Conspiracies- Are they there yet?

By Kennon, in CoC General Discussion

I'm curious what other members of the community think. While I personally love the concept of Conspiracy cards, I recall them being somewhat... less than popular at launch. Now that there are a significantly larger number of them available and we're continuing to get some support cards like The Red Gloved Man or Tattooed Thug, have we yet reached a point where you seriously consider them for decks?

Post Conspiracies of Choas? Yes.

Ones we have now feel rather nichey to me, but you can build around the ones being reprinted and they can be dangerously effective. Till then I certainly doubt they have enough umph to make a serious impact.

Nope. Not. Zero. Their power is too much subtle to be effectively unlocked. I am joking. They really have no impact whatsoever.

The only marginally interesting one is Negotium (I hope the title isn't lacking an 'm' this time), if it is unchanged. then again, it lumps with the metric ton of "I hate cheap cards", so I see no reason to choose this one -if you actually need a cheap chars stoppage- over, say, the statue or oubliettes.

I'd never play a conspiracy card with a cost of more than 0. I quite like several from the 'Yuggoth Contract' (the investigation and terror ones) and have also included them in my deck.

They're particularly nice in the mutiplayer variant of the Cenacle: In this variant conspiracy cards are played on top of story cards without changing existing victory tokens.

jhaelen said:

They're particularly nice in the mutiplayer variant of the Cenacle: In this variant conspiracy cards are played on top of story cards without changing existing victory tokens.

That would be actually interesting.

Magnus Arcanis said:

Post "The Blackwood Conspiracy" found in Conspiracies of Chaos? Yes.

Ones we have now feel rather nichey to me, but you can build around the one mentioned above being reprinted and it can be dangerously effective. Till then I certainly doubt they have enough umph to make a serious impact.

Fixed that for you. All conspiracies in that pack are not created equally. Blackwood being an obvious and obnoxious example of the best yet.

Hellfury said:

Magnus Arcanis said:

Post "The Blackwood Conspiracy" found in Conspiracies of Chaos? Yes.

Ones we have now feel rather nichey to me, but you can build around the one mentioned above being reprinted and it can be dangerously effective. Till then I certainly doubt they have enough umph to make a serious impact.

Fixed that for you. All conspiracies in that pack are not created equally. Blackwood being an obvious and obnoxious example of the best yet.

Ya... I'm gonna have to respectuflly disagree. In fact... out of the the 7 that are in the pack... I'd rank it 6th. Combat icons are just too common. Unless your playing against... miskatonic? 'Most' played characters have at least one combat icon. If fact I would wager that the VAST majority have a combat icon. Heck, the ones that don't are rarely a major threat to begin with as they are usually mopped up in different ways such as by a character that has both a terror and combat...

Sure, one-sided mass kills are seem good, but I think (based on my current guess on the meta, both now and then) getting only non-combat icon guys is actually less powerful that giving your team an icon while at that story (arcane aside, no one likes the arcane one).

My rankings... because I can.

1. The Underground Conspiracy - Mock up a Syn/Misk deck and call me in the morning.
2. The R'lyeh Conspiracy - Unrestricted kill that supports the factions nicely.
3. The Hidden Conspiracy - Needs another card to be awesome. Consider the Rays of Dawn. Unique, Willpower, and multi-Terror characters survive, but those are less common than characters without combat icons. Combo with Final Note and watch your opponent scoop their board.
4. A Conspiracy of Scholars - Draw more cards for a factions that is good at drawing cards and winning stories.... Thats a theme if I ever saw one.
*5. Dreamlands Conspiracy - This is more of a late game gambit, but hell of a way to protect yourself on the next turn by reviving the 3 largest shub guys you can. This probably fits best in a deck that would prefer it to be on the table most of the game until sub is ready to win the story.
6. The Blackwood Conspiarcy - Don't know about you guys, but not too many characters in my decks don't have combat icons. If you're only gonna get one or two characters anyway isn't R'lyeh better?
7. The Ritual Conspiracy - It was a turd then and it'll be a turd now. Would be more interesting if there were some cards that let you use its effect without actually having to win the story. If that happens I'll sing a different tune. Then again, unless it was infinate (or easily/quickly able to repeat 2-4 times) I'd probably use those cards to trigger better conspiracies.

*Right about here is where I would start to question the card's impact and playability. Odds are the factions will probably have faster, stronger, or plain better options than slotting a conspiracy.

If the meta shifts a little, Blackwood could easily be better than Dreamlands and possibly jump up to number 2 or 3. Again, this is just what I'm looking at so your tables maybe be different that mine (not that I have one :P )