A deep dive into the mystic class: a whirlwind of spells and secrets fueled by willpower and by playing with a bit of doom.
Alright, the list just keeps growing longer as I keep going, but that doesn’t mean I’m going to stop. So far, I have done:
- A quick overview of all Arkham Horror LCG classes
- The Guardian class
- The Seeker class
- The Rogue Class
And the next class on my list is the Mystic class! This is another very flexible class that uses the willpower stat to fuel itself. There are a couple of paths that can be taken in the Mystic class, but all paths have a way to fight and to investigate.
There are 14 mystic characters, and I don’t feel like there is too much cohesion between them. Among them are a waitress, a researcher, a shaman, a singer, a writer, a magician, and more. The one that sticks out the most with Luk,e whose title is simply “the dreamer”. This class feels like the random characters that were hard to place and could be loosely related to magic. And trumpets are, indeed, magical.
I continued my normal journey of sorting the cards, and there is a weird mix of main categories and subcategories. But a combination of subcategories can come together to form a main category. The mystic class feels more intertwined than some of the others. I did pull out some subcategories and made them into a main category, and vice versa, more on vibes than anything.
On a high level, it breaks down into cancelling, gaining cards, curses, playing with doom, evading, investigating, healing, fighting, powering up, and token manipulation. There will always be some play and overlap between each category, but this was the best breakdown I could come up with.
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Give Me More
One of the biggest variables I’ve noticed about the mystic class is their desire for more. This is most noticeable by the fact that three different level zero cards give extra experience. Delve Too Deep is a classic that can affect the entire table. There are similar cards in other classes that accomplish something during the scenario to gain extra experience.
One thing that is not normal for other classes is to have cards that passively give you experience discounts or flat extra exp. I did have a deck where I had all possible passive experience boosts on. It was insane how much I could level up. “Down the Rabbit Hole” is great if you plan on mainly leveling up existing cards. “Arcane Research” is great for a spell-heavy deck. “The Great Work” is something I will never not take. It is just a flat experience gain. The only downside is you really can’t let your character die.
Which Deck Should I Choose From?
If I could use one word to describe the mystic class, it would be abundance. Well, it would be if you didn’t consider resources. But mystics have a way of getting everything and a good way to do most things as well. There are quite a few tools in their kit.
Drawing cards are important to any investigator class, but the mystic class has multiple ways to do so. Some more… interesting than others. The draw three cards and then pick something is a classic. But gambling for cards is a more fun mechanic. “Crystal Pendulum” is a staple in most of my mystic builds. Not only does it give a passive increase, but it is a card generator if you guess correctly.
And while many interactions target player decks, mystics will play with danger by targeting the encounter deck. This allows them to manipulate the encounter deck and tailor the challenges to fit the investigator who will draw it. This can help reduce the damage taken by the mythos phase since it can help your investigator avoid (or perhaps not avoid) a monster or make sure tests are favorable to the investigators.
No
Sometimes, the mystic class can just say no. No, the enemy isn’t going to do that. Or no, I don’t want to deal with any of this. This ranges from ignoring effects or tokens to canceling effects entirely. “Ward of Protection” is one of the best defensive cards against the Mythos deck because you can cancel some cards. This does have a cost, but often, the cost will be less than the penalty for failing the test.
Come to the Dark Side
The mystic class plays with some of the most dangerous resources that are available to players: curses and doom.
Curses
Curses can be dangerous because they negatively impact investigators during the token draw. It modifies the test by negative two and has you draw another token. And drawing multiple curses on the same test can be a bit brutal. These will affect some investigators more than others. Especially those who pass by a low margin. The mythic class will either use curses as a currency to gain a stronger effect or try to turn the token into something more positive during a test.
Doom
In my opinion, doom is the most dangerous currency to work with. Because doom is what drives the game forward. Towards a bad ending. But the cards can give some good effects and have possibilities to remove the doom as well. Some of the allies that play with Doom don’t have removal capabilities, but they can die. And that’s another way to get rid of the doom.
This is the one time I will take about a non-level zero card because it is so important to a doom build: “Sin-Eater”. Most of the doom-related cards need doom to be placed on them for a temporary buff, or will need one doom to activate. So, removing the doom isn’t as big of an issue once played. Only “David Renfield” likes to accumulate doom. Doom can be moved from other cards to sin-eater as a fast action, and then the card can be cleared for one action. This allows a lot more freedom when playing.
I will state that Doom builds work best in campaigns that have very high or very low Doom thresholds. With high thresholds, there is time to play and remove and play and remove. This allows for good momentum and build-up. For low thresholds, if you know that Doom is going to change the agenda next mythos phase, why hold back? It’s going to clear anyway, so why not have fun?
Fate Won’t Decide for Me
The mystic class is very good at boosting skills and manipulating the token bag. Both can minimize the damage in skill tests (although the latter more than the former). The fun part about the skill boosts for tests is that there are quite a few options that take up different slots on a player’s tableau. Often, many boosts are competing for the same slot, while mystics will have multiple boosts spread across.
The ability to manipulate tokens is one of the best ways to mitigate the randomness of the tokens. Because it allows you to either work with a known number (instead of something random) or allows for some responses. The best example of this is “Olive McBride,” as she has you pull three tokens from the bag and choose which two to apply. This can end with a bigger number, but it puts more power into the player’s hands. Which could be helpful for card boost,s looking specifically for symbols.
The Core Actions through Spells
Spells can be split into so many different categories. Before I dive into the actions for the spell, I wanted to highlight the type of spell. They either are events or fill an arcane slot. Some investigators might prefer one over another. If your character has no preference, it’s between events, which are one-time use versus charges. Events are limited by hand size, while arcane spells are limited by arcane slots.
Investigate
The mystic class will often focus on using willpower to cast their spells. And they love action compression. A basic investigative action will get you one clue per action (if successful). Many mystic spells look at that and say, “I can do better”. They will pick up clues in sets of two (or three as the levels grow higher).
But that power comes with sacrifice. Both “Clairvoyance” and “Rite of Seeking” are strong cards, but the wrong token can cause the investigator damage or actions. Which is where the token manipulation comes into play. Everything gels together quite nicely. Or they can bypass the test and gain 2 clues for the not-so-low cost of an encounter card.
Fight
The fighting spells are close (but not exact) mirrors of the investigation spells. There are some pairs that are very similar in their negative effects. Some of the spells are unique to fighting as well. “Drain Essence” allows you to heal vicariously by transferring damage from your investigator to an enemy. But you must have that damage to transfer it.
The event spell “Spectral Razor” is also an extremely strong card as it condenses actions in multiple ways. It allows for an engage action and increases damage as well. Spells are strong. And expensive.
Evade
Just like the investigate and fight actions, some spells focus on evade. In my opinion, there are very few reasons to run these. Some mystic class investigators can take advantage of exhausted enemies, but fighting is more preferred in general. The evade actions also have similar counterparts in the other core action spells.
What Else Can Spells do?
If there is something you want to do, then there is probably a spell for that. These are what I would consider non-core action spells or assets that affect spells.
Non-Standard Spells
The mystic class does have access to a few ways of healing. I feel like that is not true of all classes, so it’s worth pointing out. I do think that Mystics lean toward healing horror since they are often inflicting horror damage on themselves as a side effect of some of the spells. These spells are very much in the “nice to have” category.
There are also a handful of spells that do not fit neatly in any category. Movement is something that is also covered by spells, but those are more event spells than arcane slot ones. “Power Word” is an interesting spell as it takes semi-control of an enemy. They still act like an enemy, but you can compel them to do other things for you. “Summoned servitor” is adjacent to this as well, as there is a creature to control, but it is not an enemy.
Arcane Assistance
The last thing I want to talk about concerning spells is something I call arcane assistance. These are cards that help increase arcane slots. Mainly so a player can play more spells. Sometimes, playing a lot of spells can help an investigator but there is not always a need. Most spells are charge-based, which leads them to be replaced once the spells are used up. I think the need for arcane assistance is character-driven.
How am I going to pay for all this?
Short answer? You’re not. The mystic class has some of the most expensive assets and the worst economy to fund itself. Some cards run better in certain builds (i.e., “David Renfield” for a doom build and “Voice of Ra” for a token manipulation build), as well as some universal cards. But money will be a struggle. That is just a sad truth for mystics. Magic is expensive.

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