Amiri & Friends #42 - Unearthly OP
When we started playing through the old boxes, I thought adding in Ultimate Add-On decks would be a fun way to spice things up on a replay (for me) and see a variety of interesting cards for my new friends. However, we seem to keep finding little card combos that were likely unintentional.
In Wrath, our Hunter Adowyn had been having trouble recharging spells, so with the Riffle Scrolls came along (which lets you place spells on it instead of banishing them, and then bury the Riffle Scrolls to recharge all spells on it that could be recharged with a check of a skill you have), that seemed like a great solution to not always be losing her Cure.
Then we found Unearthly Aim, a (supposedly) one use card that banishes to add 10 + AD# to your Ranged combat check. A really powerful card, but it has no recharge check, so you just have to banish it to use, and hope it comes up to acquire again.
Except, if you place a spell on Riffle Scrolls, and then never bury it to recover those spells, all spells left on it are buried. Meaning, they go right back in your deck! It requires you to sink two cards to keep, you have to be a caster who also makes Ranged attacks, and you need to have the Riffle Scrolls out before you can play Unearthly Aim without losing it, but a once-per-game +13 (or +14 or +15 or +16) is pretty good insurance in the villain fight!
Despite his comedic objection in this comic, I feel like Mike Selinker would approve our ingenuity. :)