AP cycle info (New players, look here!)

By Shangfu, in CoC General Discussion

I mentioned in another thread that I could write a more extensive info about different AP cycles and any other important stuff new players might be interested in, and maybe we could get it stickied. Well, I actually really started that project and it has grown into a huge monstrosity! I have finished the information on AP cycles Summons Of The Deep and Dreamlands, and each has all the basic info about the cycle and smaller summary of all the packs within the cycle. Also some notable cards from each pack have been mentioned and there is a small summary of the backstory. I could post this information here for further discussion and make revisions based on your opinions if we really want to have a single place for all the basic game info.....

So, what does everyone think?

[ ADMIN: This thread gets to remain a sticky so long as all the posts provide information about the deluxe expansions, cycles, and Asylum Packs. Please take discussion of these supplemental releases to other threads. So long as we can all get along, we'll keep this a sticky for new players... And thanks for the initiative! ]

CALL OF CTHULHU LCG ASYLUM PACK CYCLES:

I: SUMMONS OF THE DEEP
Summons Of The Deep is the first full Asylum Pack Cycle published for the game. It's main focus was the Story Phase and the four Icon Struggles, and as the game (usually) focuses around the Story Phase, the cycle was thus intended to expand on the more basic mechanics of the game. Other themes that were touched upon during the cycle were various Replacement Effects and effects that prevent characters from committing to stories. SotD contains many very strong cards that still are commonly played in decks, but overall the set was a bit weak. Many cards have complex effects or rely on various more obscure situations thus making them usually unplayable in decks. The power creep has also surpassed this set a bit, making many of the more basic cards slightly weak compared to the similar cards from newer sets.
Thematically this cycle was very tight and many of the cards are tied to the backstory. Art is also worth a mention as very high quality, with many of the cards having a more hand drawn/painted quality and less computer effects than on new sets. The card art here is also very visceral, creepy and contains plenty of strong emotion, but occasionally has even comedic elements.
Even with all the complexity and limited power, this set is higly recommended for beginners as the Story Phase is such a central part of the game, and cards that focus on it and manipulate it are great tools for learning the deeper strategies. This set originally was published with 40 cards in a pack, but has been recently (2011) republished in the new 60 card format. You can still occasionally find some of the old 40 card packs in shops, so take care that the pack you buy is of 60 card format.

Factions Academy (2), Hastur (1), Syndicate (2), Cthulhu (1) and Shub-Niggurath (1) gain extra cards in this set, other factions get the normal 12 new. Each pack in the cycle contains more Neutral cards than any single faction, as was common in the older AP cycles before Order Of The Silver Twilight was introduced into the game.

AP1: The Spawn Of The Sleeper
-Info: Focus on Terror struggle. Academy and Hastur gain an extra card.
The focus on Terror manifests in numerous ways within this set. Human factions gain different methods to eliminate Terror struggles or make having Terror icons and obstacle for opponent, whereas Monster factions gain different effects that boost Terror struggles or trigger from insanity. Human factions also gain methods to cure characters from insanity while monsters gain ways to spread insanity indirectly. There are also some generic cards that don't fit into the Terror-matters theme of this pack, but they are a minority.
-Notable cards:
Government Exorcist (Agency): Good, efficient character that helps against monster decks with plenty of terror.
Rabbit's Foot (Academy): Protection from Combat and carddraw all in a single cheap Attachment. A bit unreliable though....
Called By Azagthoth (Cthulhu): A good utility card that can counter various strategies effectively.

AP2: The Horror Beneath The Surface
Info:
Focus in Investigation struggle. Academy and Syndicate gain an extra card.
The focus on Investigation struggle in this pack is not as strongly underlined than the previous pack, with only about half of the cards referencing the Investigation struggle or icons in any way. The cards that do follow the Investigation matters theme also contain very diverse effects that differ from the normal role of the Investigation struggle. The more independent cards of the set also offer more diversity that the previous set.
Notable cards:
Chess Prodigy (Academy): One of the best Academy characters who can turn the factions inherent weakness into strength.
Under The Porch (Shub-Niggurath): A bit costly but effective way to fetch any character from your deck.
The Endless Investigation (Neutral): Extremely usable in a Conspiracy deck, especially when combined with Conspiracy Theorist.

AP3: Antediluvian Dreams
Info:
Focus on Combat struggle. Syndicate and Shub-Niggurath gain an extra card.
This Asylum pack returns back to the style of the first AP of the cycle by having a much more stronger focus on the cards that refer to Combat struggle. Majority of the cards again don't just simply boost the amount of icons, but find more creative ways to make combat struggle matter. Some cards also offer protection from Combat struggles, prevent wounding or make losing characters potentially advantageous.
Notable cards:
Dynamite (Agency): Good mass destruction in attachment form
Infernal Obsession (Hastur): Essential control card for any Hastur deck.
Gibbering Soul (Shub-Niggurath): Good cheap character that can take hits for better characters and fetch bigger monsters in it's place.

AP4: The Terror Of The Tides
Info:
Focus on Arcane struggle. Two extra Neutral cards.
On this pack the Arcane icon/struggle theme takes on a slightly lighter but more varied approach. Unlike previous packs, Terror Of The Tides has a very broad range of different types of cards that deal with Arcane struggle, but also a large amount of cards outside the main theme. Many of the cards also refer to Arcane icons instead of just the struggles.
Notable cards:
Terror Of The Tides (Cthulhu): Very potent and versatile character, though a bit costly.
Descendant Of Eibon (Neutral): Often referred to as the best Character in the game, even after several nerfs.

AP5: The Thing From The Shore
Info: Focus on Skill and effects that refer to winning or losing at stories. Two extra Neutral cards.
This pack, unlike the previous four does not deal with icons and struggles, but focuses greatly on succeeding at stories. As skill check determines the winner of the story, also cards with effects relating to skill value are plentiful. There are also few characters that stay on stories until the story card is won. The main themes of this pack aren't as strongly underline as on previous packs and many of the cards provide more generic effects.
Notable cards:
Endless Interrogation (Agency): Very potent discard due to a loophole in the rules. Now banned.
Tear Gar (Syndicate): Skill reduction, that can be turned into destruction in right situations.
Parallel Universe (Neutral): Cheap card that can completely screw the Story Phase mathematics.

AP6: The Path To Y'ha-Nthlei
Info: Focus on transformations and subtypes. Cthulhu faction gains an extra card and the pack has one extra Neutral. The subtype/transformation focus of this pack is not as clearly underlined as the themes of other AP:s in this cycle, but it still is very much present. As transformation can mean anything from adding icons to changing the card type, this pack can boast some of the most creative and diverse cards in the whole game. Many of the cards have found very creative methods to fall into the transformation theme without following any clear guidelines.
Notable cards:
Expendable Muscle (Syndicate): Cheap and efficient weenie character.
Conspiracy Theorist (Neutral): One of the keys for a succesful Conspiracy deck.
Idol Of The Abomination (Yog-Sothoth): Answer for excessive mass destruction.

Backstory:
The backstory of the SotD cycle tells the story of a young girl named Julia Brown, who was obsessed with two things, namely occultism and playing violin, but had little interest towards anything else in the world. As the story progresses, Julia starts to sleepwalk and turn the faucets on around her apartment. The more serious her condition develops, the more murky and sludgy the water in the pipes turns to. She tries sleeping pills to control her nightly wandering, but wakes up the next day sleeping in a bathtub full of cold grimy water. In the end she calls in her old friend and former lover Marshall Greene to watch over her while she sleeps. During the night Greene finds Julia sleepwalking again, but in this deranged state Julia does not recognize her friend and finally murders him. After waking up Julia goes into a shock and calls her psychiatrist Dr. Carson for help, which leads to her arrest and transfer to Scalethorn Asylum. There, under the watchful eyes of hybrid staff she undergoes her transformation into a Deep One, along with the numerous other patients within the facility.
Personally I really enjoyed the story and it really was extremely disturbing and creepy. The fact that many cards refer to the story only strengthens it's impact. Propably the best of the AP cycle backstories!

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Ok, here's what i got for SotD. Feel free to suggest any changes and i'll add them to my original copy of the text. Maybe we could collect discussion from various other topics and all the cycles to this thread and i collect everything we deem worthy of adding to the main post, and finally when we have a final "tutorial" ready, i compile all the text together, post it and we get it stickied. Ok? :)

So, let's get the discussion rolling then!

Excellent post, thank you so much for starting this!

Personally I would like to see some sort of rating for each pack/cycle as to how worthwhile/powerful/useful they are with regards to the basic archetype decks of each faction. For example, I would have guessed that Spawn of the Sleeper, with its focus on terror, would be of use to Hastur and perhaps Cthulhu decks - however your comments would leave me less inclined to put that AP on the top of a shopping list were I looking for munchy terror stuff for a Hastur deck etc.

II: THE DREAMLANDS
The Dreamlands is the second full AP cycle for the Call Of Cthulhu LCG. Where the first cycle focused on the more basic elements of the game and a simple but claustrophobic backstory, Dreamlands allow the players to wander through the endless vistas beyond the wall of sleep and focuses on more obscure and lesser used mechanics of the game. Numerous themes were touched upon during this cycle, such as Story Card manipulation, Day/Night effects, new Tribal synergies (Gugs, Ghouls, Dreamers and Zoogs) and Support card "tribes". Many of the themes used in this Cycle haven't been touched upon afterwards, making some of the cards very bizarre in context of the current metagame. The fact that themes introduced here haven't bled into other cycles, power creep that began after this cycle and extreme complexity and situational nature of the cards make most of the cards from this cycle hard to use, if not even unusable. On the other hand, this set also contains high number of ridiculously powerful cards and many "sleepers" that just wait for the right time to rise to glory.
Even though the chaotic nature of this set makes it hard to use extensive, it also has a distinct flavour which makes many of the cards really interesting and opens up plenty of space for very thematic decks. The theme of the set is a bit more loose than on the previous set, but the Dreamlands are on their own such a powerful and distinct image that it molds the whole set into a very personal package. The art, just like the card effects, is very complex and diverse, with little bit more emphasis on more computerized images than before. Many of the images have a dreamy quality, with less creepy and more bizarrely psychedelic and fantastic style. This set also has certain characters with more cute than horror feel to them, which surprisingly works great. A true testament to the artists skill.
This set is clearly not meant for beginner players, as many of the elements here are hard to use effectively, and some are even furiatingly annoying. But, if you plan on building tournament viable decks or want to experiment with something much more bizarre, this cycle is a must. Unfortunately Dreamlands was published during the 40 cards per pack era and hasn't gone through 60 card update yet, so unless you really want/need this cycle, it's better to wait for reprint.

Each of the packs contains very high number of Neutral cards and only two cards for each of the factions (if you count Prize Pistol as Agency card). As this set was published before Order Of The Silver Twilight, no cards for that faction can be found in the packs.

The new tribes and elements of Dreamlands:
-Ghouls: These characters are stronger as long as it's Night, while weaken during Day.
-Gugs: Big and expensive characters with plenty of Toughness that create various effects when wounded.
-Zoogs: When placed on a domain and the domain is drained these characters remove themselves from the domain and enter play with various effects.
-Dreamlands: These Support cards provide powerful effects, but only if you control more Dreamlands cards than opponent.

AP1: Twilight Horror
Info: The main focus of this AP is in introducing the setting and characters of the cycle, while also focusing on Day/Night events, with basic Neutral Support card and Character for both sides of the coin. The Ghoul and Gug tribes are also present, while the Dream Diary provides some support for the Dreamer subtype. Thematically this pack gives the simple first glance of the Dreamlands.
Notable cards:
Twilight Gate (Yog-Sothoth): A great card for surprise strategies and messing with opponent.
Furtive Zoog (Neutral): Great versatile weenie character, or at least was when Night/Day effects were more plentiful.
The Setting Sun (Neutral): Buys more time against Investigation rush, thus helping slower deck strategies.

AP2: In Memory Of Day
Info:
This AP has less emphasis on the Day/Night mechanic than the previous one. While the first pack in this cycle contained more simple and generic effects to introduce the mechanics, this pack adds more diversity to the mix with plenty of situational cards. Control themes are more present and the flavour moves more towards places and creatures of the dreams; and entering the dreamlands through the 70/700 steps.
Notable cards:
Prize Pistol (Neutral): Extremely powerful weapon with versatile and repeatable killing power.
The Seventy Steps (Hastur): Widely used support card that slows the game down. Got almost banned due to combo with Magah Birds.
The Enchanted Wood (Neutral): Staple for decks that use Insanity to control the game.

AP3: In The Dread Of Night
Info:
In The Dread Of Night continues to develop the main themes of the cycle, but this time with slightly more focus on tribal synergies and Night cards. By this time Hastur faction has clearly grown in power and can no longer be considered one of the weaker factions, while Shub-Niggurath and Yog Sothoth both focus on their own isolated tribal synergies. This pack has less focus on the main story and concentrates more on legendary places and people of the Dreamlands.
Notable cards:
Dreamlands Fanatic (Cthulhu): Very effective surprise character, that has grown into a staple for cthulhu decks.
The Cavern Of Flame (Hastur): Another support card to stall the opponent and slow down the game effectively.

AP4: Search For The Silver Key
Info:
This pack, unlike the ones before, takes a step away from the Night/Day mechanics of the previous packs. Tribal synergies are also less prevalent, as the main focus here are the places of the Dreamlands. Majority of the cards here either refer to Support cards with Dreamlands subtype, or are Dreamlands cards themselves. Only exception to this is the Agency faction which begins it's long love affair with Attachments in this pack. Themes still focus more on Dreamlands themselves rather than the backstory.
Notable cards:
Victoria's Protege (Hastur): Has been used in Hastur rush decks to replay ComesIntoPlay effects. Also a decent character on it's own.
The Silver Key (Yog Sothoth): Provides plenty of powerful tricks and interactions, while messing up the Story Phase mathematics.
Guardian Pillar (Neutral): Support card that can be turned into a great character when needed. Versatile and powerful

AP5: Sleep Of The Dead
Info:
Sleep of the Dead takes a break from the themes introduced in the Dreamlands cycle with only few cards referring to Dreamer and Dreamlands subtypes, while Night/Day effects are almost nonexistent. Because of this many of the cards are more focused on complex trickery and weird effects. Shub-Niggurath and Yog Sothoth are an exception to this, as Ghoul and Gug subtypes both are heavily represented in this pack. Thematically this pack seem to lack focus and just fills the gaps.
Notable cards:
The Sleep Of The Dead (Neutral): Effective event card for stalling opponent.
Behind Bars (Agency): Another event card to harass opponent. This time also extremely cheap.
Horrid Dreams (Academy): Weak kill event, but in a faction that really lacks any real kill cards.

AP6: Journey To Unknown Kadath
Info:
After two AP:s with only minimal focus on the backstory and main effects of the set, the last pack in the cycle again brings focus on these elements. The cards are also again moving towards more simple and straightforward mechanics. This AP finally set in the last piece of the Birds/Steps/Interrogation combo that ended up dominating the game for two seasons and ended up in wide nerfs, restrictions and bannings.
Notable cards:
Magah Birds (Hastur): Extremely fast character that ended up being banned due to a combo with 70 Steps.
Nyarlathotep (Neutral): Very powerful character that has been often referred to as the most annoying card in the game.

Backstory:
The Dreamlands cycle backstory tells of a young gambler Gregory Gry and his girlfriend Twila Katherine Price. Twila was a painter and an art student in the Miskatonic University, and funded her studies by working at the Clover Club Casino where she and Gregory met. But, something was wrong with Katherine, as each day she would sleep more and more, but still be tired and depressed constantly. Finally, after waking up in the middle of the night, Gregory found out the cause for Katherine's tiredness. She was awake and painting her special painting that she did not allow anyone to see. After a short conversation Katherine told Gregory about the Dreamlands, and her obsession about it. Next night Twila took Gregory with her to the Dreamlands, but after wandering down the 70 steps of light slumber, Gregory was banished from the Dreams by the Guardian Pillar and the two wizards Kaman-Tohl and Nasht. Next morning when Gregory woke up, Katherine was gone. Days passed and she did not return back home, which sent Gregory down a spiral of depression until he could take no more. He decided to find Katherine, even if he would have to travel all the way to the land of dreams, and the mysterious secret painting was the only clue he had. The painting depicted an elderly man sitting on a porch in front of a mansion, which Gregory recognized as the Price Manor, Katherine's childhood home. Painting also included a silver key, which Gregory felt to be of utmost importance. Next step of the investigation was a trip to the Price Manor to have a meeting with Katherines (rather eccentric) father John Henry Prize. During the meeting Gregory told John Henry about Katherine's disappearance and asked about the silver key. John Henry had hidden the key into the Manor's old attic tower, and after retrieving the key Gregory was ready to venture into the Dreamlands to find his girlfriend again. But the Dreamlands was a vast place, and the only clue Gregory had was that he knew he would find Katherine in the lost city called Unknown Kadath. Now he wanders the Dreamlands hopelessly and with each passing day the waking world grows more and more distant to him.....
Personally i did not like this story as much as the on in the first cycle. Still, this one has some nice touches, like the fact that the story did not really take place in the Dreamlands but focused on the search to find an access to the land of dreams. The high fantasy themes would propably have felt too out of place in a horror game context. Also the atmosphere here is less horror, and more romantic, dreamy and desperate, which fits the theme nicely. Lovecraftian dreamlands are a hard topic to write about, because you cannot just use it as a generic fantasy world like the Middle Earth, but this story really succeeded in the feat!

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Massive thanks to the Admins for stickying this! ^^ Hopefully the text here isn't too hard to read and messy, as i was pretty tired after work when i wrote all this stuff. Yuggoth Contract cycle coming soon!

And about the ratings for different decktypes, some other more experienced player can add something about that as i'm going to be busy with the basic introductions to the cycles for a while. But, if you want some serious Insanity effects, Yuggoth Contract cycle has a lot of those! :)

III: THE YUGGOTH CONTRACT CYCLE
The Yuggoth Contract cycle returned the game back from Dreamlands into the dark alleys and forgotten forests of the New England. Thematically the set also marks a shift to more simple and straightforward cards that don't rely on specific situations to be maximally effective. Each of the factions here has it's own theme that it develops throughout the set, but unlike Dreamlands themes, these are much more easy to incorporate into decks wihtout going for a full theme deck. There is also slight focus towards Conspiracy cards and Support cards in this cycle, but both of these themes are no way dominant and the card set as whole maintains a very basic structure. During Yuggoth Contract a slight power creep set in, making some of the older cards obsolete, but the level of the creep was nearly not huge enough to warrant any concern. Still, some of the cards managed to cause a commotion within the community because of serious combo potential. The story is well developed within the set and many of the cards reference it, giving the whole cycle a very tight feel. The art in this set focuses much less on hand drawn look than the previous sets, while the images themselves maintain the same violent and creepy nature SotD had. The art is also a bit less varied than on previous sets, which both had wide range of artists using different techniques. One of the great things about art in this cycle is the awesome portrayal of action, as many cards picture something happening, not just static images. Yuggoth Contract is a great cycle for beginners, as the cards here are powerful (but not too powerful) and varied without being too situational and complex. The new Ancient Ones are also a nice addition. Personally this and SotD are my favourite CoC LCG cycles and I really recommend both for everyone. This set was also printed during the new 60 card period so no need to wait for reprints in the new format. The presence of the Red Gloved Man is also worth a mention here, as he seems to be important for the wider CoC backstory, but not much info is given about him, other than that he is seeking for some mysterious key, finds it and opens a Gate. None of this has any connection to the Yuggoth Contract main story, but greatly increases the thematic feel of the set.

The packs in this cycle contain less Neutral cards than the previous cycles. Agency, Cthulhu and Shub Niggurath factions gain an extra card, Syndicate two and Academy three in this cycle. Packs are not organized by theme here, so there is not much to say about each of them separately.

The faction themes in this cycle:
Agency: New increased focus on Attachments and destruction, but much less variation.
Miskatonic: More focus on card draw effects.
Syndicate: Nothing new, still very tricky and confusing.
Cthulhu: Serpents, characters that have plenty of terror icons and ability to change them into other icons.
Hastur: Lunatics, characters that can trigger abilities by driving themselves insane.
Yog Sothoth: Nothing new here also, just more trickery.
Shub Niggurath: Increased focus on Mi-Go, characters that share icons and abilities.

AP1: Whispers In The Dark
Info: In this pack Hastur, Shub-Niggurath and Yog Sothoth gain an extra card.
Notable cards:
Brood Of Yig (Cthulhu): A strictly better version of Keeper Of The Golden Path. Great, simple basic character for early game.
The Red-Gloved Man (Neutral): An essential card for conspiracy decks with good stats.
Speak To The Dead (Yog Sothoth): Good card draw and recursion in a single card effect. Opens up room for more Yog Sothoth trickery.

AP2: Murmurs Of Evil
Info:
In this pack Cthulhu, Shub-Niggurath and Syndicate gain an extra card.
Notable cards:
Crowbar (Neutral): A bit weak, but also cheap and repeatable wounding.
Cursed Skull (Yog Sothoth): Cheap character destruction. A popular combo deck has been built around this card.

AP3: The Spoken Covenant
Info:
In this pack Agency, Hastur, Academy and Shub-Niggurath gain an extra card. This pack also contains a new version of the Ancient One Hastur that varies from the first one considerably.
Notable cards:
Mi-Go Scalpel (Shub-Niggurath): Very effective card for a Mi-Go deck, which counters the one weakness Mi-Go have: The Terror struggle.
Bound And Gagged (Syndicate): Cheap and effective card to take care of opposing characters.
Flying Polyp (Yog Sothoth): Very powerful character for a faction with far too few straightforward character threaths.

AP4: The Wailer Below
Info: In this pack Cthulhu, Academy, Syndicate and Yog Sothoth gain an extra card. This pack also contains a new version of the Ancient One Cthulhu. This version of Cthulhu is very similar to the old version, but is slightly more powerfull and costly.
Notable cards:
Museum Curator (Academy): Another great tool for the Cursed Skull combo deck and many other Support card strategies.
Doppelgänger (Yog Sothoth): Extremely versatile and powerful character that has grown into a staple for Yog Sothoth.
Smugglers (Syndicate): Potentially usable in combo decks.

AP5: Screams From Within
Info: In this pack Agency and Syndicate gain an extra card, while Academy gains two extra cards. This pack also contains a new version of the Ancient One Yog Sothoth. This version is one of the most powerful Ancient Ones in the game and differs greatly from the first version.
Notable cards:
Dangerous Inmate (Hastur): Repeatable cheap Insanity. This card provides good early stall, and along with all the cards referring to insanity can be very powerful.
Yog Sothoth (Yog Sothoth, duh...): Powerful stats AND a strong combo engine. A bit hard to get into play though....
MU. Museum Of Natural History (Academy): Another great tool for support card strategies and the Cursed Skull combo.

AP6: The Cacophony
Info:
In this pack Agency, Cthulhu, Academy, Syndicate gain an extra card. This pack also contains a new version of the Ancient One Shub-Niggurath. This version, like the Yog Sothoth of previous pack, is more combo oriented but does not differ much from the first version.
Notable cards:
Shub Niggurath (Shub-Niggurath!?!?): Powerful Ancient One that can produce numerous combos with Hungry Dark Young.
Bird Demon (Yog Sothoth): Another powerful creature for a faction previously not known for simple agressive characters.
Harry Houdini (Academy): Strong and versatile character again for a faction with very little quality beaters.

Backstory:
The backstory of the cycle tells about a young biology student named Erin Moirai, who is brilliant when it comes to studies, but socially very awkward and shy. The other main character in the story is bounty hunter and assassin named Tyler Scindere, who gets hired by an anonymous client to kidnap Erin and transport her to nearby hills. Tyler decides to seduce Erin slowly to gain her trust and then wait for a right situation to do the kidnapping. Everything works perfectly and finally one rainy evening he offers a ride for Erin in his car back to home, but when Erin gets in, he proceeds to drive her into the hills. There, a group of alien Mi-Go attack Tyler and Erin and kidnap them both. Back in the Mi-Go hideout Erin is forced to do experiments on bizarre and unknown creatures while Tylers eyes are gouged out and he himself is forced into the cruel experiments of Mi-Go. The aliens are constantly intruding within Erin's mind to read her thoughts, but always when Erin thinks about Tyler, her chaotic spinning emotions shock the Mi-Go captors who themselves have lost all emotions aeons ago. Finally, when Erin is forced to dissect Tyler, she uses this to her advantage and she and Tyler manage to escape with Tyler's eyes, which were still functional and preserved in a jar. After the escape succeeds, Erin takes Tyler's eyes and uses them to force Tyler to marry her, as she still loves him after all he did. Apparently Erin went a bit insane....
I really liked this story even though it had some slightly cheesy and action packed moments, which are not common in cthulhu mythos stories. Then again, many of the elements in the story are horribly creepy, like the experiments of the Mi-Go for example. The art fits nicely into the story and provides are very dark and violent atmosphere for the cycle.

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Sorry this comes a bit late as i have been extremely busy lately, and will be for some time so Rituals Of The Order might take a while to materialize. Also, as RotO backstory has not been published online and i can't remember the details, i have to skip explaining it much. Then again, that set was not very tight thematically so it will propably not be a problem.

On the Yuggoth Contract cycle i accidentally used the term Miskatonic for Academy (the Miskatonic Academy of Cthulhu mythos is the main background for academy faction), if some of you were unaware of the connection. :)

So, MISKATONIC = ACADEMY

Fantastic!! It's really helpful. So please keep bringing it on ~~

This is just marvelous. I just bought the game and this post is just what I need to get the best packs. Thanks alot! I´d like it more of it, to see what´s on the other packs ;)

Cheers,

DIVM

Two thumbs up! Are there any more articles on the way?

I'm curious, have any of these sets or cycles been 'rotated' out of play? Like I surmise that the first cycle may not be as strong or applicable to later cycles, but can you still use them for tournament/league play?

Sorry if my question is dumb, I just cannot seem to find the answer any where I search.

Secran said:

I'm curious, have any of these sets or cycles been 'rotated' out of play? Like I surmise that the first cycle may not be as strong or applicable to later cycles, but can you still use them for tournament/league play?

Sorry if my question is dumb, I just cannot seem to find the answer any where I search.

No, none of the LCGs have any form of rotation. Cards stay good forever, other than a VERY small number of banned cards. That's probably why you didn't find much, there's not much to talk about :)

Personally, I don't think it's true that earlier cards are weaker either, the power level of individual cards has stayed pretty even over time.