From what i have experienced and read from the forums, rush seems to be the dominant strategy in CoC and on the other hand, dedicated control decks seem to be very rare. I have background in MtG, so for me dedicated control deck would be something like DrawGo, Counterpost or Black Discard decks in that game. Is anything like that possible in Cthulhu? A deck that actually sits back and stays alive long enough for opponent to run out of steam and then finish with a big threat that is almost impossible to eliminate.
There are many obstacles in this game for that type of strategy. The fact that you draw two cards each turn makes discard effect all but useless, because you are limited to three domains you cant hoard cards and resources to counter anything opponent plays and characters are extremely fast and more deadly than in MtG. Still, even with all these handicaps, i have attemped to create a deck that focuses more heavily on control elements and does not aim to attack agressively until deck has established control. The deck is not intended to be off top tournament quality, but it should still be strong enough for casual games.
Here is the decklist. I would really love to know your opinions about this type of strategy and how would you improve this deck, considering that my aim is to keep the deck as little aggro as possible:
Characters:
2xSeeker Of The Profane
2xThomas Olney,
Traveller With A Purpose
3xBoard Of Directors
3xMuseum Curator
3xLaboratory Assistant
1xDoppelgänger
2xGlaaki,
Inhabitant Of The Lake
3xBird Demon
3xMany Angled Thing
3xIntruder From Beyond
3xServants Of Glaaki
Events:
2xUnspeakable Resurrection
3xInitiation Of Glaaki
3xA Single Glimpse
3xA Journey To The Other Side
Support:
2xThe Necronomicon,
The Book Of The Mad Arab
3xM.U. Museum Of Natural History
2xThe Hall School,
Institute Of Higher Learning
3xCursed Skull
1xCanopic Jar,
Vessel Of Souls
Board Of Directors, Museum Curator, Cursed Skull, Museum Of Natural History:
The combo this deck is based around. Cycle the skull to force opponent to sacrifice creatures every turn. The characters help fetch out the combo pieces early.
Seeker Of The Profane:
Good character for stalling opponent during first couple of turns when resources are low and opponent has plenty of cards to play.
Thomas Olney, Canopic Jar, Unspeakable Resurrection:
Resurrection effects (ok, Jar isn't) that help the deck to use the Comes Into Play abilities of several characters multiple times. Jar is extremely useful this way as when this deck starts functioning, plenty of characters will be dying and thus feeding the jar.
Team Glaaki, Lab Assistant and Bird Demon:
The beaters of the deck whose job is to finish the game when opponent locked without enough characters on the field.
Hall School:
Great way to mess with story phase mathematics, as extra terror icon or combat icon might be just enough to scare the opponent from going for the stories. Also boosts investigation and thus adds speed if the need arises.
Necronomicon:
Just plain useful in so many situations, even though quite costly.
Intruder From Beyond:
Just another beater, who also can mess with opponents strategies, as each time opponent plans on playing an event card, he has to calculate if the effect of the event is big enough to risk releasing one of these fiends into play.
Then there's of course plenty of ways to force opponent to sac more characters and Journey To The Other Side to fetch any cards you might need.
So, that's the deck, what does everyone think?