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Call of Cthulhu LCG
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You're Outta Here!
Yesterday, 06:35 PM by dboeren
Kidnapping 101 is almost always going to be the better card, sure.
If you're using this maybe you're going for an all-out uncommitting strategy and are using this on top of 3xKidnapping 101, or maybe you're trying to build a deck that turns being exhausted into an advantage such as with The Silver Key or Naomi O'Bannion.
But most of the time you're going to go with Kidnapping 101.
You're Outta Here!
Yesterday, 05:29 PM by hordeoverseer
I don't see how this is any better than Kidnapping 101 which....
1. Doesn't require Loyal
2. Doesn't require to exhaust a character, a Syndicate one at that
3. Probably should have been 1 cost to make it worthy of an option.
The Dance of the Yellow King
Nov 28 2015 02:09 AM by Track8
Seems like a good complementary piece with the " comes into play insane" guys. Their ability activates then they go right back to being insane.
Calling The Darkness
Nov 24 2015 10:41 PM by Track8
Nyarlathotep (newest version). As far as Ancient Ones go, Nyarlathotep is as mandatory as they come for the types of decks he's in. Plus, the pair of Walter Fitzpatrick and Monsieur Lamar give you all the icons you need to fund CtD.
Nov 24 2015 10:31 PM by Track8
Thanks, dboeren. You and I are in full agreement. And you raise a good point about the possible benefits of the discarding. I hadn't thought of that.
Nov 24 2015 08:45 PM by dboeren
No, he cannot save him. August would have 3 tokens, so he's about to leave play. You discard a card instead. Now August has 3 tokens, so he's about to leave play. You discard a card instead. etc...
Basically, he gives you the opportunity to discard as many cards from your hand as you want when August is about to leave play, but you still can't save him unless you can somehow get rid of some of those Fated tokens. This might be of some potential use if you need to seed your discard pile, or you're using some of the Silver Twilight cards that want you to have an empty hand or fewer cards than your opponent.
Nov 24 2015 07:46 PM by Track8
If Walter Fitzpatrick and August Lindquist are committed to the same story, and August receives his 3rd success token, would Walter be able to keep August around? Is the Fated ability considered a passive ability where it is constantly being checked by the game?
My hunch tells me Walter can't save August from going to the bottom of my deck. If Fated were a Forced Response, then I'd say differently. But I think Fated will keep tugging on poor old August too hard for even Walter to save him. Agree?
Nov 24 2015 07:40 PM by Track8
How bad does this card stink? Disturbing Auction has to win the prize for "Least Likely Card to Help You Win a Game" in all of CoC. I have a Nyar/Avatar deck that is Shub/Order, and this card would be a perfect fit for that deck. I still can't add it to the deck though because it's impact is so minute. If it said "Then, draw 1 card" at the end, I could see the point of the card.
So, I ask everyone out there, am I missing the point of this card? So, you draw 1 card and you cycle out your opponent's top card. So what?
Hall of Champions
Nov 24 2015 05:05 PM by Carthoris
1) Yeah, I think so. I'm trying to imagine the situation where you wouldn't want to, and I'm coming up a little empty. If what you found was a second copy of the Hall of Champions, you wouldn't be allowed to.
2) I think The Festival (Liege Champion) and The Archmage's Attache (North American Champion) are both ineligible.
So that means here's the complete list, pending one card:
Mentor to Vaughn (2006)
Of the possible targets (not counting the Hall itself), 6 out of 7 are sorcerers, and five of these are unique. All are neutral except for 2 Miskatonic and 1 Yog-Sothoth.
To me, the obvious choice for a Hall of Champions deck would be Yog/Twilight with big sorcerer-leveraging. Something like this:
Hall of Champions
Nov 24 2015 01:54 PM by RichardPlunkett
1) If you trigger this, and there is one or more Champion cards in the ten, must you put one of these into play?
[I think the answer is yes, but I can't find a reference to back that up]
2) Can you fetch the Archmage attache ?
And for the list:
2011: The Archmage, Arcanis
2014: Seer of the Gate
Nov 24 2015 02:09 AM by Yipe
It's an effective combo with Agency day denial (Government Exorcist, Trial Judge and Behind Bars with Hamu XX 15:14 to recycle Behind Bars) or Yog (namely for The Sleepwalker plus other tricks, such as Faceless Abductor, Pushed into the Beyond, etc...).
I can also see Stealthy Byakhee, Feathery Watchers and Cavern of Flame working well in a Syndicate exhaustion and story denial deck. The deck would be fast and have a decent amount of investigation to rush the stories unopposed. With Jacob Finnegan you may not need to block, saving everything for the offense.
Nov 24 2015 01:14 AM by Carthoris
Yeah, I noticed in my recent deck that Feathery Watchers and Stealthy Byahkee together (possibly multiple copies of each in play) are really vicious. Defend against me? No, just stay home.
Nov 23 2015 10:47 PM by Yipe
I've found Stealthy Byakhee to be very effective in rush decks that struggle vs cheap Ancient Ones (Arthur Todd + Shub, Dormant Cthulhu and the new Hastur), as well as kicking out August Lindquist or other troublesome characters.
Nov 23 2015 08:02 AM by Jhaelen
An old favorite of mine that is surprisingly effective.
Nov 21 2015 09:19 PM by RichardPlunkett
They do not.
It is a conditional passive effect, so its status/effect is updated as needed, and so it can easily change mid story resolution. So, if your last character at a story leaves, then you no longer gain the benefit there, from having this on a guy at another story.
Nov 21 2015 06:42 PM by FruitCandy
If my only character leave from a story because result of terror/combat struggle, does the icons snowmobile gives still count at that story?
Return to Carcosa
Nov 21 2015 12:19 AM by proofpad
This is in a deck that I've played 6 times ... and never once used this card. Either because I never drew it or never really had a need to spend the resources on it.
Nov 20 2015 09:23 PM by Carthoris
Playing my Salmon Mousse deck yesterday, I was reminded how much I love this little workhorse of a card. He's easy to get out early, and he's great on offense.
Nov 17 2015 05:23 PM by Track8
Give me a deck that can play Hastur 1-2 turns earlier, and I'll beat 9 times out of 10 an opposing deck that optimizes Hastur's terror ability with A Scheme of Byakhees, etc. Hastur is a bomb - I don't need to help him once he goes off. I just need to help him go off.
I think people fall in love - for good reason - with Hastur's terror ability, but we can easily forget that his printed cost is 8. I think that his cost-lowering ability is the ability that should be optimized - his terror ability will mostly take care of itself once he's on the table.
So while my opponent is playing A Scheme of Byakhees in order to combo with a Hastur that he's still waiting to play, I've already played my own copy of Hastur and won myself another story. By playing Hastur just one turn earlier, that's likely 5 success tokens for me (3 on offense, 2 on defense), maybe more.
There are 47 other cards in my deck that need help more than an already-played Hastur. Helping to play Hastur sooner? Absolutely. Helping Hastur be more effective once he's already played? Not so much. A little bit, but not much. Hastur is a 1-card combo, a game-ender. If he can't be that for my deck, then he's way too expensive to be in my deck.
A Scheme of Byakhees
Nov 16 2015 08:48 PM by InfernoMustang
I feel like scheme of byakhees + opening night + carcosa could put an opponent into a sticky situation.
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