[SPOILER] Screams from Within

By Tokhuah, in CoC General Discussion

BE WARNED: Read no further unless you wish your days to be filled with fear and screaming insanity. No man should ever look upon these spoiled things if he wishes to maintain a wholesomeness of mind and clarity of vision…

Agency

Border Patrol Guard
---------------------
Type: Character
Cost: 3
Skill: 2
Icons: CI
Subtype: Government.
Game Text: If it is Day, Border Patrol Guard gains [CC].

Sledgehammer
---------------------
Type: Support
Cost: 1
Subtype: Attachment. Weapon.
Game Text: Attach to a character you control. Action: Sacrifice Sledgehammer to choose and destroy a Monster or Creature character with printed skill 3 or lower.

Police Headquarters
---------------------
Type: Support
Cost: 2
Subtype: Location.
Game Text: Action: Exhaust Police Headquarters to choose and exhaust a Criminal character.

Miskatonic University

*Professor Smith
---------------------
Type: Character
Cost: 4
Skill: 3
Icons: CAI
Subtype: Faculty. Investigator.
Game Text: Forced Response: After you draw card due to a card effect, Professor Smith gains [AI] until the end of the turn.

Archaeological Dig Site
---------------------
Type: Support
Cost: 2
Subtype: Location.
Game Text: Response: After you put an Item or Tome support card into your discard pile from play, sacrifice Archeological Dig Site to add that card to your hand.

M.U. Museum of Natural History
---------------------
Type: Support
Cost: 2
Subtype: Location.
Game Text: Action: Exhaust M.U. Museum of Natural History to choose and return an Artifact support card from your discard pile to your hand.

Cultist Journal Sketches
---------------------
Type: Support
Cost: 3
Subtype: Attachment. Tome.
Game Text: Attach to a [Miskatonic University] character you control. Action: Exhaust Cultist Journal Sketches to choose a Villainous character. Return that character to its owner’s hand.

Syndicate

A Sight for Sore Eyes
---------------------
Type: Event
Cost: 1
Game Text: Action: Name a car. Your opponent reveals his hand. Your characters get +2 skill for each copy of the revealed card in your opponent’s hand until the end of the phase.

Blind Fighting
---------------------
Type: Event
Cost: 1
Game Text: Choose a story. Add or remove a [C] struggle from that story until the end of the phase. Then, you may exhaust a character you control to return Blind Fighting to your hand instead of discarding it.

Kidnapping 101
---------------------
Type: Event
Cost: 2
Game Text: Action: Choose an opponent’s non-Ancient One character committed to a story. Uncommit that character from that story.

Cthulhu

*Yig
---------------------
Type: Character
Cost: 5
Skill: 4
Icons: TTTA
Subtype: Ancient One.
Game Text: Villainous. Toughness +2. Serpent characters gain [T]. Action: Change one of Yig’s [T] icons into [CCA] until the end of the phase.

River of Serpents
---------------------
Type: Support
Cost: 2
Subtype: Location. Serpent.
Game Text: Action: Exhaust River of Serpents to choose a Serpent character. That character gains [TT] until the end of the phase.

Hastur

Dangerous Inmate
---------------------
Type: Character
Cost: 2
Skill: 2
Icons: CA
Subtype: Cultist. Lunatic.
Game Text: Action: Drive Dangerous Inmate insane to choose a character with printed skill 2 or lower. That character goes insane.

Thing from Nightmare
---------------------
Type: Character
Cost: 4
Skill: 4
Icons: TCA
Subtype: Monster.
Game Text: Lower the cost to play Thing from Nightmare by 1 (to a minimum of 1) for each insane character in play.

Yog-Sothoth

*Yog-Sothoth
---------------------
Type: Character
Cost: 6
Skill: 7
Subtype: Ancient One
Game Text: Villainous. Invulnerability. Action: Pay 2 to choose and play a Spell event card from your discard pile without paying its cost. Then, place that card on the bottom of your deck.

Spiritual Guidance
---------------------
Type: Event
Cost: 1
Subtype: Spell
Game Text: Disrupt: When a character you control is wounded, discard a character card from your hand to cancel all wounds to that character.

Shub Niggurath

Chupacabra
---------------------
Type: Character
Cost: 3
Skill: 2
Icons: TC
Subtype: Creature.
Game Text: Action: Pay 1 and sacrifice a character to give Chupacabra [CCC] until the end of the phase.

Feeding Time
---------------------
Type: Event
Cost: 4
Game Text: Action: Attach up to 3 characters from your discard pile to one of your domains as resources.

Neutral

Riding Shotgun
---------------------
Type: Event
Cost: 2
Game Text: Response: After you win a [C] struggle, exhaust a character you control with at least [C] to choose and wound a character committed to that story.

Conspiracy

Taming the Storm
---------------------
Cost: 0
Icons: TCAI
Game Text: Each of your characters committed to this story gains Fast.


Note: Please excuse any typos. Corrections are welcome. I did this while On the Lam from the Ancient Ones I called down. May Yog-Sothoth be quick if not merciful and not take the cannoli.

Wow ! So Yig , Father of Serpents , is finally going to be in the LCG !

He looks fantastic too....3-Terror, 1-Arcane....but "at will" (as an Action) - and without paying anything apparently....you can change any single Terror Icon he has into TWO Combat and 1 (additional) Arcane !

The possible combos for Yig, therefore, look something like this:

(Default) - 3-Terror, 1-Arcane

Combo-1: 2-Terror, 2-Combat, 2-Arcane (transform just one of his Terror icons)

Combo-2: 1-Terror, 4-Combat, 3-Arcane (transform two of his Terror icons.....this one seems to be the most devastating, since you keep the single Terror, meaning no vulnerability to Terror effects on you, and you have 4-Combat, which is pretty heavy...for a single character in this game. 3-Arcane is great too)

Combo-3: 0-Terror, 6-Combat, 4-Arcane (Full Attack mode - I can't see this being used too much, unless you were sure the enemy could not Terror you or was not using Terror-causing characters. If they aren't, however, then 6-Combat is just ludicrously strong. It combos well with something like Antediluvian Dreams - Neutral Event that adds an additional Combat Struggle at the story - meaning Yig is likely killing two enemies, instead of just one)

He also features a respectable (though not amazing, admittedly) Toughness+2, meaning he'll still need 3-wounds to bring down. Lastly, cost 5 is good...in that he can still be affected by Seeker of Mysteries' ability to reduce cost to play by -1.

I really like Kidnapping 101 means an apponent can never comfortably assign one Character to oppose you. Pillar meta!

Cultist Journal Sketches makes Ancient Ones cry...

Since the Cthulhu faction already has 2 staple serpent characters the passive ability synergizes well without having to force something to make it useful.

Since posts cannot be edited on this forum I am forced to double post...

Two things:

I miss-edited my Kidnapping 101 statement, but I think you will get my drift...

My last comment was about Yig!

I knew what you meant .....and yeah, that Cultist Sketch is evil.... in a good way....err...for the good guys...! gui%C3%B1o.gif

Thanks for the spoiler!

Yet another AP with some great new cards. I _really_ like this cycle!

Agency gains another tool for their armory with the 'Sledgehammer' and gives Syndicate a taste of their own medicine with the 'Police Headquarters'.

Miskatonic gets additional ways to retrieve items, tomes, and artifacts.

Syndicate gets to stack their odds at stories in their favor with 'Blindfighting' and 'Kidnapping 101'.

For Cthulhu the Serpents start to become the new and improved Deep Ones with 'River of Serpents' and 'Yig' (who isn't really that expensive thanks to the 'Stygian Idol').

Hastur happily continues to spread insanity in its own ranks and gain advantages by doing it.

Yog gets a nice defensive card with 'Spiritual Guidance' and the new, controversial Yog.

Shub gets a supercharged (although expensive) version of 'Eat the Dead'.

I'm currently not very fond of Location cards (since the 'Crazed Arsonist' makes it so easy to burn them to the ground), but I hope they'll become more viable in the future.

Miskatonic / Yog strikes me as a nice combo, looking at these cards: In combination you can return pretty much everything from the discard pile, and Miskatonic helps Yog to keep your hand full of cards.

Probably my favorite card in this AP is 'Blindfighting', though. It's versatile, cheap, and reusable.

Only the Shub cards strike me as a bit 'meh' in this AP; where's the new Mi-Go? gui%C3%B1o.gif I just hope the new Shub-Niggurath card in the final AP will have a nice ability...

I do not want to stir up more rules shizzle but...


From the text of Yog-Sothoth: Pay 2 to choose and play a Spell event card from your discard pile without paying its cost. Then, place that card on the bottom of your deck.

The question pertains to zones. Does the Spell that is being played ever leave the discard pile? The reason why I am bringing this up is because of…

Snow Graves: Attach to a player's discard pile. Cards cannot be moved out of attached discard pile for any reason.

If the card is removed from the discard pile to be played then Snow Graves is anit-Yog meta. However, if Spells used by Yog never leave the discard pile, and since Snow Graves is 0 cost needing no resource match, I would think this is a must use combo as the Spell will not be shuffled back into the deck after its use. We already have Chant of Thoth from back in the ccg days so I would think there has already been some sort of ruling on this. Anyone care to weigh in?

As usual it requires some interpretation, but in the FAQ, when they speak of zones, there are two zones:

In Play In play is the Play Area.

Out of Play Out of play is the Draw Deck, Hand, Domains (and resources), and Discard Pile.

I think that when you "play" a card, it moves into the Play Area, which means it moved out of the Out of Play (discard pile). So I think Snow Graves would stop this ability.

TheProfessor said:

As usual it requires some interpretation,

No interpretation needed, It's right in the FAQ under Playing Effects

When a player plays an event from his
discard pile, it does not remain in his
discard pile, but rather is placed back
in his discard pile after the action is
complete.

So, yes Snow Graves would stop Yog's ability. It would be nice if they ever decided to reprint that Asylum Pack, So I could get some of those. Oh well...

Yeah....Snow Graves is normally the bane of Yog's existence, since you normally WANT to move things out of your Discard Pile (recycling cards)......strange fate to bring them together willingly !

That said...I was going to make a post about this - but I don't think there actually is any cards in standard Yog-Sothoth faction that destroy Attachments or Locations, is there ? In test games I have played, Snow Graves can be so devastating to most of my Yog decks...and I can't think (off-hand) of any particular Yog cards that you can use to get rid of it....? Are there some I am not thinking of, or does Yog just HAVE to have another faction with it, that can actually desroy attachments // locations like this ??

If you want to make a Yog recursion deck you really need to include Cthulhu or Shub for some quality Support Destruction that is also useful if they are NOT running Snow Graves. It seems like Shub would work better because Burrowing does not need the restrictive resource match of DoA and the Shub search feature and resource acceleration loads up the recursion foo.

I am working on something combining MU but then the Ancient One Yog is the only card in the deck that even deals with the discard pile..