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Midnight Rendezvous
Submitted
Darksbane
, Sep 07 2010 05:55 PM | Last updated Sep 28 2010 07:01 PM
![]() Midnight RendezvousType: Event Faction: Cthulhu Cost: 2 Game Text: Night. Action: Destroy all Day cards, then attach Midnight Rendezvous to a story. Counts as an Environment support card with the text: "Night. It is Night. I struggles do not resolve at this story." Set: ItDoN Number: 48 Illustrator: Diane Özdamar |
Call of Cthulhu: The Card Game, Living Card Game, the Living Card Game logo, Fantasy Flight Games, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
4 Comments
Stopping an opponent winning a story they thought they would take is also nice.
Overall its a nice card, worth a look in a deck that wants night.
This would be better as a Day effect (just to blow up Night cards), but Night is occasionally useful, more often as a buff to your dudes. More important is the anti-investigation part of the card, which can be the tipping point between winning a story or not, and the Mythos factions generally have trouble with the icon anyways. I can see slotting 1 or 2 of these in a deck, but they'd likely be first on my "cards to potentially cut" list.
It probably wouldn't be a competitive deck, but for some reason, I love the idea of a green/yellow deck combining Midnight Rendezvous with Whispers of Aoide, Under the Yellow Sign, The Yellow Sign, The Setting Sun, and Silver Twilight Temptress. There seems to be so much thematic synergy there, and there is some mechanical synergy too. It might not win a lot of games, but all those cards just seem to go together so well that I like the concept. If only Whispers of Aoide weren't so pathetic...