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The Rays of Dawn
Submitted
Darksbane
, Sep 07 2010 04:39 PM | Last updated Sep 28 2010 06:04 PM
![]() The Rays of DawnCleansing Light Type: Support Faction: Neutral Cost: 1 Game Text: Environment Day. It is Day. After The Rays of Dawn comes into play, destroy all Night cards. Each non-unique character loses a (T) icon. Set: TH Number: 19 Illustrator: Jason Caffoe |
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.
3 Comments
In other factions I'm less keen. Losing a single icon often means the opponent will still have more terror than you as a human faction, so not that much help there. Cheap day card, sure, but not the only one, and cards like Hermetic Seal are far more flexible in their use. In Mythos you hit your own terror so that's not likely either.
Ironically, this card is probably best in a terror-based deck. Unfortunately, it only hits non-unique characters, and usually uniques are the ones with nasty abilities you want to hit hardest with removal effects (including insanity).
This is also pretty lackluster as terror defense, since it probably makes all of your dudes vulnerable unless they have willpower.