Just curious but did anyone else get the new pack called In the Dread of Night yet? No one has mentioned it yet on here. Some nice cards in it.
New asylum pack
I have it. I can spoil it if people want.
that would be awesome!!!
Yes, Please, Yes, Please !
as above
post a spoiler!
I wanted to post some spoilers but I've been just so busy with work, kids and a wife that I haven't gotten a chance yet. And of course Christmas coming doesn't help! I'll try though.
Well, since we're drawing attention to this thread anyway, and we'll need a new one marked *spoiler any day now, here's some more thought for Dreamlands AP III.
Agency needs a Dreamlands Location, an Event, a Day card
MU needs a Dreamlands Location, an Event, a Day card
SY needs a Cost 2 Dreamer and a Dreamlands Location
CT could use a curse, another character preferably some classics, Night cards, Dark Quagmire isn't a Dreamlands Location, but may have to suffice.
HA has no characters and needs Night cards.
YO should keep cranking out the Gugs and a Shantak, Night card
SH will it be all Ghouls? How about a Dhole, a Cthonian or Mi-go or Dark Young, Night Card
Neutral needs a Silver Key, another Zoog, more Day and Night
So far: No cost 1 characters, no cost 5, no fast, no villainous until F57 cost 6, no artifacts, cultists, government, new popular undead, nothing with 2 terror, nor 2 investigate, no skill 1,
Here goes.
Agency
Nathaniel Elton
cost 3 Investigator.Dreamer. Skill 3 CCI Heroic. Toughness +1.
Action: Exhaust a Heroic character you control to choose and exhaust a Villinous character.
Night Raid!
cost 2 event
Disrupt: Cancel the effects of a night card just played. Then, shuffle that card back into its owner's deck.
Miskatonic
Dreamlands Scholar
cost 3 skill 3 Dreamer AI Action: Pay 1 and exhaust a Dreamer character to look at the top 3 cards of your deck. Put 1 of those cards in your hand, and the rest on the bottom of your deck in any order.
Night Class
cost 1 event Research. Play only if it is not Day. Action: Put a Misk character with at least 1 Arcane icon into play from your hand. At the end of the phase, return that character to your hand if it is still in play.
Syndicate
Petty Thief
cost 1 character no skill Criminal. one combat. Response: After an opponent draws a card as the result of a card effect, exhaust Petty Theif to discard 1 card at random from that player's hand if that player has more cards in hand than you.
Ritual Initiation
cost zero event Ritual. Action: Choose a unique Syndicate character. Until the end of the phase that character gains C, +1 skill, and toughness +1. Then, you may pay 1 to return Ritual Initiation to your hand.
Cthulhu
Dreamlands Fanatic
cost 3 character skill 2, TA Cultist. Dreamer. FAST. Response: After an opponent's character leaves play, put Dreamlands Fanatic into play from your hand.
Midnight Rendezvous
cost 2 event. NIGHT. Action: Destroy all DAY cards, then attach Midnight Rendezvous to a story. Counts as an Enviroment support card with the text: " NIGHT. It is NIGHT. Investigation struggles do not resovle at this story."
Hastur
The Cavern of Flame
cost 2 support Dreamlands. Location. If you control more Dreamlands support cards than any opponent, The Cavern of Flame gains: "Action: Exhaust The Cavern of Flame to choose a non-Dreamer character commited to a story. ready that character, and remove it from the story.
Dream Parasite
cost 2 character, one skill TT Creature. Response: After a Forced Response is triggered, sacrifice Dream Parasite to trigger that Forced Response again.
Yog-Sothoth
Laboring Gug
cost 3 character, skill 3 CCC Gug. Monster. Toughness +1. Response: After Laboring Gug is wounded, draw 1 card.
Great Stone Circle
cost 1 support. Dreamlands. Location. If it is NIGHT, resolve all combat struggles before all Terror struggles at any story to which a Gug character is committed.
Shub
Ghoulish Predator
cost 2 character, skill 4 TC Ghoul. Monster. TOUGHNESS +1. Ghoulish Predator cannot commit to stories while it is Day.
Dhole Attack!
cost 4 event. Disaster. Encounter. Action: Choose and destroy a Location support card. Then, put Dhole Attack! into play as a Monster character with 3 skill and TTCC. At the end of the phase, sacrifice Dhole Attack!
thanks i like this pack alot more than the last one. see how it plays out.
there are two spoilers of the cards in the french forum :
One is dream dagger, the other one is Blasphem dreams ...
Great stuff, Billyzbub, THANKS for your painstaking work !
My cards are shipping only today from Washington State, so I still won't have them in hand until Saturday. Your spoilers have me all excited.
Chick
Thank you so much Billyzbub and PRODIGEE, I was really curious about this AP.
thanks for the spoiler!
And, I must say, thre are some very good card in it! I like cthulhu's cultist, shub's ghoul and the new gug a lot!
Here is the neutrals for you guys. Enjoy!
Ancient Zoog
cost 2 character. 2 skill A Zog. Creature. Response: After you drain a domain to which Ancient Zoog is attached as a resourse, unattach Ancient Zoog from that domain and attach it to a non-Zoog character. (Counts as an Attachment Zoog support card with the text: "Attached character gains the Dreamer subtype and Arcane.")
Zoog Burrow
cost 2 support Dreamlands. Location. Response: After you draw a Zoog character, exhaust Zoog Burrow to reveal that card to each opponent and attach it as a resourse to one of your domains. Then, you may immediately drain that domain to draw 1 card. Also is a Zoog resourse match.
The Night
Prviously spoiled.
Dream dagger
cost 1 support. Attachment. Item. Weapon. Attached character gains C.(TCCA instead is attached character is a Dreamer.) Action: Pay 1 to unattach dream Dagger, and attach it to a different character you contral.
Blasphemous Dream
cost 2 event. Curse. If it is Night, reduce the cost to play by 2. Action: Ready a Dreamer character you control to choose and exhaust a non-Dreamer character.
Assist Dreamer
cost 2 event. Spell. If it is Night, reduce the cost to play Assist Dreamer by 2. Action: Choose and ready a unique character. Until the end of the phase, that charcter gains the Dreamer subtype and AAA.
Nathaniel Elton
cost 3 Investigator.Dreamer. Skill 3 CCI Heroic. Toughness +1.
Action: Exhaust a Heroic character you control to choose and exhaust a Villainous character.
Night Raid!
cost 2 event
Disrupt: Cancel the effects of a night card just played. Then, shuffle that card back into its owner's deck.
Dreamlands Scholar
cost 3 skill 3 Dreamer AI Action: Pay 1 and exhaust a Dreamer character to look at the top 3 cards of your deck. Put 1 of those cards in your hand, and the rest on the bottom of your deck in any order.
Night Class
cost 1 event Research. Play only if it is not Day. Action: Put an MU character with at least 1 Arcane icon into play from your hand. At the end of the phase, return that character to your hand if it is still in play.
Petty Thief
cost 1 character no skill Criminal. one combat. Response: After an opponent draws a card as the result of a card effect, exhaust Petty Theif to discard 1 card at random from that player's hand if that player has more cards in hand than you.
Ritual Initiation
cost zero event Ritual. Action: Choose a unique Syndicate character. Until the end of the phase that character gains C, +1 skill, and toughness +1. Then, you may pay 1 to return Ritual Initiation to your hand.
Dreamlands Fanatic
cost 3 character skill 2, TA Cultist. Dreamer. FAST. Response: After an opponent's character leaves play, put Dreamlands Fanatic into play from your hand.
Midnight Rendezvous
cost 2 event. NIGHT. Action: Destroy all DAY cards, then attach Midnight Rendezvous to a story. Counts as an Environment support card with the text: " NIGHT. It is NIGHT. Investigation struggles do not resolve at this story."
The Cavern of Flame
cost 2 support Dreamlands. Location. If you control more Dreamlands support cards than any opponent, The Cavern of Flame gains: "Action: Exhaust The Cavern of Flame to choose a non-Dreamer character committed to a story. ready that character, and remove it from the story.
Dream Parasite
cost 2 character, one skill TT Creature. Response: After a Forced Response is triggered, sacrifice Dream Parasite to trigger that Forced Response again.
Laboring Gug
cost 3 character, skill 3 CCC Gug. Monster. Toughness +1. Response: After Laboring Gug is wounded, draw 1 card.
Great Stone Circle
cost 1 support. Dreamlands. Location. If it is NIGHT, resolve all combat struggles before all Terror struggles at any story to which a Gug character is committed.
Ghoulish Predator
cost 2 character, skill 4 TC Ghoul. Monster. TOUGHNESS +1. Ghoulish Predator cannot commit to stories while it is Day.
Dhole Attack!
cost 4 event. Disaster. Encounter. Action: Choose and destroy a Location support card. Then, put Dhole Attack! into play as a Monster character with 3 skill and TTCC. At the end of the phase, sacrifice Dhole Attack!
Ancient Zoog
cost 2 character. 2 skill A Zoog. Creature. Response: After you drain a domain to which Ancient Zoog is attached as a resource, unattach Ancient Zoog from that domain and attach it to a non-Zoog character. (Counts as an Attachment Zoog support card with the text: "Attached character gains the Dreamer subtype and Arcane.")
Zoog Burrow
cost 2 support Dreamlands. Location. Response: After you draw a Zoog character, exhaust Zoog Burrow to reveal that card to each opponent and attach it as a resource to one of your domains. Then, you may immediately drain that domain to draw 1 card. Also is a Zoog resource match.
The Night
Dream Dagger
cost 1 support. Attachment. Item. Weapon. Attached character gains C.(TCCA instead is attached character is a Dreamer.) Action: Pay 1 to unattach dream Dagger, and attach it to a different character you control.
Blasphemous Dream
cost 2 event. Curse. If it is Night, reduce the cost to play by 2. Action: Ready a Dreamer character you control to choose and exhaust a non-Dreamer character.
Assist Dreamer
cost 2 event. Spell. If it is Night, reduce the cost to play Assist Dreamer by 2. Action: Choose and ready a unique character. Until the end of the phase, that character gains the Dreamer subtype and AAA.
Ooof, with those excellent neutral cards, a NIGHT/DREAMER deck becomes very attractive ! Blasphemous dreams is extremely strong, and swapping the dream dagger around from one story to another before story resolution will be killer ! I like the Zoogs, also, and look forward to trying them out.
Tasty pack.
Look at the french forum in the adress previousmy mentionned : Two new cards are spoiled !
@moderators : Double post that I can't remove. thanks to cut this !!
I basically kinda blew my guesses and divinations about the new asylum pack. But I hit on some. For no real reason, here those are rah rah: Agency and MU got their first events. Hastur got its first character (duh odds). Yog and Shub and Neutral got their gug and ghoul and zoog (triple duh), and Shub got a cthonian chout out. We got the first cost one character, first cultist, first two terror, first skill one.