Does anyone have the Arcane AP (The Terror of the Tides) already?

By bard8, in CoC General Discussion

Just wondering. I'd like to know the cards before I decide whether to buy or pass. Thanks in advance should anyone post some spoilers here.

Got mine yesturday. Give me a few minutes and I'll post up the cards.

--- AGENCY ---

[3x A] Agency Groundskeeper x3.
Cost 3.
2x Combat.
2 Skill.
Government.
Action: Exhaust Agency groundskeeper to choose and exhaust a support card. If that card is a Location, destroy it.

A Call for Help x1.
Cost 3.
Event.
Action: Exhaust a character you control with an Arcane icon to search you deck for an Agency character and put them into your hand. Then, shuffle your deck.

--- MISKATONIC ---

Shortsighted Librarian x1.
Cost 3.
1x Arcane. 1x Investigation.
2 Skill.
Investigator. Faculty.
Response: After you an Arcane struggle, look at the top card of any player’s deck. You may put this card on the top of the deck, on the bottom of the deck, or in it’s owner’s discard pile.

* Pagan Hall – Science Department x1.
Cost 1.
Support.
Location.
Disrupt: If you would place a success token at a story, exhaust Pagan Hall to instead place that success token on Pagan Hall.
Action: Exhaust Pagan Hall to move any number of success tokens from it to a story of your choice.

--- SYNDICATE ---

Arcane Grifter x3.
Cost 3.
1x Combat. 1x Arcane.
2 Skill.
Sorcerer. Criminal.
Characters without an Arcane icon committed to the same story as Arcane grafter do not count their skill.

* Midnight Alley – No Shelter from the Storm x1.
Cost 3.
Location.
Response: After you lose an Arcane struggle, sacrifice Midnight Alley to choose an opponent. That player must choose one of his domains, then exchange the cards in his hand with the resources attached to that domain.

--- CTHULHU ---

The Terror of the Tides x1.
Cost 6.
1x Terror. 2x Combat.
4 Skill.
Monster.
Toughness +5.
Action: Pay 3 to put The Terror of the Tides into play from your hand, Then, give The Terror of the Tides 4 wounds.

Bite Marks x3.
Cost 1.
Support.
Attachment.
Attach to a character.
Response: After attached character is wounded, destroy that character.

--- HASTUR ---

Stealthy Byakhee x3.
Cost 2.
1x Combat. 1x Arcane.
2 Skill.
Servitor.
Response: After Stealthy Byakhee commits to a story, choose an opponent’s character without an Arcane icon. That character cannot commit to the same story as Stealthy Byakhee.

Coffee House x 3.
Cost 2.
Support.
Location.
Response: After you win an Arcane struggle by at least 2 iconsm sacrifice Coffee House to ready all characters you control.

--- YOG SOTHOTH ---

Shadow Sorceress x1.
Cost 3.
2x Arcane.
2 Skill.
Cultist. Sorcerer.
Response: After you an Arcane struggle in which Shadow Sorceress participated, return the topmost Spell card from your discard to your hand.

Path of Blood x3.
Cost 1.
Event.
Spell.
Action: Choose a neutral character in play. Return that character to its owner’s hand.

--- SHUB NIGGURATH ---

Dimensional Worm x3.
Cost 5.
1x Terror. 1x Combat. 1x Arcane.
3 Skill.
Monster.
Response: After Dimensional Worm commits to a story as the attacker, choose a struggle at that story. Resolve that struggle by counting Arcane icons instead of its regular icons. The effect of the struggle does not change.

Summoning Circle x1.
Cost 3.
Support.
Location.
Action: Exhaust Summoning Circle and any number of [shub] characters with X total Arcane icons to search your deck for a [shub] character with cost X or lower, reveal it, and put it into your hand. (X is the number of Arcane icons on the characters knelt for the cost).

--- NEUTRAL ---

Descendant of Eibon – Master of the Black Arts x1.
Cost 3.
2x Combat. 1x Arcane. 1x Investigation.
3 Skill.
Sorcerer.
Willpower. Fast.
Action: Discard 1 of your success tokens to put Descendent of Eibon into play from your hand or into your hand from your discard pile. At the end of the phase, if he is still in play from this effect, return Descendent of Eibon to your hand.

Clever Zoog x3.
Cost 1.
No icons.
2 Skill.
Creature.
Other characters you control at the same story as Clever Zoog gain an Arcane icon.

Struggling Artist x3.
Cost 3.
1x Arcane.
3 Skill.
Sorcerer.
Arcane struggles are resolved first at any story to which Struggling Artist is committed.
Disrupt: After you win an Arcane struggle in which Struggling Artist participated, choose a struggle at that story. Skip that struggle at this story this turn.

Fountain of Youth x1.
Conspiracy.
T, C, A, A, I.
If you win this conspiracy, you may restore and ready all characters in play.

Total Eclipse x3.
Cost 2.
Event.
Play during your story phase, before characters are committed to stories.
Action: Resolve an additional Arcane struggle at all stories this phase.

Stealing the Glory x1.
Cost 3.
Event.
Action: Choose a story. Until the end of the phase, you may place 1 success token on that story for each Arcane struggle you win at that story.

Wonderful, THANKS, the_big_show !

Zoogs before dreamlands !??

Some of those actions and special abilities are awesome.

Chick

chicklewis said:

Wonderful, THANKS, the_big_show !

Zoogs before dreamlands !??

Some of those actions and special abilities are awesome.

Chick

No worries. I think this AP is one of my favourites due to the coolness of the cards.

A Call for Help x1.
Cost 3.
Event.
Action: Exhaust a character you control with an Arcane icon to search you deck for an Agency character and put them into your hand. Then, shuffle your deck.

no reveal with this???? sounds like a card that cheaters will play like crazy.

well a general erratta will fix it. In AGoT whenever a card talks about searching for a specific kind of card (or anything but a specific kind of card) it has to be revealed to at least one other player or the T/O (more often) per the FAQ.

yeah the normal idea is if its card specific you have to show that you got that type of card, but this is the same kinda typo that we saw on some shub cards that didnt include the shuffle after seach standard.

So what do you think of the typo on the Shub card 'Summoning Circle' ?

Disappointing to say the least. Knelt ? WTF !

Great, thanks for the spoilers The_Big_Show!

Hybrid said:

So what do you think of the typo on the Shub card 'Summoning Circle' ?

Disappointing to say the least. Knelt ? WTF !

The whole part of the text is unnecessary. How X is determined was told in the previous sentence. Amazing.

Overall this pack doesn't have any cards that excite me (except the Hastur's card).

agreed.

last one was better.

summoning circle is lake of glaaki all over again... And dimensional worm for cost of 5 should have sth more - like extra arcane, or more skill, I don;t know. Ygolanac costs 4, and is much better.

yog - n/c.

I like the new byakhee - weaker thet feathery watchers, but OK in general.

Does Summoning Circle REALLY say 'knelt' ? I thought for sure that was an a small error in transcription by Thrones player 'The_Big_Show'. .

If so, it makes me slightly sick to my stomach. Don't need to be reminded SO forcefully that (to FFG) CoCLCG is only a small pustule on Glorious Game of Thrones.

Really hope it says 'exhausted'.

Chick

Nope, it says knelt. I spotted that right away when I opened the pack.

Pfui. Good transcription Big_Show. Another example of less-than-stellar editing. Correction, that can only be termed piss-poor editing.

Chick

Sup friends,

This error is just another sad scar on a game that once had so much potential. These AP's are terrible even without the editing errors though. I always believed that AP's should have 20 great meta changing cards in each pack. I pushed for good cards when I play-tested, but I was ignored. You are lucky if you get 3 good cards in these packs.

I saw everyone cheering that the game is going to have more AP's. Most people seemed to talk about the flavor in the future packs. It is good for FFG that people will buy their AP's even when the cards are functionally poor. Just imagine what this game could have been with someone more creative and passionate in charge of it. I remember when the forums were alive with deep strategy discussions. Now there seems to be mostly either complaining or cheerleading.

It is also very funny that FFG says that the game is selling better than expected. I am sure they expected to sell not many of these AP's. If you set your goal low, then you can't be disappointed. I'm sure they would never release the actual number of these AP's that were printed. An example of this is D&D 4.0 Edition Player's Handbook 2. It sold out of the first printing in one week and did better than expected according to WotC. It was sold out for months while the second printing was being done. Guess how many books were printed in the first printing? ..............11,000. That was shocking to me considering how many people play Dungeons & Dragons here. I bet the print runs on those AP's is much much lower.

P.S. Got to love that new organized play system.

Kotwica said:

Sup friends,

This error is just another sad scar on a game that once had so much potential. These AP's are terrible even without the editing errors though. I always believed that AP's should have 20 great meta changing cards in each pack. I pushed for good cards when I play-tested, but I was ignored. You are lucky if you get 3 good cards in these packs.

I saw everyone cheering that the game is going to have more AP's. Most people seemed to talk about the flavor in the future packs. It is good for FFG that people will buy their AP's even when the cards are functionally poor. Just imagine what this game could have been with someone more creative and passionate in charge of it. I remember when the forums were alive with deep strategy discussions. Now there seems to be mostly either complaining or cheerleading.

It is also very funny that FFG says that the game is selling better than expected. I am sure they expected to sell not many of these AP's. If you set your goal low, then you can't be disappointed. I'm sure they would never release the actual number of these AP's that were printed. An example of this is D&D 4.0 Edition Player's Handbook 2. It sold out of the first printing in one week and did better than expected according to WotC. It was sold out for months while the second printing was being done. Guess how many books were printed in the first printing? ..............11,000. That was shocking to me considering how many people play Dungeons & Dragons here. I bet the print runs on those AP's is much much lower.

P.S. Got to love that new organized play system.

How about adding some sources for your claims?

The_Big_Show said:

Nope, it says knelt. I spotted that right away when I opened the pack.

sigh......there were several examples of this in the play test drafts. We were constantly correcting the wording on cards, wound not kill, commit not attack (which did slip through on Dimension Worm even after we mentioned it) and so on.

cthulhu.jpg

Can we get a print of this to hang in FFG's offices?

PS-anyone else having trouble logging in?

To varying degrees I agree with what alot Kotwica has said.

Who could deny that there is room for improvement? Alot of improvement

in some areas! Where our opinions differ is mainly due to the fact that I'm a casual player

where Kotwica is a competetive player. The reset button has been pushed and the meta

is much like it was back during the Arkham days. It'll take a while before we can engage

in discussions of deeper strategy. The group of new players in our leagues are having a

good time, myself included. For the sake of the more competetively minded I hope that

Nate and Mr. Hata will make decisions that soon creates a meta less random and deeper strategically.

The post did come off as bitter but behind the bile there are some indisputable facts. I embrace them

and hope for improvement.

Wow! What a timely image! partido_risa.gif

Where the heck did you find that Donald2?

jhaelen said:

Kotwica said:

Sup friends,

This error is just another sad scar on a game that once had so much potential. These AP's are terrible even without the editing errors though. I always believed that AP's should have 20 great meta changing cards in each pack. I pushed for good cards when I play-tested, but I was ignored. You are lucky if you get 3 good cards in these packs.

I saw everyone cheering that the game is going to have more AP's. Most people seemed to talk about the flavor in the future packs. It is good for FFG that people will buy their AP's even when the cards are functionally poor. Just imagine what this game could have been with someone more creative and passionate in charge of it. I remember when the forums were alive with deep strategy discussions. Now there seems to be mostly either complaining or cheerleading.

It is also very funny that FFG says that the game is selling better than expected. I am sure they expected to sell not many of these AP's. If you set your goal low, then you can't be disappointed. I'm sure they would never release the actual number of these AP's that were printed. An example of this is D&D 4.0 Edition Player's Handbook 2. It sold out of the first printing in one week and did better than expected according to WotC. It was sold out for months while the second printing was being done. Guess how many books were printed in the first printing? ..............11,000. That was shocking to me considering how many people play Dungeons & Dragons here. I bet the print runs on those AP's is much much lower.

P.S. Got to love that new organized play system.

I just love posts like this!

How about adding some sources for your claims?

my biggest complaint with the new cards is the simple typos that should have been easily spotted. i like the alot of the new cards, sure not all 20 cards in each pack are solid gold. i dont compare the lcg cards to the old ones either so that might be why im not so hard on the new cards. the game is now more focused on fun than competition, and the new cards have some fun stuff going on.

The game obviously fulfilled potential, for years. The classic players know this. That's not in question, though the Fonz may well have jumped the shark. Jump on the error. Almost no one's even seen the cards, or the artwork, or the composition. So I think there's an imbalance of response. I do agree we continue to get Zahned, which is totally avoidable, and for that reason much more [insert pfthang! here]. The French/Hata Dreamlands era is next. Did I misunderstand that a new different core, even if same cards was in the second printing?

I'd add to the rant that the boards are still ergonomically so much less fun than before. For login challenge, I've found that just by going to login page, you are in, but don't login again, or you're out. It's kinda funky. And I miss communicating with the gang through the boards. Total regression. But that we're all dumber, well nuggets of truth lie within. I think lack of synergy, emphasis on flavor, this progression through struggles and skill, the story line, and that only some cards draw raves are just the current cthulhu card game world. The reset, though, is never notwithstanding. All hail the groups of new players using core and new cards. Lead the way. But there's this gap, while the CCG crowd feels oddly out. I hope we bridge it, but the collector in me is happy to still get cards nonetheless. The bottom line. I do look forward to reviewing the new set. For that is the real fresh topic, and heads this very thread. Big Show rocked the spoils, thanks again.

i hope the store got them in for today's games.....the arcane struggle is just one of my favorites cause it allows you to be agreesive and not lose as much on defense if done right. so i hope some of these cards are really great for my decks.

johnny shoes said:

That's not in question, though the Fonz may well have jumped the shark.

For me, much shark jumping happened during Eldritch Block. The whole ritual fiasco made me a little sad. Sure, the Spike in me loved the raw, but first and foremost, I liked the 'three games played at once' style of Call of Cthulhu, and rituals threw that out of the window. Planning domains wasn't part of the game anymore, and even choosing and running stories wasn't a viable strategy. Some say the game is more random, like it was in Arkham, but nothing was more random as to see who drew their combo first. Even the three card limitation will eventually be offset by a larger cardpool, with more cards sharing similar functions.

I'm not that thrilled over the templating issues, but at least the gameplay itself is interesting again for being Call of Cthulhu, not some 'me too' Trading Card Game with a generic resource system and a singular win condition.

I'm surprized to see so much distinctions between CCG and LCG players. Even if the LCG players may be spotted as the ones who practice a league, most of the french players I use to play with are "mixed-boarders" players. So, we have new issues, why complaining about it ?

Kotwica said there was complaining and cheerleading... Well, what about the people which just practice the game with what they got in hands ? Being a competitive player, you don't analyze this situation through the eyes of a newcomer or someone who play another CCG and decided to change. It was difficult to start the game a year ago, wasn't it ? Now, the situation is different, and I don't know if there is still an activistic position for the people who demonstrate the game. We used to present it as a "living-dead" game, and it finally become something that kept more and more popularity. That's cool and there's no need to complain about it ... You now get something like 380 cards in addition to the Arckam and Eldritch block. With a lot of new deckbuilding possibility to explore.

The rotation made now allows you to buy a CCG/ DOA for less than 10$, as the LCG reprint some of the best cards, and there is no more problem to find cards to build your deck right now! So don't throw the baby out with the water. The new people who will (and who actually do) save the game from the marasm we've seen years ago will soon provide strategic deckbuilding. They now build their deck for pennies and that's great.The french community is proud to see how people who just came in a year ago now are sealed-approuved players who discuss the interest of cards. But this possibility was only given as they are now allowed to play the same cards as we, older players, did.

And, you might say that not every cards are potentially A+ cards. But I feel like it's sweet ! Having top cards everytime would'nt allow you to build original decks and differents uses. The interest of it is that the player has to find a way to breack the rule, but a powerfullcard won't mean everytime that its effect is positive for the meta. I do love some cards (like the clever zoog) which don't offer a huge potential, but do provide a strategic advantage if you use your brain !

PRODIGEE said:

I'm surprized to see so much distinctions between CCG and LCG players. Even if the LCG players may be spotted as the ones who practice a league, most of the french players I use to play with are "mixed-boarders" players. So, we have new issues, why complaining about it ?

Kotwica said there was complaining and cheerleading... Well, what about the people which just practice the game with what they got in hands ? Being a competitive player, you don't analyze this situation through the eyes of a newcomer or someone who play another CCG and decided to change. It was difficult to start the game a year ago, wasn't it ? Now, the situation is different, and I don't know if there is still an activistic position for the people who demonstrate the game. We used to present it as a "living-dead" game, and it finally become something that kept more and more popularity. That's cool and there's no need to complain about it ... You now get something like 380 cards in addition to the Arckam and Eldritch block. With a lot of new deckbuilding possibility to explore.

The rotation made now allows you to buy a CCG/ DOA for less than 10$, as the LCG reprint some of the best cards, and there is no more problem to find cards to build your deck right now! So don't throw the baby out with the water. The new people who will (and who actually do) save the game from the marasm we've seen years ago will soon provide strategic deckbuilding. They now build their deck for pennies and that's great.The french community is proud to see how people who just came in a year ago now are sealed-approuved players who discuss the interest of cards. But this possibility was only given as they are now allowed to play the same cards as we, older players, did.

And, you might say that not every cards are potentially A+ cards. But I feel like it's sweet ! Having top cards everytime would'nt allow you to build original decks and differents uses. The interest of it is that the player has to find a way to breack the rule, but a powerfullcard won't mean everytime that its effect is positive for the meta. I do love some cards (like the clever zoog) which don't offer a huge potential, but do provide a strategic advantage if you use your brain !

i agree with everything you said. as bob dylan once sang "Your old road is Rapidly agin'. Please get out of the new one If you can't lend your hand For the times they are a-changin'."

i like that not every card is some super power must have in a deck. its gonna be nice not to see the same few cards in every deck of a faction. sure there is gonna be a few 'must include' cards but as the game is now i think there is alot more room for varitey in the decks.

PearlJamaholic said:

PRODIGEE said:

And, you might say that not every cards are potentially A+ cards. But I feel like it's sweet ! Having top cards everytime would'nt allow you to build original decks and differents uses. The interest of it is that the player has to find a way to breack the rule, but a powerfullcard won't mean everytime that its effect is positive for the meta. I do love some cards (like the clever zoog) which don't offer a huge potential, but do provide a strategic advantage if you use your brain !

i like that not every card is some super power must have in a deck. its gonna be nice not to see the same few cards in every deck of a faction. sure there is gonna be a few 'must include' cards but as the game is now i think there is alot more room for varitey in the decks.

Sorry, but that's contradictory to me. Only having a few good cards per pack narrows the field of cards that are going to be played and cuts down the variety of decks being used. If every cards is a A+ card, they all are not going to be going to the same endgame (milling , quick tokens, etc), which would increase the number of viable decks and strategies. Good cards doesn't have to mean powerful. Random is being used to refer to a lack of combos and synergistic cards, not who gets their combo off first.