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Pacta Arcana - Cops and Robbers

Call of Cthulhu Pacta Arcana Danigral

Welcome to the second edition of Pacta Arcana, in which we will explore the depths of deckbuilding with multiple factions in the Call of Cthulhu LCG. In each article of this series we will be looking at combining two factions (sometimes more) together to form a cohesive deck around a particular theme, combo, or strategy.

Agency Posted Image and Syndicate Posted Image

Last time on Pacta Arcana, we looked at the horrific sacrifices offered to Cthylla and overseen by the Dark Young of Shub. This week, we’re going to look at the other side of the mythos at the hard-boiled horror-noir of Agency and Syndicate. Sometimes this pact is humorously called a “Cops and Robbers” deck, for obvious reasons. Combining these two does a few things: 1) Agency provides the best attachment recursion in the game; 2) Syndicate has excellent character control in the form of skill reduction and exhausting; and 3) they both have excellent cheap “weenies” with both Posted Image and Posted Image, which makes them rather resilient and quick, and some very good, cheap attachments.

What do I get out of this deal?
Two words: Cheap and Efficient. This deck is all about maximizing game tempo, controlling the game by having more efficient characters on the board than your opponent, and targeting their problematic characters with exhaust or wound effects for immediate, albeit temporary, board advantage. Against a mythos faction deck with large, beefy characters, this acts as a rush deck; against another rush deck, like Miskatonic Universities weakling weenies, this deck acts like aggro since it has the advantage in c, and is roughly equal in investigation.

Key Cards:
Posted Image Posted Image
Undercover Security (Core) - With willpower, Posted Image, investigation, and decent skill, he can take on a lot of cheap dudes on his own. He won't be able to contend with the commonplace Twilight Cannibal (TH), but with an attachment or two, he can.
Triggerman (Core) - The same as Undercover Security, except that he's loyal, so you have to be careful with resourcing.
Government Exorcist (TSotS) - He's just so good for his ability alone, since he can banish even an Ancient One from participating. If you can't exhaust it, exorcise it.
The Night Job (TbtA) - This conspiracy will give you a little breathing room from terror struggles, making your efficient non-willpower characters (like Lady Lu Chu) still able to commit with great effect. If you have the advantage in combat, then most of the time this will be unopposed.
Fortifying Ouzo (IT) - This attachment is free, and allows you to move it if you need to. A free attachment that gives willpower and Posted Image is just great, and makes your weenies a lot harder to deal with, especially if they are fast.

Thoughts on Gameplay:
The object of this deck is to field more characters, that are more resilient, than your opponent’s characters. Each turn, you should vomit out at least a couple of characters, and sometimes leave one domain open for an event. You should only resource up to 2-2-1 or 2-2-2 if necessary. This means that by turn 3, you will be drawing more cards than your opponent, and playing more cards, too. With 5 of your 7 attachments being free, that's also one less domain to use, and this allows you to do more with your characters, possibly sending them to stories alone. You always need to be careful of Black Dog (WoP) and Master of the Myths (IT) when committing alone. However, your fast characters, along with the additional combat and skill, will generally help to succeed at the story regardless. And if you commit to your conspiracy, Master of the Myths won't do them any good, since you have two Posted Image to wound him twice.


With any rush deck, you still may have to be careful about leaving yourself open too much on defense, especially when playing against another rush deck strong in investigation. With some tricks, they may be able to get a story out from under you. This deck provides some flexibility to stand some characters on defense, and gives you the freedom to use your exhaust effects either on offense or defense depending on the situation.

And you still have to worry about Ancient Ones. This deck includes a few options to deal with them long enough to rush for the win, including Government Exorcist, Demented Caretaker, and Low Blow. Y'Golonac (Core) remains a perpetual nuisance, however...

The Deck:
Characters (31)
Danny O'Bannion's Crony (SoM) x3
Fixer (SoA) x3
Peeler (Core) x3
Hard Case (Core) x2
Anarchist (SoA) x3
Government Exorcist (TSotS) x3
Lady Lu Chu (CotJE) x2
Triggerman (Core) x3
Undercover Security (Core) x3
Demented Caretaker (AH) x3
Diseased Sewer Rats (SoA) x3

Supports
Price Manor (SftSK) x1
Fortifying Ouzo (IT) x3
Eliot Ness' Handcuffs (TBJ) x2
Expensive Guitar (IotF) x2
Dutch Courage (Core) x3

Events
Shotgun Blast (Core) x2
Low Blow (Core) x3

Conspiracies
The Night Job (TbtA) x3
Posted Image
A few notes on the deck:
  • On your setup hand, always keep your characters. You want to have more than your opponent right out of the gate.
  • You have one loyal card in Triggerman. Because of this, if you absolutely need to, you can bump up 1 domain to 2 Syndicate and 1 Agency resources, but most of the time, you'll want to have 2 split domains and 1 with both Syndicate resources. I haven't playtested this deck extensively, but it usually isn't a problem; if you do find it problematic, go down to one or two Triggerman, or replace it with a different character completely.
  • Diseased Sewer Rats is the restricted card; it can help provide more tempo control early game, or to wound some characters with Toughness to make them less likely to defend.
  • Dutch Courage is there to combat two big threats that are popular in the meta right now: Nodens (KD), and Khopesh of the Abyss (TSS). Sometimes I have to be careful not to mentally depend on Dutch Courage too much during gameplay; you should still play somewhat conservatively, otherwise one well placed support destruction can wipe your entire board.
  • Elliot Ness' Handcuffs are there for toolboxing against troublesome characters with either toughness or invulnerability.
  • There is still one other big weakness in the deck: Negotium Perambulans in Tenebris (DD). ALL of your characters get lost at this conspiracy, and since this is a rush deck, getting locked down for an extra 2-3 turns at a story can mean game over while your opponent gets set up. Because of that, you may want to consider including Foiled! (TPtY), an often overlooked card that can allow you to bypass Negotium, or give your opponent a headache if there is a story that he really wants to win for the effect (my favorite is always Chaos Unleashed (TSS)). It also gives your opponent another decision if there are multiple supports he wants to destroy.
Building on a Budget:
Obviously the deck above includes cards from the full card pool, including 3 cores, 1-1/2 Secrets of Arkham, and the following packs: Ancient Horrors, The Spawn of the Sleeper, The Search for the Silver Key, Spawn of Madness, The Curse of the Jade Emperor, Into Tartarus, The Breathing Jungle, Initiations of the Favored, and Touched by the Abyss, and maybe The Path to Y'ha-nthlei. This can be quite daunting for a new player just getting into the game, so if you wanted to build a similar concept, but on a budget, you could make a few adjustments.

Here is a decklist using only 2 core sets, 1 Secrets of Arkham, and a few less chapter packs, including Ancient Horrors, The Spawn of the Sleeper, Spawn of Madness, Into Tartarus, The Breathing Jungle, and Touched by the Abyss.


Characters (30)
Danny O'Bannion's Crony (SoM) x3
Fixer (SoA) x2
Peeler (Core) x2
Hard Case (Core) x2
Anarchist (SoA) x2
Government Exorcist (TSotS) x3
Lady Lu Chu (TCotJE) x2
Triggerman (Core) x2 Loyal.
Undercover Security (Core) x2
Demented Caretaker (AH) x3
Diseased Sewer Rats (SoA) x2
Paul LeMond (Core) x2
Femme Fatale (SoA) x2
Phoebe Kotas (IT) x1
Richard Finchington III (AH) x2

Supports (11)
Price Manor (SftSK) x1
Fortifying Ouzo (IT) x3
Eliot Ness' Handcuffs (TBJ) x2
Expensive Guitar (IotF) x2
Dutch Courage (Core) x2
Gun Runner's Club (SoM) x2
Tcho-Tcho Talisman (Core) x2

Events (6)
Shotgun Blast (Core) x2
Low Blow (Core) x2
Feint (SoA) x2

Conspiracies (3)
The Night Job (TbtA) x3

Most of the characters are from the Core set and Secrets of Arkham, so we lose one copy of most of those. We'll fill them in with some other 1- and 2-cost characters, preferably ones that have multiple icons or keywords. Ole' Finchington is there to slow down some of the cheaper characters that you might run into such as Cannibal Ghast (Core), Twilight Cannibal (TH), Many-angled Thing (TGS), Ghoulish Predator (ItDoN). Or you could potentially deal with some of them with Feint (SoA) to push through ties on combat and skill. We've also lost or security attachment recursion, so it's replaced with some additional draw using Gun Runner's Club (which is my favorite card draw in the game by the way.) We also lost our cheap skill bump attachment, Expensive Guitar. I've thrown in the Tcho-Tcho Talisman as another form of insanity protection, but if you find yourself really needing the skill boost, try taking out Femme Fatale and Phoebe Kotas for some copies of Tattoo Artist (MoE) from the Murmers of Evil chapter pack.


Thanks for reading! Join me next time for another exploration of the Order of Silver Twilight, as they try to conquer time and space by making a secret pact with Yog-Sothoth.

Any feedback, suggestions, or comments are welcome.

 
Danigral started hoarding Call of Cthulhu the same time as A Game of Thrones. While he’s played AGoT more competitively, he’s harbored a secret love for CoC and has played it casually and competitively for over 2 years. Initially drawn into the game through a fascination with Lovecraft’s mythos, he fell in love with the innovative mechanics and engaging gameplay CoC offers. And he wants to convert you. Cthulhu Fhtagn!
  • badash56, bigfomlof, Lovecraft and 1 other like this


8 Comments

Another good article and analysis! Agency and Syndicate is always a fun and thematic combo. A few ideas:
  • With 14 Agency cards, you might have some trouble playing Undercover Security (Core) if you draw it early. I would probably try to bump that number up to 18-20 maybe.
  • This is a nice cheap rush deck. Because of that, you probably won't get much use out of Shotgun Blast (Core) with 222 or 221 domains. I would probably swap that out for Small Price to Pay (Core). With that you can wound an annoying Descendant of Eibon (TTotT) at least.
  • To help with the Agency/Syndicate ratio, how about swapping Low Blow (Core) for Behind Bars (SotD)? It still helps with the rush theme, and prevents a key character from committing.
  • If certain Hastur supports prove nasty, Repo Man (TAD) x2 is always a good option.
Like you said, the biggest threat is Negotium Perambulans in Tenebris (DD). It can be really tough to get around, and having to include a Foiled! (TPtY) specifically for one card your opponent might have stinks. If you are going to a tournament, it could be a good idea though.

Nice work!
    • Danigral likes this
Thanks for the feedback Badash!

I decided not to do any 1 cost Agency cards (except the Handcuffs for toolboxing against keywords) simply because most of the time your 1-domain will be Syndicate, and turn 1 or 2 you will probably be using your Agency domains for characters. It is definitely an option though; I've just never been a fan of that card because of the ding to board position. In particular, I feel that it can set back a rush deck like this a little bit. (And Descendant can just recur anyway...)

I assume you're talking about The Cavern of Flame (ItDoN), which is annoying, and probably a good reason to switch Shotgun Blast for Torch the Joint (SoM), which was something else I was considering early on. I also like the suggestion of Behind Bars for Low Blow, since it pretty much accomplishes the same thing, but it's FREE! (I love free.)

Love it! Keep the feedback coming! Does anyone have some reports of playing this against a Miskatonic rush deck, or Miskatonic/Hastur (which I'll probably cover in a couple weeks)?
A good article and good comments from badash56!

Personally, I'm not too convinced of the usefulness of Conspiracies (with the exception of Negotium Perambulans, of course). Imho, if you want to include them, you really also must include ways to search your deck for them, which usually means including one or more Conspirator characters.
Adding Ol' Lazy Eyes (CoC) is probably the cheapest solution.
    • Danigral likes this
Yeah, I am not very big on Conspiracies myself aside from Negotium Perambulans in Tenebris (DD) and Combing the Archives (LR). To be honest, I haven't even really tried them that much - I always end up going for something else.
    • Danigral likes this
Most of the conspiracies are junk, but the latest ones aren't that bad. They really provide a little breathing room for a deck to play toward its strengths, and downplay its weaknesses (in terms of icons). I deliberately put this one in as a free card that helps when it's out, but it's not completely necessary. Since ideally you'll be going to multiple stories during the story phase, those characters with willpower can go to the normal stories, and those without can go to the conspiracy.

I don't see the harm of adding in Ol' Lazy Eyes (CoC), but I don't think he's that great of a character personally. I'd rather have The Red-Gloved Man (WitD) (for willpower) or Amaranth (SoK) (since she works well with Night Job in particular). But since they were 3 cost they didn't make it in the deck.
Here's another version of the deck incorporating some of the suggestions, and reducing the conspiracy count, depending more on Ol' Lazy Eyes to pull it and giving you another warm body at the same time. More characters for a rush deck is a good idea anyway.

The Deck:
Characters (34)
Danny O'Bannion's Crony SoM x3
Fixer SoA x3
Peeler Core x3
Hard Case Core x2
Anarchist SoA x3
Government Exorcist TSotS x3
Lady Lu Chu CotJE x2
Triggerman Core x3
Undercover Security Core x3
Demented Caretaker AH x2
Diseased Sewer Rats SoA x3
Ol' Lazy Eyes (CoC) x2

Repo Man (TAD) x2

Supports (10)
Price Manor SftSK x1
Fortifying Ouzo IT x3
Eliot Ness' Handcuffs TBJ x1
Expensive Guitar IotF x2
Dutch Courage Core x3

Events
Shotgun Blast Core x2
Low Blow Core x3

Behind Bars (SotD) x3
Foiled! (TPtY) x2

Conspiracies
The Night Job TbtA x1
    • Jhaelen likes this
I'm really stoked that this is your new article because I built a cops and robbers deck for my friend for the louisville regionals. He did fairly well ending up in 4th place. He could have done better but made a couple of costly mistakes where he could have won if he played right. Here is the list he played:

3 descendant of eibon
3 undercover security
3 government excorcist
3 unorthodox psychologist
3 repo man
3 triggerman
3 anarchist
3 hard case
3 extortionist
2 peter clover(soooo good!)
2 mr david pan
2 agency groundskeeper(torch the joint on a stick!)

3 low blow
3 forcing the truth
3 shotgun blast(kill black dogs for free anyone?)
3 small price to pay

3 gun runners club(caaards!!!)
2 the seventh house on the left(sit down mr cthulhu)

As you can see its very different from yours. I don't know which is better though. I tried to stay away from attachments to prevent getting 2 for 1'd. Peter Clover is LEGIT and excels in a deck like this where pratically any card from the top of you deck is going to throw whoever you want out of a story. Also, gun runners club is a match made in heaven for this deck. You tend to play out your hand quick and it really helps at keeping fuel on the fire so to speak.
Nice deck. Peter Clover goes in all my Syndicate decks. He is the man. Did your friend ever encounter any Nodens? I'd worry about that a little...

I agree that attachments are not the best because of what you say (the 2-for-1s), but also because they take up card slots. But I was going on a theme. :D

I probably wouldn't take my deck to a tournament ultimately, without testing it out more. :)