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The Supernal Prism



The Supernal Prism

The Supernal Prism


Holy Shard
Type: Support Faction: Neutral
Cost: 3
Game Text:
Relic. Item.
Day. It is Day. After The Supernal Prism comes into play destroy all Night cards.

After The Supernal Prism leaves play, shuffle it into its owner's deck.

Action: Sacrifice The Supernal Prism to have each player discard his hand, if able. Then each player who discarded his hand draws five cards, if able.
Set: TiV
Number: 31
Illustrator: Jesse Mead


9 Comments

Seems legit.

I have always seen this card as the weaker brother to The Plague Stone, but there are some things to like about it.  

 

First, it's action doesn't cost anything (except shuffling this into your deck).  Second, when timed right could net you 4 cards and cost your opponent some cards (ex. during his draw phase).  This could be especially powerful in controlling the runaway card draw in some of the MU decks that rely on Historian.

It provides excellent card draw. Ideally you play it when your opponent's hand is currently empty - or when you know he has a card in hand you don't want him to play. It'S also a nice card to include if you're looking for a means to make it Day in order to get rid of your opponent's Night cards, e.g. Savio Corvi, but don't want a Day card to stay in play.

Might be nice in combination with some hand discard. Haven't dabbled into it, has Hastur some actually viable means to actually control your opponent's hand size?

I quite liked it in a Cthulhu Cultist Temple-deck. Use the Prism when you run out of cultists to sacrifice and refresh your hand. Ideally just after your opponent's draw phase or when he has no cards in hand so he can't profit from it.

Only problem is, it doesn't play well with San Giorgio at all.

(Can't help but think of the old (Alpha/Beta/etc) MtG card Timetwister, which I had in my first starter deck, 1993).

 

Agree that this is Plague Stone's weaker brother, partly because of effect and partly because Day doesn't seem to overall be as big a deal as Night in terms of impact on the game.  I really want Day to work, 'cause I really like the Agency card The Captain.  I think if Day had more punch like Night ('stone, Savio) then the Day/Night mechanic could see more airtime.

 

What often stops me about the Prism, outside of Yog decks where I want the opponent to be cycling, is that I hesitate to refill my opponent's hand, as by the time this get's out they are usually at about 1, 2 cards.

 

What often stops me about the Prism, outside of Yog decks where I want the opponent to be cycling, is that I hesitate to refill my opponent's hand, as by the time this get's out they are usually at about 1, 2 cards.

 

 

As I said, triggering it just after the opponent drew cards in his draw phase minimizes the gains he gets from it.

Good point, and sometimes I get sloppy about those kind of things (when it is the most advantageous to play effects).  Specifically, to me the Prism often isn't having such a "bang" impact as the Stone, and I like a lot of other Day effects that do more specific things that don't directly benefit the opponent (though of course having them discard certain hands could win you the game).

Don't forget that if your opponent has no cards in hand, you get to discard and draw 5 and he gets nothing!


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