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Calgary Store Tournament 1st Place -----

Submitted by: HappyDD
Submitted: Mar 17 2014 01:19 AM
Last updated: Mar 17 2014 03:36 AM
Category: Call of Cthulhu Decks
Deck Name: Calgary Store Tournament 1st Place
Deck Strategy: Negotium.
Deck Contents: Total Cards (50)

Story (0)

Character (29)
Constricting Elder Thing (IotF) x2
Alternative Historian (SoK) x3
Ol' Lazy Eyes (CoC) x3
Whitton Greene (SoK) x1
Faceless Abductor (TOotST) x3
Many-angled Thing (TGS) x3
Archaeology Interns (IT) x3
Elijah Conrad (DotU) x2
Lucas Tetlow (SoK) x3
Andrew-Chapman (TKatG) x2
Matthew Alexander (SoK) x2
Stalking Hound (PT) x2

Support (18)
Ice Shaft (NN) x3
Atlantis (SoK) x2
Frozen Time (TKatG) x3
Artifact of the Lost Cities (SoM) x3
Cursed Skull (MoE) x3
Rite of the Silver Gate (TKatG) x2
Forbidden Knowledge (TWC) x2

Event (0)

Conspiracy (3)
Negotium Perambulans in Tenebris (DD) x3

Negotium.
Graphs:
Sample Hand Reload

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13 Comments

Grats on your finish bro! I see you decided to go with yog for your second faction whereas I went with syndicate. It's cool to see your take on it as well. What cards performed for you (other than negotium) and what cards didn't? What would you change out now that the tournament is over?
Thank you. There are definitely some things that I would change. Originally I included Yog because I like the Cursed Skull in general and thought it went well with the Artifact of the Lost Cities. Rite of the Silver Gate is key, along with Abductor and the two Things. But the thing is, I could replace Yog with another faction because if I look hard enough I could find utility cards in all factions. If I thought supports would be more of a problem, for example, then I would trade Yog for Shub. I was quite happy with the Yog, too, because people were expecting something Yithian and I totally neglected that angle... But regardless:

In testing I used Forbidden Knowledge a lot but I didn't need it as much in the tournament. Jury is still out on that one.

I would take out the 1x Whitton Greene. She's good, but with the story lock getting 4 vs. 3 success tokens isn't a big deal.

Frozen Time is really tricky to play effectively because you need 2 Yog on one domain and I think I have too little Yog in this deck, so resourcing two Yogs out of three cards on one of my 3-domains basically never happened. Also, I was able to remove problem cards. I think Frozen Time works in situations where there is a unique card with a strong effect that I need to shut down but leave in play so another copy does not show up, but that never happened. I didn't play Frozen Time once since I've made this deck, but I think it's a pro card and it might come in handy one day.

Stalking Hound was really good against Syndicate when "The Big Palooka" (forget his real name) jumped into play and killed poor Andrew Chapman. Otherwise I didn't get to bring him in a lot. He is important when your opponent tries to create a unit differential through tricks or get fancy with the Master of Myths. It really makes them pay, so I like it. That all being said, I think I played it once this tournament, but that could be a function of the decks that everyone else brought.

Archaelogy Interns look like they don't matter, but when I didn't have a good three-cost unit in hand, I could always pay for them with a smaller domain, then dig a bit for a 3-cost character, and put him in with my three-resource domain. They are really handy for that kind of situation.

Thank you. There are definitely some things that I would change. Originally I included Yog because I like the Cursed Skull in general and thought it went well with the Artifact of the Lost Cities. Rite of the Silver Gate is key, along with Abductor and the two Things. But the thing is, I could replace Yog with another faction because if I look hard enough I could find utility cards in all factions. If I thought supports would be more of a problem, for example, then I would trade Yog for Shub. I was quite happy with the Yog, too, because people were expecting something Yithian and I totally neglected that angle... But regardless:

In testing I used Forbidden Knowledge a lot but I didn't need it as much in the tournament. Jury is still out on that one.

I would take out the 1x Whitton Greene. She's good, but with the story lock getting 4 vs. 3 success tokens isn't a big deal.

Frozen Time is really tricky to play effectively because you need 2 Yog on one domain and I think I have too little Yog in this deck, so resourcing two Yogs out of three cards on one of my 3-domains basically never happened. Also, I was able to remove problem cards. I think Frozen Time works in situations where there is a unique card with a strong effect that I need to shut down but leave in play so another copy does not show up, but that never happened. I didn't play Frozen Time once since I've made this deck, but I think it's a pro card and it might come in handy one day.

Stalking Hound was really good against Syndicate when "The Big Palooka" (forget his real name) jumped into play and killed poor Andrew Chapman. Otherwise I didn't get to bring him in a lot. He is important when your opponent tries to create a unit differential through tricks or get fancy with the Master of Myths. It really makes them pay, so I like it. That all being said, I think I played it once this tournament, but that could be a function of the decks that everyone else brought.

Archaelogy Interns look like they don't matter, but when I didn't have a good three-cost unit in hand, I could always pay for them with a smaller domain, then dig a bit for a 3-cost character, and put him in with my three-resource domain. They are really handy for that kind of situation.

Would you rather had played red gloved man or were you happy with ol lazy eyes?
I could stand to replace Whitton Greene with the Red Gloved Man. Ol' Lazy Eyes is good for only one thing, getting the Negotium, but he is able to go get it on the first turn. That was key for me against a rush deck, since it's possible the opponent can throw down 3 tokens on more than one story, so you need to take as many turns away from them as possible. Relying on the Red Gloved Man to get Negotium, in my opinion, takes too long. if I didn't draw Negotium or Ol' Lazy Eyes I would mulligan, and I don't think a Red Gloved Man would have helped, know what I mean?

Ol' Lazy Eyes is also nice for sacrificing if the other player is running Three Bells, if I want to put Forbidden Lore on him, or if I want to succeed at terror at Negotium but then I know he's going to die. So he's a good little utility guy. I wouldn't take him out, but I would consider adding the Red Gloved Man. Willpower if a nice ability.
I was thinking about doing 2x ol lazy eyes, 2x red gloved man, and 2x negotium in my deck
Huh, that's not bad, essentially 4 cards that can get you a first turn Negotium. Personally, I 3x my restricted cards because it's just a rule that lives in my head and never leaves. I'd rather overdraw my key cards as opposed to having no Negotium... If I could routinely tutor Negotium then I'd be just as happy, which it sounds like you are trying.
Ol' Lazy Eyes is almost always better than the alternative. Of course, Negotium would be the one circumstance when RGMan is better...

You guys running transient or not?

You guys running transient or not?


Sorry, not quite sure what you're asking here.

I totally see the value of the Red Gloved Man, I just need that Negotium first turn sometimes and don't want to leave it to chance. I think including both of them is a not a bad idea... Wait a second, did you mean if I used transient resources I could get Red Gloved Man on turn 1? That's possible, but then I'm behind the curve for the rest of my fatty 3-costers. I really need to try some new iterations of the deck, but it's hard when no one wants to practice with you. :( I need to abuse my internet friendship with dboeren some more for playtesting purposes.

Sorry, not quite sure what you're asking here.

I totally see the value of the Red Gloved Man, I just need that Negotium first turn sometimes and don't want to leave it to chance. I think including both of them is a not a bad idea... Wait a second, did you mean if I used transient resources I could get Red Gloved Man on turn 1? That's possible, but then I'm behind the curve for the rest of my fatty 3-costers. I really need to try some new iterations of the deck, but it's hard when no one wants to practice with you. :( I need to abuse my internet friendship with dboeren some more for playtesting purposes.

I'm totally up for online playtesting if someone can show me step by step how to do it
Yes, that's what he means. Personally though I don't like using Transient cards too early in the game because as you said it puts you behind on the resourcing curve. I could set it as purely an emergency measure though, in case you drew a Red Gloved Man instead of your preferred Ol' Lazy Eyes and your opponent looks like he's running a rush deck. But then if your opponent's domains are say Cthulhu/Shub then you know he's not much of a rusher and you resource something else confident that Negotium doesn't need to be out in such a hurry.

Normally I say that a Loyal-2 card is fine in a dual faction deck, but your deck looks like 20 Miskatonic, 18 Yog, 12 Neutral. That's only 36% Yog cards which can make even a Loyal-2 questionable. If you had more like 22-23 Yog cards it would be more reliable. So maybe look at any swaps you can do to tilt the mix a couple cards in favor of your faction with Loyal cards?

Did you have trouble with resource matching in general? Usually I try to limit the number of Neutrals I run in dual-faction decks because drawing too many of them early on can be painful on your domains and give you a poor start.
Sorry, that was a context-less question. I've lately been kind of enamored of Negotium as a rush deck itself! I've been running stuff like Furtive Zoog, Fixer, MoM, Night Class, Matthew, etc with Visiting Author to speed things up even more. Zero-cost attachments to get Fixer out quick. That's why I asked.

If you're using Negotium to prolong the game, then of course Transient would be super dumb.

Did you have trouble with resource matching in general? Usually I try to limit the number of Neutrals I run in dual-faction decks because drawing too many of them early on can be painful on your domains and give you a poor start.


There was one instance where I would have liked to play a 3-cost Yog card but couldn't. In general there was no problem with resource matching other than that one instance, where I played a 3 cost MU guy instead. But let's just say Frozen Time had to be planned for in advance, so that's a problem, and I never played it anyway. One suggestion is removing that card entirely. Generally I would end up with 2 domains with one neutral, one MU, and one Yog on each. I always had choices in my hand due to the amount of draw I could get from the Artifact of the Ancient Cities or the Interns, so I was never really screwed in the sense I couldn't play anything.

I always had choices in my hand due to the amount of draw I could get from the Artifact of the Ancient Cities or the Interns, so I was never really screwed in the sense I couldn't play anything.


An excellent point. If you have extra draw that should help cancel out the domain issues because you'll have more options to play if one of them doesn't fit. That should probably hold true for a lot of decks where one of the factions is Miskatonic (if you want it to). Filtering your deck would also help some, using cards like Strange Librarian, etc...