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Ancient Ones in the Ground -----

Submitted by: AUCodeMonkey
Submitted: May 17 2011 12:26 PM
Last updated: May 17 2011 05:14 PM
Category: Call of Cthulhu Decks
Deck Name: Ancient Ones in the Ground
Deck Strategy: The object of this deck is to bring out big characters. REALLY big characters.
Deck Contents: Total Cards (50)

Story (0)

Character (29)
Cannibal Ghast (Core) x3
Dreamlands Fanatic (ItDoN) x3
Dagon (Core) x3
Yig (SfW) x3
Intruder from Beyond (TTB) x3
Carl Stanford (SoA) x3
Yog-Sothoth (SfW) x3
Cthulhu (TWB) x3
Seeker of Mysteries (SoA) x3
Cthuga (AH) x2

Support (6)
Things in the Ground (SoA) x3
Arkham Asylum (Core) x3

Event (15)
All are One (TSC) x3
Journey to the Other Side (Core) x3
Sacrificial Offerings (Core) x3
A Single Glimpse (Core) x3
Calling Down the Ancients (SoA) x3

Conspiracy (0)

The object of this deck is to bring out big characters. REALLY big characters. There are 2 mechanisms in here to make this happen quickly: Seekers of Mysteries and Things in the Ground.

- With TitG, you need a mechanism to make those big guys available earlier. Arkham Asylum easily fixes this slight problem.

- Because the deck is focused on large creatures, there were initially some issues with blocking an early rush. That's where the Cannibal Ghast comes in. High skill thwarts early Parallel Universe attempts, and Terror icons scare away most nerds and other plinkers.

- Calling Down the Ancients comes in handy when your opponent(s) bring a valuable card into play insane, like Cthulhu for instance. CDtA is played, and an insane Cthulhu has 0 skill (0 skill, N/A printed skill as recently ruled)? Buh bye!

- The one vulnerability this deck has really is support cards. I have no way of dealing with them, to be honest. The massive onslaught of characters is usually enough to overcome this, however.
Graphs:
Sample Hand Reload

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3 Comments

I know that Arkham Asylum allows characters to become restored quicker, but thats three deck slots dedicated to the combo when you only need to exhaust things in the ground at the end of you opponent's turn (restore one of the characters at the beginning of your turn) to have access to the cool character effects at least.

With that card removed, it leaves room for the best removal card Cthulhu has to offer, Deep One Assault.

I like the basic idea of the deck though. There seems to be a great foundation to be explored in the list.
This my deck in this theme, after i read this topic
3x Seeker of Mysteries
3x Canibal Ghast
3x Servant of Glaaki
3x Intruder from Beyond
3x Dreamlands Fanatic
3x Cthulhu (Lord of R'lyeh)
3x Ghatanothoa
3x Yog-Sothoth (The one, whos cost reduce the spell in discard pile)
3x Glaaki
3x Dopleganger (Can copy Seeker of Mysteries or Servant of Glaaki)
3x Journey to the other side
2x Get it off
3x Sacrificial Offering
3x Single Glimpse
3x Initiation of Glaaki
3x Deep One Assault (i have 1 big problem with this card: Loyal)
3x Thing in the Ground.
I can't test this deck against realy opponent.
Nice one Deaedeb.
Inserting the Glaaki stuff is awesome.

I will try a version of your deck saturday afternoon at our local game meeting.
Will post feedbacks after.

I changed from your deck:
2x Get it off --> 2 Arkham asylum
3x Deep One Assault --> 3 Sacrificial offerings

Great job guys !