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Invocation of the Abyss
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![]() Invocation of the AbyssType: Event Faction: Silver Twilight Cost: 2 Game Text: Spell. Dormant. Action: Choose a player to shuffle his hand into his deck. Then, that player draws the same number of cards. Draw 1 card. Flavor Text: The voice sounded like their old friend, Vaughn, long thought lost. Set: The Mark of Madness Number: 51 Illustrator: Timo Karhula |
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
Dormant for a low cost event ? Strange. I'll expect this to be most often self-directed to replace a bad hand.
Maybe one or two copies could find their way to a ST-Yog list full of Spell-related tricks, but usually I prefer net draw or tutor over replacement draw any day... 2/5
I think the best use of this card is in a Twilight/Cthulhu deck, where just the presence of an unidentified dormant card can have a powerful deterrent effect on the opponent. Its effect when it goes off is nice enough--used on yourself or the opponent, depending on how happy you are with your hand. I can't imagine ever playing this card from hand at cost 2.
Not a fan. I'd much rather have a card like Supernal Prism that can give me card advantage as well as mess with my opponent's hand. Hand-fixing for the sake of hand-fixing, even if IofA replaces itself, isn't worth a slot in a 50-card deck.
And when it gets unlocked from Dormant, your opponent will probably just breathe a big sigh of relief and say, "Oh, good, I was worried that Dormant card was going to be something dangerous." Just put more of the actual dangerous Dormant land mines in your deck, and leave out the duds.