Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
- - - - -

Gris-gris



Gris-gris

Gris-gris



Type: Support Faction: Shub-Niggurath
Cost: 1
Game Text:
Attachment. Item.
Attach to a character.
Resilient. Night. It is Night. Destroy all Day cards.
Attached character gains 1 (A) icon for each opponent’s character committed to the same story as it.

Set: The Thousand Young
Number: 27
Illustrator:


4 Comments

From http://www.cardgamed...ew-part-2-r1370
 

BanalityBob - 2/5 - Gris-Gris isn’t completely useless, but it’s not overly awesome either. I can definitely see maybe running 1-2 in a dedicated Monster or Ghoul deck to keep it night and give some defense power, but while it will help those archetypes, it will always feel like you could be playing something cooler.
Danigral - 2/5 - This is underwhelming. I could see it being very annoying, and is an interesting way to give arcane icons in a balanced way to Shub. It may let you prevent an opponent winning arcane struggles on attack to open up opportunities on your turn, but most of the time I think this will be too situational use. At least you can have an ensured Night card if your deck is built around it.
dboeren - 2/5 - Let’s face it, this card is mostly there to make it Night for cheap and to be able to restore Night even if it gets destroyed. If your deck really relies on Night then congrats, you’ve got it on lockdown (and Arcane is a bonus). If not, pass this one by.
Kamacausey - 1/5 - There are so many better ways to make it night that it really isn't that relevant and the ability the attachment gives is underwhelming to say the least. I don't see this attachment seeing much play.
mnBroncos - 2/5 - Making it Night is important in many of what Shub decks want to be doing. Also, gain icons in a weakness of theirs is nice. Still don’t see this getting played in competitive decks but is interesting.
Reckoner - 2/5 - Due to the conditional nature of the gaining of Arcane icons, I think that this is mostly going to see play as a cheap and repeatable (Resilient) way to make it Night. If you expect a lot of Agency Day decks, this is a fantastic counter to Basilica.

I like this card a lot in a deck that wants to make it Night ASAP. This lets you get some of those sweet Night cards going on turn one, which is big because many of those cards need time to really pay off.

I want to use it with Dimensional Worm...

Ah. It could make Dimensional Worm worth the trouble.


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.