I feel the need to clear up some things here.
1. I'll stand by my advice of, if you're not happy with the game you're playing, play a game that makes you happy. It's kind of the point of gaming. All the best wishes, but please kindly do not deter others from enjoying the game.
2. I feel that the notion that the game has lost it's horror, stories and outmanauvering way of life is FALSE. The game still has this, with or without combos and wonky rulings.
The Call of Cthulhu card game is an ultra deep game. With a wide range of game play and deck building options. Decks that 'break the rules of the game' are common and have been apart of its charm and appeal since its inception.
However, those "break the rules" decks/cards sometimes get out of hand. However, nearly every time, FFG has righted the ship by using the FAQ to bring the game back to it's very delicate balance. I may disagree with some decisions but Damon and FFG are dedicated in bringing you the best gaming experience they can.
That being said, I agree with Wilbur's overall point. Uroborus and Toxemia while troubling... aren't nearly as bad as some people are making this out to be.
Granted, maybe I'm being naive, but I just don't see the earth shattering difference between these any other archetype. Normal decks CAN defeat both of them. Sure, some strategies won't work, but.. all decks have weaknesses no? Sure, they require a little bit of tech to defeat, but so does every other deck/strong card right?
Guys are acting like this is the yithian mill all over again and the sky is falling. lol. While I view them above the line of troublesome, if I were to put them on a scale, they're weaker than the Logan combo but stronger than R&D.
To help put that in perspective, R&D was a hyper-efficient aggro deck with a ton of synergy. While it accelerated the game into an uncomfortable speed, it was barely worth hitting it with the FAQ. The logan combo was a "just a bit too consistent for out tastes" instant win combo deck with a common win turn of 2-4 that required 3-4 cards (getting hard to remember these things haha).
Uroborous is a turn 4-7+ combo win/lock deck that requires a minimum of 7 cards to pull off. Toxemia is a 2-card repeatable small combo causing an opponent to not attack OR not defend.
If deemed a bad thing for the game, I have confidence that Damon will act appropriately just as he and other members of FFG have always attempted to do. Frankly I fully expect that to be the case and plan to play future games assuming that they will be adjusted.
In the meantime, I feel that Tut should be rewarded for playing niche deck and trying to make something of it, not condemned. I feel that HomerJ should be thanked for bringing up what I believe to be a crack in the rules so that it can be fixed before it hits a major tournament not made to feel guilty for bringing it to light.
It's funny, there's usually a FAQ adjustment post worlds. Usually it's to nerf the top decks in the tournament. Yet, no one cares that the most basic decks possible (without support removal no less) won the tournament and 2 of the top 4 decks had Ultimate Thule and Hall of Champions with the 4th being a Toxemia deck that didn't use Mi-Go's.
So, tell me again how things are just sooooo bad? haha. In all seriousness, yes, there is some trouble on the table, but this is not rage quit level trouble. I'm glad you guys are going to keep an eye on the FAQ before making a hasty decision. That's smart. In the meantime, I certainly recommend continuing to play (as long as it makes you happy), but make some slight adjustments to your deck(s) to address your local meta. I have a STRONG feeling that once anyone seeking to abuse these two combos is thoroughly trounced again and again... the deck types, if they show up at all, will leave your local meta. Only people I feel bad for are those having a National championship before the next FAQ. But, if there is one, I'm willing to bet neither Uroboorus or Mi-Go Warrior wins it. Just sayin.