Silver Twilight Expansion Spoiler List

By Eryx_UK, in CoC General Discussion

I picked my copy of the Silver Twilight box expansion up today. Heres a spoiler list of the cards you get (3 of each).

AGENCY

Sister Sofia - Nun with a Gun
Cost 3, Skill 2, CC.
Independent.
Response: After you win a C struggle at a story to which Sister Sofia is committed, choose and wound X of your opponent’s characters at that story, X is the number of drained domains your opponent has.

Call for Backup.
Event.
Cost 2.
Tactic.
Action: Exhaust a character you control to put into play from your hand an Agency character with printed cost 3 or lower. Return that character to your hand at the end of the phase.

SYNDICATE

Distraught Shopkeeper.
Cost 2, Skill 2, no icons.
Independent.
Forced Response: After Distraught Shopkeeper enters play, exhaust all characters with printed skill 1 or lower.

(S) An Offer You Can’t refuse.
Event.
Cost 0.
Action: Ready an exhausted character you control. Then, each opponent draws a card.

MISKATONIC

* Dr. Bartlett - Conspiracy Theorist.
Cost 3, Skill 2, AI.
Conspirator, Scientist.
While you have a conspiracy card in play, Dr. Bartlett gains Willpower and Invulnerability.

* Pnakotic Manuscripts - Mind Expanding Ideas.
Support.
Cost 1.
Attachment.. Tome.
Attach to a MU character you control.
Action: Exhaust Pnakotic Manuscripts to choose a character you control. Attached character gains all of that character’s printed icons until the end of the phase.

YOG-SOTHOTH

Faceless Abductor.
Cost 2, Skill 2, TC.
Servitor.
Action: Shuffle Faceless Abductor into your deck to choose a non-Ancient One character with skill 3 or less. Return that character to it’s owner’s hand.

Curse of the Putrid Husk.
Support.
Cost 1.
Attachment. Curse.
Attach to a non-Ancient One character.
Attached character loses all keywords.

SHUB-NIGGURATH

Collector of Sacrifices.
Cost 2, Skill 2, TC.
Dark Young. Servitor.
Response: After a character enters your discard pile from play, ready Collector of Sacrifices.

Come to the Altar.
Event.
Cost 2.
Action: Sacrifice a character to put into play from your hand a SHUB character with printed cost 3 or lower.

HASTUR.

Sweet Old Lady.
Cost 3, Skill 2, T.
Cultist.
While Sweet Old Lady is committed to a story alone, opponents must pay 2 to commit characters to that story.

Old Man of the Woods.
Cost 3, Skill 3, CC.
Lunatic.
Action: Drive Old Man of the Woods insane to choose and destroy an insane character.

CTHULHU

* Joe Sargent - Rattletrap Bus Driver.
Cost 3, Skill 2, CA.
Servitor.
Action: Exhaust Joe Sargent and pay 2 to choose and destroy a non-Ancient One character with skill X or lower committed to a story. X is the number of Deep One characters you control.

In the Wake of the Sleeper.
Event.
Cost 3.
Disaster.
Loyal.
Play during your operations phase.
Action: Choose a non-Ancient One character. Destroy all copies of that character.

NEUTRAL

Neutral Ground.
Support.
Cost 2.
Location.
Treat all neutral characters in play as if their printed text boxes were blank.

SILVER TWILIGHT

* Clifton Rosenberg - Mastermind.
Cost 6, Skill 3, CCAA.
Lodge,
Willpower. Toughness +2.
Response: After you play Clifton Rosenberg, return all Heroic and Villainous characters to their owner’s hands.

* Senator Nathaniel Rhodes - Adept Politician.
Cost 4, Skill 4, CAAI.
Lodge. Government.
Response: After you discard 1 or more cards from your hand, pay 1 to draw a card.

* Lord Jeffrey Farrington - Mysterious Benefactor.
Cost 3, Skill 3, CAI.
Lodge. Independent.
Forced Response: After Lord Jeffrey Farrington enters play, choose and return a character to it’s owner’s hand.

Silver Twilight Enforcer.
Cost 3. Skill 2, CCC.
Lodge.
Willpower. Toughness+1.
At the end of this turn, return Silver twilight Enforcer to it’s owners hand.
Extra combat phase icon.

Keeper of the Silver Sphere.
Cost 2, Skill 2, C.
Lodge. Conspirator.
While there is a conspiracy card in play, Keeper of the Silver Sphere gains CCAI.

Young Initiate.
Cost 1, Skill 2, no icons.
Lodge.
Response: After Young Initiate enters play, choose another ST character. That character gains Willpower until end of the turn.

Arcane Hunter.
Cost 3, Skill 2, CC.
Sorcerer.
Forced Response: After a character enters a discard pile from play, Arcane Hunter gains Willpower and Fast until the end of the phase.

Knight of the Outer Void.
Cost 3, Skill 3, CCA.
Lodge.
Willpower.
Forced Response: During your refresh phase, choose and return a ST character you control to it’s owner’s hand.

High Wizard of the Order.
Cost 4, Skill 4, AAI.
Lodge. Sorcerer.
Willpower.
Response: After High Wizard of the Order enters play, choose and return a non-Ancient One character to it’s owners hand.

Lodge Librarian.
Cost 3, Skill 3, AAI.
Lodge.
Response: After you win an A struggle, discard a card from your hand to draw a card.

Disgruntled Chef.
Cost 2, Skill 2, CC.
Independent.
Response: After a character leaves play, Disgruntled Chef gains C until the end of the phase.

(ST) Dedicated Butler.
Cost 0, Skill 1, A.
Independent.
Forced Response: After Dedicated Butler enters play, discard a card from your hand or sacrifice Dedicated Butler.
Action: Sacrifice Dedicated Butler to choose and shuffle a card from your discard pile back into your deck.

* Mayor Atkinson - Resourceful Manipulator.
Cost 5, Skill 4, CAI.
Lodge. Government.
Willpower. Toughness +1.
While you have no cards in hand, Mayor Atkinson gains “Action: Pay 2 to choose a character with printed skill 2 or lower. Return that character to it’s owner’s hand”.

Devious Architect.
Cost 3, Skill 3, CI.
Lodge.
While you have no cards in hand, Devious Architect gains CAA.

(ST) Lodge Barkeep.
Cost 2, Skill 2, CA.
Lodge.
Response: After a character is readied, exhaust Lodge Barkeep to exhaust that character.

Failed Initiate.
Cost 1, Skill 1, AI.
Cultist.
Forced Response: After an event card is played, sacrifice Failed Initiate.

The Groundskeeper.
Cost 3, Skill 1, CC.
Independent.
Willpower.
Action: Discard a card from your hand to lower the cost of the next support card you play this phase by 1 (to a minimum of 1).

Silver Twilight Collector.
Cost 2, Skill 2, C.
Lodge.
Silver Twilight Collector gains C for each success token on it.
Forced Response: After a Monster or Creature character is destroyed, place a success token on Silver Twilight Collector.

Lodge Housekeeper.
Cost 3, Skill 2, AI.
Lodge.
Response: After Lodge Housekeeper enters play, choose and return a support card to its owner’s hand/

Recruiter for the Lodge.
Cost 2, Skill 2, no icons.
Lodge.
Response: After Recruiter for the Lodge enters play, reveal the top 5 cards of your deck. Add a revealed ST character to your hand. Then, shuffle the remaining cards into your deck.

* Silver Twilight Lodge - Nexus of Power.
Support.
Location.
Lower the cost of the first ST character you play by 1 (to a minimum of 1).

Key to the Inner Sanctum.
Support.
Cost 1.
Attachment. Item.
Attach to a Lodge character you control.
Attached character gains A.
Action: Sacrifice Key to the Inner Sanctum to reveal the top 5 cards of your deck. Add a revealed Ritual card to your hand. Then, shuffle the remaining cards into your deck.

Crescent Blade.
Support.
Cost 2.
Attachment. Weapon.
Attach to a character you control.
Attached character gains “Action: Exhaust this character to choose and wound a neutral non-Ancient One character”.

Sigil of the Order.
Support.
Attachment. Item.
Attach to a ST character you control.
Action: Exhaust Sigil of the Order and discard a card from your hand to ready attached character”.

* The Oubliettes - Secret Chambers.
Support.
Cost 2.
Location.
Characters with printed skill 1 or lower cannot commit to stories.

* Ritual of the Construct - Mystical Summons.
Support.
Cost 2.
Ritual.
Response: After you discard 3 more cards from your hand, place a success token on Ritual of the Construct.
Action: Exhaust Ritual of the Construct and discard X success counters from it to choose an opponent. That opponent must sacrifice a character with cost X or lower.

* Ritual of the Lance - Utter Annihilation.
Support.
Cost 3.
Ritual.
Response: After you sacrifice a character, place a success token on Ritual of the Lance.
Action: Sacrifice Ritual of the Lance and discard 5 success tokens from it to destroy all characters.

* Crystal of the Elder Things - Radiant Gem.
Support.
Cost 2.
Artifact.
Response: After a character leaves play, exhaust Crystal of the Elder Things to choose and refresh a domain with 1 resource.

(STx2) Initiation.
Event.
Cost 0.
Ritual.
Action: Sacrifice a character you control to lower the cost of the next ST character you play this phase by 2 (to a minimum of 1).

Lodge Meeting.
Event.
Cost 2.
Response: After you commit 3 Lodge characters to the same story, drain one of your opponent’s domains.

Dark Secrets of the Order.
Event.
Cost 1.
Action: Refresh a domain with a number of resources equal to or lower than the number of characters that left play this phase.

Secret Handshake.
Event.
Cost 1.
Ritual.
Action: Choose a ST character you control. That character gains CA until the end of the phase.

You Know Too Much.
Event.
Cost 2.
Play during your operations phase.
Action: Choose a player. That player must place two cards from his hands on top of his deck or sacrifice a character.

(STx2) Unbound!
Event.
Cost 2.
Ritual. Disaster.
Action: Discard X cards from your hand to destroy a character with printed skill X or less.

Fine Dining.
Event.
Cost 2.
Action: Sacrifice a character to choose a character with printed cost 2 or higher. That character gains CCAA and Invulnerability until the end of the phase.

* Ritual of Summoning - Horrific Methods.
Support.
Cost 3.
Ritual.
Action: Sacrifice a character to place a success token on this card.
Action: Discard 5 success tokens from Ritual of Summoning to put a character into play from your hand.

Steal the Soul.
Event.
Cost 1.
Action: Choose a character you control a a character an opponent controls. Choose one of those characters to gain the icons of the other character until the end of the phase.

Pose Mundane.
Event.
Cost 3.
Play during your operations phase.
Action: Choose and destroy a Monster or Creature character. Then, put a ST character into play from your hand.

Friendly to the Order.
Event.
Cost 1.
Action: Choose a ST character. That character gains CA for each character that left play this phase.

(STx3) Brazier Enchantment.
Event.
Cost 1.
Spell.
Action: ST characters you control gain Invulnerability until the end of the phase.

great, thx for spoiler

Three Cheers for THE BIG SHOW !!

Thanks for all the detailed hard work of creating the spoiler.

Chick

Thank you for the Spoiler.

Question: Do all the cards come x3? I thought they were doing some x2...

Mind-jerk thoughts:

Monster Factions>Human Factions

Yog, Hastur, and Cthulhu all got at least one exceptional card each, and possibly more (needs testing). MU and Syndicate got absolute sewer trout (from a competative perspective). Agency and Shub fall into the middle.

Favorite Card: In the Wake of the Sleeper absolutely crushes Birds+Dogs decks and makes Cthulhu a happy GOO! First impressions again, but big green seems like the olde faction winner in this set and I look forward to messing with my mono-Cthulhu deck.

...on to Silver Twilight:

Really, who knows what is going to happen with all of the cross faction foo so just some initial thoughts from beyond:

Lord Jeffrey Farrington: Mysterious Benefactor: Am I reading this card right? A 3 cost Investigator that can return an Ancient One to an opponent's hand??? MU players are going to be mad at ST getting this gem. A reason to run Silver-Syndicate.

High Wizard of the Order: Lesser Farrington but not unique. Also, 2 book means p00n will run him!

Lodge Barkeep: More Syndicate synergy...

You Know Too Much: It wold be better outside the OP phase but still a solid control card.

Pose Mundane: Interesting because the word template on this one would indicate the destruction phrase as NOT being a cost... Intentional? Any input Professor?

Brazier Enchantment: It is difficult at this stage to imagine ST being played mono because the card pool is very thin but this is one to watch out for later...

Glad I could be of assistance.

Bit late to edit now but the Lodge Barkeep requires a SYN resource not a ST resource. My bad.

Question: Do all the cards come x3? I thought they were doing some x2...

Three of each as per other box expansions.

Personal thoughts are that this isn't a bad start for the Silver Twilight though they are going to need to be combined with another faction because they aren't strong enough by themselves right now. I've alrady started working on a fun theme deck with the old Cthulhu faction Silver Twilight characters.

I would have liked for there to be some new stories in the box and i was dissapointed there we weren't.

It has certainly wetted my appetite even more for the upcoming APs.

Thanks for this! Plenty to ponder whilst waiting for my box to arrive.

BTW, Do you remember the cost for the Nexus of Power?

Luckily I am at home today. Silver Twilight Lodge - Nexus of Power is cost 3.

Thanks for the great spoiler!

I didn't plan to get the box, but there are some nice cards in there, notably several that seem to be intended to provide additional ways to deal with the strongest cards in the current Meta. Too bad that there are so many Silver Twilight cards... gui%C3%B1o.gif

Some of the ST cards seem to be quite intriguing but there are also plenty with odd mechanics and templating. I'm not sure what to think. It'll be interesting to see the art. The character card names are certainly the opposite of what I'd call exciting: Chef, Barkeep, Butler, ... meh!

Why, oh, why do we need a new faction again?

I disagree strongly with Syndicate and Miskatonic getting poor cards. Both of Syndicate's cards are amazing at holding down other rush decks. being able to pay 0 to refresh a character is more than worth letting the opponent draw a card, especially if you use it to refresh a character like anarchist so that you can use clue on your turn and your opponent's.

Pnakotic Manuscripts is awesome simply for the versatility that it allows Miskatonic to get. For the cost of one resource you can effectively double whatever combat you are splashing.

raohthekenoh said:


I disagree strongly with Syndicate and Miskatonic getting poor cards. Both of Syndicate's cards are amazing at holding down other rush decks. being able to pay 0 to refresh a character is more than worth letting the opponent draw a card, especially if you use it to refresh a character like anarchist so that you can use clue on your turn and your opponent's.
Pnakotic Manuscripts is awesome simply for the versatility that it allows Miskatonic to get. For the cost of one resource you can effectively double whatever combat you are splashing.

First I want to say that I am not speaking ill of Syndicate or MU as factions. In fact, Syndicate has always been one of my top played competitive factions even back in the ccg days and MU is also a "fun deck" favorite of mine. My comment above was geared toward the cards seeing more competitive play. With that being said here is why I do not like the cards from either faction:

IMO Syndicate lives or dies by being able to sleaze stories fast. Dedicating cards exclusively designed for defending is not in their path to victory, especially when An Offer You Can't Refuse gives away a 2 card advantage (it takes one of your cards and they get a card). Also, the card is totally useless vs beefy decks that will run all over your junk anyway. The Syndicate Character is total poo for multiple reasons: "printed" skill is much too limited, your Characters also exhaust, and look ma no icons... I still think the strongest Syndicate cards in the set are through the Silver Twilight connection and I like the fact that there seems to finally be another faction that Syndicate can play nice with.

The MU attachment is weak because of the limitation: you will need to stick it on some typically weak MU character that will pick up a few icons that will never be enough to win vs. strong icon factions anyway. Double splash MU combat<Agency or Shub. If you are going to equip something to a MU Character it better draw you back cards like Rabbits Foot or Scientific Text or smash something Villainous like Cultist Journal Sketches.


Going back to my favorite card of the box: In the Wake of the Sleeper. I am really happy they balanced it by making it Ops phase only. The thing would have been broken beyond belief if it would have been playable during the combat phase. I realize I have been critical of the stewards of FFG of late but cards like this show that design is able to come up with power cards that fit in flavor but do not break the power curve.

Tokhuah said:

Pose Mundane: Interesting because the word template on this one would indicate the destruction phrase as NOT being a cost... Intentional? Any input Professor?

It is an Then statement, meaning the second part can only happen if the first is successful.

Penfold said:

Tokhuah said:

Pose Mundane: Interesting because the word template on this one would indicate the destruction phrase as NOT being a cost... Intentional? Any input Professor?

It is an Then statement, meaning the second part can only happen if the first is successful.

Exactly right. Then is a critical keyword. It requires the first part to be complete before the second can happen.

Action: Choose and destroy a Monster or Creature character. Then , put a ST character into play from your hand.

You misunderstand my question. I know it is a requirement:

(v1.0) Multiple Effects and the word
“Then”
Some cards have effects that attempt to
do more than one thing. Generally, these
effects resolve independently of one
another. (If the first effect of the card
does not or cannot resolve, the second
effect will still occur.)
For example: Y’Golonac’s (Core Set
F122) ability reads: “Action: pay 1 to
choose and ready a character. That
character must commit to the same story
as Y’Golonac, if able.” Y’Golonac can
target a ready character with this ability,
and even though the first part (ready a
character) does not resolve, the second
part of the effect does resolve.
Any time two effects are linked by the
word “then,” the first effect must resolve
in order for the second effect to occur.
For example: Julia Brown’s (Summons
of the Deep F107) text reads: “Forced
Response: After Julia Brown commits
to a story, discard 2 cards at random
from your hand, then draw 2 cards.” The
player must discard 2 cards at random
from his hand in order to draw the 2
cards.

However, I am wondering if the requirement can be satisfied by targeting your opponent's Monster rather than your own. In other words, is it a requirement and a cost or just a requirement to destroy a Monster?

First off, thanks for the spoiler.

Second, there seems to be some missing info...

Whats the cost for * Silver Twilight Lodge - Nexus of Power and seems like there should be more text for it as well. First ST guy I play that turn? Or is it really only the next guy I play and it just sits around. Also the cost for Sigil of the Order?

Third, is Neutral Ground fair?

At first I liked it, now I think its... broken? over-powered? no... unhealthy perhaps? Its one hell of a silver bullet that might be the closest thing we have to a staple for any deck that contains little to no neutral characters and a difficult for to deal with for a neutral heavy deck to deal with. Of course this is something that will most likely impact the current metagame which based on Worlds, (at least against my deck) so to me this first seemed to be a good thing as many believe there are a few too many good neutral characters right now.

However, what if it said one of the factions instead? I certainly wouldn't think it a fair card. So I'm inclinded to think that blanking of this magnitude is... rather undesireable. Though... I'm still a little unsure. Haven't thought on it enough to fully understand its true impact as it could very well turn into one of those things where if everyone assume it going to be played so people stop playing neutral characters and then since no one is plays neutral characters anymore it might be safe to play them. Ack, the head spins. That can't be healthy.

Its rather strange, on one hand I'm rejoicing and the other I'm practically calling for a ban. So what do you guys think?

@ Tokhuah - Just a requirement that a Monster or Creature must be destroyed. It doesn't matter which side its on. Enjoy, it really is a fine card :)

And on a final note, I... I think I see one.

Agreed - it is not a payment. If you took of the "Then..." sentence, it would read just like a regular destruction action.

And, on that topic, it would be nice to get an official ruling in the (theoretically) upcoming FAQ that payments can only be made using cards you control! happy.gif

Magnus Arcanis said:

Whats the cost for * Silver Twilight Lodge - Nexus of Power and seems like there should be more text for it as well. First ST guy I play that turn? Or is it really only the next guy I play and it just sits around. Also the cost for Sigil of the Order?

Third, is Neutral Ground fair?

At first I liked it, now I think its... broken? over-powered? no... unhealthy perhaps? Its one hell of a silver bullet that might be the closest thing we have to a staple for any deck that contains little to no neutral characters and a difficult for to deal with for a neutral heavy deck to deal with. Of course this is something that will most likely impact the current metagame which based on Worlds, (at least against my deck) so to me this first seemed to be a good thing as many believe there are a few too many good neutral characters right now.

I asked a few posts prior - STL: Nexus of Power costs 3. And yeah, strange thing with the "First". Especially for a cost 3 card.

Regarding Neutral Ground, I think it is fair. It is destructible. And to make Descendent less mandatory is a good thing for diversity, I think. Also dogs. But is it really much more potent than Interrogation Center?

Yes, it is, because it makes neutral characters with entering play responses to lose them before they can be used (remember pasive abilities are always "resolved" first, so the moment a neutral character enters play it loses it's text) so bye bye Rats, Red-Gloved Man and even Azathoth.

@ Neutral Ground: Silver bullets may be a bit unfair to unfair cards. Unfortunately sometimes this negatively impacts more balanced cards (See: Seeker of mysteries). How about this:

Guardian Pillar: If you control more Dreamlands support cards than any opponent, you may exhaust Guardian Pillar to commit it to a story as a character with 4 skill, (T) © © ©, and Invulnerability.

Once Pillar is a Character would it just lose Invulnerability since that would be the only part of the text that would normally be in a Character text box or would it lose it's entire printed text box, turning it back into a Support card?

I am looking at STL Nexus of Power now. It does say First, not First per turn. Will intent drive a functional errata? Maybe when FAQ 1.4 comes out in late 2012 we will get a clarification on this one... LOL

I'm assuming it is meant to be first per turn otherwise it's a bit pointless.

Neutral ground is fair because it doesn't kill the neutral decks. All neutral characters keep theirs icons and they can be used to commit to stories. The descendant is more vulnerable (he loses its willpower and fast) but it can always arrive as a good surprise. Then, it's a location so it's easily destructible (a deck with no response about opponent's location is not a good equilibrate deck).

The good point of this card is to cause problems to dogs decks (but by playing a dog / agency deck you have enough bullets to destroy the neutral ground, it should be not a real problems) and stop a broken card like Nyarlathotep when he arrives turn 2 in play.

No really, I don't think you will see this card in all decks but its the card you must keep in mind for your deckbuilding, if you want to plays dogs, descendant, Nyarla or the red glove man.

An interesting rules question about Neutral Ground. Would a Descendant put into play by it's action return to hand at the end of the phase if there's a Neutral Ground in play? The "at the end of the phase, if he is still in play by this effect, return Descendant of Eibon to your hand" would be blanked.

This is similar to the question about an insane Doppelganger.

Although the rules don't say it, I could imagine the idea that the card creates a persistent effect that continues to exist independent of the card's text. If so, then indeed Descendent of Eibon would return to hand even with Nexus of Power in play.

But that's one man's opinion, based on other card games that go into such details, not something I've read in the CoC rules or FAQ.

The return in hand at the end of the phase is a part of the descendant's Action. It's not a different or permanent effect on the card. When you trigger the descendant's Action, you trigger all the action. When he enters play, its textbox is blanked but its action is already triggered, the blanking doesn't change the resolution and the timing of the Action.

My problem is that Descendant's effect uses the same template as Azathoth's, and by my knowledge, Aza's one does not trigger if it's not in play/blanked.

I would say that as soon as he hits the table he is blanked before his ability would trigger. Makes more sense that way.