches for free or add some value to several other events available to him is rock solid.
Signature: Transformative. This is one of those signature where playing with it makes you wonder how the investigator is even working without it. The ability to play cards into connecting locations allows a lot of shenanigans and when in doubt, it’s just card draw. You aren’t hamstrung without it, but this is a damn good sig that i always want to see in my opener.
Weakness: The cat is super annoying, but thankfully not as dangerous as i first feared. You can always push the Feline Hybrid out of your location with a basic attack (doesn’t even have to succeed) and if you are smart about it, you can even use that to your advantage.
Card access: Red cards only. Survivor is pretty solid as a mono-class, they are generally self-sufficient and have a broad variety of cards in their pool. I am not really worried about Miguel’s options longterm. Right now, his potential suffers a bit just from sheer number of available events, he is more or less locked into the trap stuff from his precon deck, but that’ll work itself out automatically.

An open-ended investigator that is currently still boxed into a specific lane. That lane isn’t terrible, mind you. The traps work well enough and allow Miguel to play a solid flex game. He’s not overly powerful at one thing, but able to cover everything a bit. He’s also exceptionally sturdy, both through his numbers (high defensive stats, health, sanity) but also his card pool which gives him acces to all the healing he could ever need.
I see him as a similar “high floor, low ceiling” sort of investigator like chapter 1’s Ashcan Pete or Bob Jenkins where you will always be able to contribute, but don’t really excel at one thing the way other investigators usually do. Ashcan and Bob i ranked at an A at the end of chapter 1 and i have no doubt that Miguel will get there eventually as well. For now i will nudge him down to B due to his limited options beyond his precon.

Final rankings

And there we go, our first tiering of the chapter 2 investigators. Largely still built on first impressions and the card pool is still playing a bigger role in some of these evaluations than i would like… but it’s a start and something to revisit at a later date!

SIsabelle
A+CarolynDanielaDexter
AJoeTrishAndré
BMarieMiguel
CTommy
D

Within their tiers, i ordered them from highest to the left to lowest to the right. So for example, i would rank Carolyn slightly over Daniela and Dexter within A+ right now.

As expected, most fall into the A/A+ range which makes sense, this first set of investigators does have some impactful abilities printed on it for the most part. Both of the two characters in B, Marie and Miguel, came with the provision that i expect them to slide into A once their card pool gives them some extra kick as well. Only Tommy is really a bit on the outside and feels … just a bit underwhelming compared to the others. And of course we have Izzie sitting on top of the pile, being exceptionally capable even on just the Evergreen card pool.

Cheers o/

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