|Call of Cthulhu LCG | Published 29 January 2010|
Welcome to the first in a weekly series spotlighting exciting cards and combos for Call of Cthulhu: The Card Game. To start us off, we have a special guest article by Marius Hartland, a well-respected member of the Call of Cthulhu community! Without any further ado...
Our dreamers have nothing to dream about. The blood of a million men is well shed in producing one glorious legend which thrills posterity and it is not at all important why it was shed.
- H.P. Lovecraft
The fifth asylum pack in the Dreamlands Cycle, Sleep of the Dead (in stores next week), brings us to the Charnel Garden, the land of pleasures unattained, where the seductive princess Zura feeds on death itself. The Cthulhu faction excels in destruction but rarely gives us tools to really get ahead in card count – The only way to get ahead is the use of mass destruction effects, while other factions gain access to card draw. This is about to change now.
Princess Zura (The Sleep of the Dead, F87) helps you draw a card every time an opponents' character leaves play. Given that the life expectancy of a character facing the forces of Cthulhu are woefully short, chances are you'll be able to secure a huge advantage. There is one catch: Zura has to be exhausted to be able to turn that removal event card in a two-for-one. Committing her to a story is one way to deal with that problem, making her a slightly less reliable Dr. Ali Kafour (Core Set, F22) but there are other ways to make her dig deeper into your deck. And really lucky cultists may even draw into a Dreamlands Fanatic (In the Dread of Night, F47) which will be just in time to leech of the 'leaves play' trigger and join in for free.
Muddy Waters (The Antedeluvian Dreams, F49) allows you to bring her to the exhausted state at response speed, and when timed right gives you the opportunity to respond to multiple, simultaneous deaths – for instance in the response window that follows story resolution. Or you can look for effects that exhaust her in order to accomplish her response trigger: A little boost in the terror-icon department allows her to play Pulled Under (Core Set, F57) so you can get rid of another exhausted character without draining a domain, lowering your hand size or leaving the stories undefended. To you, it is as nothing really happened.
It is as if Princess Zura is never really exhausted. And when she is, it's usually a sign that the next Deep One Assault (Core Set, F56) can't be far off, ready to spring her back into action to bring insanity and death to whoever is left standing. Any character with the ability to ready for free and drawing you cards is one to look out for, especially when the condition to do so is so easily met for the followers of the Great Priest. Aside from setting traps, the Flower of the Charnel Garden has the key for possibly degenerate combo's and finding ways around Syndicate's exhaustion effects as they will only make her stronger and more dangerous. The dream may turn into a nightmare soon...
We hope you've enjoyed this first installment of our Call of Cthulhu: The Card Game Card of the Week column. Discuss this new card here in the comments or in the Call of Cthulhu forums and tune in next week for another Card of the Week.
Based on the fiction of H.P. Lovecraft and his literary circle, Call of Cthulhu: The Card Game takes two players deep into the Cthulhu Mythos where investigators clash with the Ancient Ones and Elder Gods for the fate of the world. The Living Card Game format allows players to customize their gaming experience with monthly Asylum Pack expansions to the core game.
Love this game, love the cards, fictions, art, etc. But, really, did we need a MORE powerful Cthulhu faction? :)
... well that's why you shouldn't play a Cthulhu mono deck, right?
I've recently had some excellent success with an Agency/Cthulhu deck. Though, admittedly that's probably more due to the potent Agency characters.
Cthulhu needs more good 3 cost or lower caracters or destruction events to survive the firsts rounds, not some useless or easy-to-counter combos.