Things in the Ground - Environment. Action: Exhaust Things in the Ground to discard the top two cards of each players deck. Any characters that would be discarded by this effect are instead put into play insane.
I had the pleasure of facing a new CoC player this weekend. Since my opponent only had the core set and the Arham expansion, I decided to use cards only from those sets too, so, not only could we have a game, but I could teach some of the mechanics of cards she had. I quick built a Yog/Syndicate deck for fun, cause I don't use these factions much. It was a fun game, but in hindsite Id like to reflect on the use of "Things in the Ground".
My first thought about this card is fairly obvious: Build a Yog/Hastur deck. Load it with Poltergeist and Veronica's Loft so when opponent's characters come into play insane, they stay that way. Other then that, how is another way to build a deck around this card? It seemed to hurt me more then help me in the game, because my opponent was bringing Cthuhlu, dagon, the hydra, all in w/out paying for them.
That experience gave me this idea on another way to build a deck around this card. Have lots of expensive characters. That way, your bringing them in at no cost. They may be insane, but in two turns you have these huge beasties in play.
Not only that, you dont have to stay in your faction. You can load your deck with characters from any faction because they just come into play insane. Your not paying for them
Thoughts about this card?