Remove any 1 card from your opponent's discard pile from the game.
[Restricted to 2]
What were we talking about again? Oh, right - Amnesia. Seems simple enough,
doesn't it? Take a card in the discard pile - toss it out of the game.
Any game mechanics issues? A card removed from the game can't be recovered
through any other means. Alex Johnson and Sacrifice won't get it back.
If an in-game Darius is removed from the game, the card it was allowing you to
use is removed as well. This makes the use of Amnesia a bargain since you
remove two cards from the game. It's also a nice back-up to James Horton.
Removal of a "Darius'd" card is done the same way as when a pre-game Darius is
remove: search the discard, then the Endurance, then your Ability, then your
So what do you do with Amnesia?
At first glance, it seems a fairly powerful card, well worth its restriction
to 2. Its primary use is against restricted cards. If your opponent only has
one Shooting Blade, remove it once it gets to the discard pile and he won't
have it for the rest of the game.
Do you have trouble with those bothersome Watcher/Treatments. It has a
restriction of two: so does Amnesia. A nice match. Remove the Watchers once
your opponent plays them, and they won't be recovering four Ability each time
through their Endurance any more.
Choose practically any other restricted card, and you can find a reason to use
on Amnesia on it. Heck, maybe even Pierre Bouchet is giving your head hunter
Amnesia isn't nearly as useful against unrestricted cards. Still, there is a
strong advantage to, say, removing two of their six Back Aways if you're using
a Catwalk. They can't use Dodge, they have a diminishing number of Back Aways
- looks like they're going to have to stand and block your Power Blows. What
Locations, particularly bothersome ones like Verona, Factory, Battlefield, and
Catwalk, are also good targets for removal. Amnesia makes a nice supplement
to TSC Troopers (CotW #14). Use six TSC Troopers and two Amnesia, and their
chances of having any Locations left after an Endurance burn are pretty
And finally, not _every_ really annoying, powerful card is Restricted. Take
out two of Xavier's Forethoughts each time through his Endurance.
There are two problems with Amnesia, however. The first is that it is
restricted to two. A determined opponent will probably use six of a Location.
_And_ several powerful Restricted Persona cards. _And_ two
Watcher/Treatments. You may have a hard time choosing which cards to use
Amnesia on. TSC Troopers will help you against the Locations, but the
Exertion requirement is also a penalty.
The other problem is that Amnesia's effects seem impressive. However, they
are _delayed_. Since Amnesia only affects cards that are in the discard pile,
your opponent isn't going to feel the absence of the targeted cards until the
_next_ time through his Endurance.
In tournament play, this is a major handicap. Most decks are designed to hit
hard and fast, and take you down to an unviable Ability before your opponent
has to reshuffle. If your opponent has already blasted you with two
Bloodlusts for 6-8 points of damage each, removing them from the game probably
isn't going to help you much.
In some cases, this problem is even worse. A cautious opponent, for instance,
may avoid taking any damage. In that case, he won't even have to use his
Watcher/Treatments until he goes through his Endurance the first time and
loses five Ability. So if you use Amnesia on his two Watcher/Treatments, he
won't notice the impact until the third time through his Endurance.
The loss of key cards can impact Lean & Mean decks. But perhaps even more
than most decks, they count on hitting hard and fast. The game will probably
be decided by the time they take an Endurance burn and start looking for those
So how do you get maximum effectiveness out of Amnesia? Your best bet is to
combine it with cards that force your opponent to lose cards directly from her
Endurance. These include Avery Hoskins, Challenge/ME, Desert, Cat &
Mouse/Endurance, Improvised Weapon/Attack, Dirty Trick/Pummel, and
Counterfeit. If they go past a card without getting a chance to use it the
first time, you can use Amnesia to make sure they never will.
This type of strategy favors Khan slightly, since he can withstand Endurance
burn better. However, if you are using any or all of the above cards, Amnesia
becomes a bit more powerful.
The disadvantage of this strategy is that the most reliable ways to force your
opponent to go through cards either are not particularly dependable
(Counterfeit) or tend to backfire (Desert, Cat & Mouse). It doesn't do much
good to force your opponent to go past cards so you can use Amnesia, if you
lose Amnesia yourself.
So overall, Steve gives Amnesia a _4_. Yes, it's a useful card in any deck.
However, the payoff is delayed almost to the point of uselessness. And there
are too many "toolbox" cards that are useful in any deck already, including:
Focus, Misfortune, Watcher/Treatment, Dr. Sonny Jackson, Reconnaissance,
Police/Remove Situation, Upper Hand, Locations in general. These two factors
keep Amnesia's rating down. If you can add it and keep your total deck size
down, and you anticipate a long game, go for it. I rarely have both of these
occur in a competitive environment.
What Our Other Raters Say:
Ben - Amnesia is a card for the paranoid. One of the first things I come to
terms with when I sit down to build a new deck is that you can't possibly plan
for everything. So I stick to offense and keep my deck as focused as
possible-- which means purely defensive cards like this get tossed out.
Jeff - The main problem with this card is that it can only affect cards that
have already been used on you. Since most decks aim to have you at or below 7
by the end of their first pass, this seems a bit pointless (as does its
restriction to 2). Not a bad card, certainly, but still a bit over-rated.
Rick - The biggest drawback to this card is you are restricted to two. It can
really mess with decks designed around other restricted cards (Wargames West,
Honor Bound, Forged Steel).
Hank - An interesting card, but I'm not sure of its usefulness. In tournament
play most of the game should be decided by one trip through a deck, so your
opponent won't care too much if you remove a card. In non-tournament play,
it's just annoying. Still, cards with unique function are a good thing.
Alan - This is a great card to use against those Personas who like to use
Restricted cards (Master cards, Special Attacks, etc.), since a lot of
strategies revolve around such cards (or are at least somewhat crippled
without the use of such cards). There is almost no Persona this card can't be
used against in this manner. Not necessarily a must-have in every deck, but a
card you should at least consider when making a deck.
Jim - One of my favorite cards. Extremely useful in removing very powerful
cards that are restricted. Also useful for removing cards that your opponent
has only included a couple in the deck, which is sometimes done with Lean and
Mean decks. This card is great for getting rid of Nexus, Shooting Blade and
Bloodlust. Removing Master's Blocks can be effective if you're using an
attack deck. Plots can be slowed down by removing a part of the plot or by
getting rid of plot accelerators like Schemer or Director's Cut. Since
Amnesia is restricted to two, it can't be used effectively against cards that
your opponent has several of in their deck.
Chip - Abstain
Wayne - A very under-rated card. Great for Basset & Hotchkiss/healing decks
to remove opponents' healing. The only downfall of the card is that in 30
minute or less rounds, there are many times you don't go through the deck
twice, thus making it useless. I like this card, though.