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Oct. 24, 2023

Exclusive Unfathomable Spoilers from Grim Reminders

Exclusive Unfathomable Spoilers from Grim Reminders

Ghost Galaxy sent KeyForge Public Radio two linked Unfathomable cards as spoilers! They continue Unfathomable's intermittent theme of summoning giant sea beasts at a cost, with some thematic links to the discard pile.

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Open the Seal

Open The Seal. Unfathomable, Action. Aember pip. Enhance Aember, Discard, Discard, Discard.

Open the Seal is an Unfathomable action card. Between the default aember pip and the enhancements, this card provides a total of two aember and three discard pips - a lot for one card. Whenever you open a seal, there's sure to be something monstrous behind it...

Thing from the Deep

Thing from the Deep is a monstrous 30-power creature that steals two aember after a fight, and may only be played when Open the Seal is in your discard pile. No wonder Sanctum worked so hard to put it behind a magical gate!

Analysis 

The big questions when linked cards have a special setup are:

  • How hard will it be to pull this off?
  • Will it be worth it?

In many of your games, Open the Seal will simply be many cards further into your deck than Thing from the Deep is. So far, we have seen some discard pile recursion; if Thing from the Deep is the best card in your discard pile to target with said recursion, then it may be worth it. When you see Open the Seal first, you'll have a much easier time summoning Thing from the Deep into the battle line, especially with three extra discard bonus icons in your deck letting you choose cards to discard as you go along, and replacing them at the end of your turn as you draw up to six.

As a creature without a Play: effect, Thing from the Deep will only start to steal aember for you on future Unfathomable turns, and if there's something to fight (without poison, I might add). The 30 power means it won't be easy to fight it off, though removal action cards will do the trick.

Stealing two aember is a swing of four total (opponent loses two, you gain two). Other cards with swings of four are easier to pull off: Burn the Stockpile, Sea Urchin (Evil Twin), and Brend the Fanatic, to name a few; all require some setup and particular parameters to fire, but are generally faster and more consistent than a two-card combo where the payoff has to take a turn to ready.

Conclusion

The bonus pips on Open the Seal are fantastic, and this combo lands solidly in the "fun" category when you manage to begin fighting with it and stealing two for each fight. The best competitive situation I predict for these cards is Open the Seal giving its pips to another pod, and that pod being selected for an Alliance deck.

Remember, the most important part of KeyForge is the Lovecraftian horror across the table!