No.
THIS.
IS.
CTHULHU!!!!
/kick into the pit of death
Ok... that was aweful. Just like this deck! 4 factions...
Warning: Those with small amount of patience when resourcing should not play this deck as your sanity may be at risk.
Silver Twilight: 12
3x Hidden Agenda
3x The Groundskeeper
3x You Know to Much
3x Rumor Mill
Yog-Sothoth: 12
3x Forgotten Shoggoth
3x Things in the Ground
3x Speak with the Dead
3x All In One
Syndicate: 12
3x Smugglers
3x Degenerate Gambler
3x Gun Runner's Club
3x Patsy
Hatsur: 12
3x Altar of Madness
3x Aspiring Artist
3x The Seventy Steps
3x Dangerous Inmate
Neutral: 2
2x Eldrich Nexus
Behold thy infinitium! Yes its true folks. Our first, true blooded, infinate combo!!!!! Dun dun dun.
Requires 2 cards, Forgotten Shoggoth and Smugglers/Degenerate Gambler to continually re-use a card. The card we're re-using is Hidden Agenda which allows up to repeat our Refresh phase. However, Hidden Agenda is a loyal cost of 4. Of course we COULD build up a domain to reach 4 silver twilight, but that would take FOREVER! So... enter the reason why we're playing a fourth faction, the Altar of Madness. Of course the Altar only works is you opponent has at least 3 insane characters under his control. Sure we have dangerous inmate, but hes not nearly enough. However this does provide us with our first of 3 reason why Things in the Ground is our chose restricted card.
1. It puts insane characters into play on your opponents side to let Altar of Madness reduce the cost of Hidden Agenda.
2. It helps accelerate several key characters into play. I.E. Forgotten Shoggoth, Smugglers, Degenerate Gambler, etc...
3. It also happens to be our win condition! Since it also refreshes when we repeat our refresh phase, it will eventually run your opponent out of cards in his deck while your non-characters continually go to the bottom of your deck.
So ya, basically a 5 card infinate combo with 4 of them being from different factions. So what do the other 11 do you ask?
The Groundskeeper is simply there to help out with resources. Say if I need to play a support card, but only have resource matches on single rescourced domain(s).
You Know to Much (thanks Chevee) is there incase I have an active Things in the Ground and I draw Forgotten Shoggoth or any other needed character.
Rumor Mill... needs to be replaced. By what yet I'm not sure, but its there purely for stall purposes. Its rarely, if ever, used.
Speak with the Dead does a few things for us. It digs for and recovers needed combo pieces. All In One draw and helps rig the top card of our deck to help combo with Things in the Ground. Originally I had Journey to the Other Side in place of either one of these, but for resourcing reasons I would rarely have a Yog card as my single domain and I was liking the greater digging power of the other two cards more than just the rigging the top of my deck. Still, I haven't settled on which 2 of the 3 will end up making the final cut.
Gun Runner's Club is merely there for the draw. Digging to cards I need is necessary. Shame it didn't draw from the bottom of the deck. Yes, I know bootlegging operation does, and I may even put it back in for something to put on the seventy steps. For now though, its just too slow and I don't have many non-exhausting locations that are easy to play.
Patsy is interesting. He stalls, and can be combined with Forgotten Shoggoth and Smugger/Degenerate Gambler to keep your opponent from winning until you find any missing combo pieces.
Aspiring Artist finally found a home after being nerfed into crapsville. Normally I like to have my single resource domains be syndicate (for gambler and patsy), and hatsur for this guy and the steps. Usually the hatsur domain gets build up second with silver twilight. However, this guys merely makes my deck 47 cards which isn't bad since its a combo deck.
The Seventy Steps, the king, is used here for its fantastic ability to set your opponent back a turn (or more) from where they normally would be. The more turns you have the better.
Dangerous Inmate is also here for his stall tactics. Driving insane a skill 2 or lower character a turn is a great way to keep success tokens at bay.
Eldrich Nexus helps with resource matching or to spread things out so I can keep doing things like recurring patsys... patsyies... ahh you know what I mean.
That pretty much covers this aweful deck. A few weaknessess other than resource problems and speed is it really can't deal with much on your opponent side of the board. Will be looking to fix that soon as well. Until then there ya go!
Crazy no?
I knew this card meant trouble!