Criminals

By kamacausey, in Call of Cthulhu Deck Construction

A few weeks ago I posted a syndicate list that was criminal themed. It was my first iteration. After playing a few games this list seems to be doing better. I really like the use I'm getting out of crowbar and diseased sewer rats.With the clover club duo and tattoo artist they let me kill things that I normally shouldn't be able to. Any criminals or syndicate cards that should definitely be in the deck?

characters: 33

3 diseased sewer rats

3 tattoo artist

3 johnny v's dame

3 clover club bouncer

3 clover club torch singer

3 extortionist

3 hard case

3 lady lu chu

3 anarchist

3 triggerman

3 mr david pan

events: 3

3 panic

support: 14

3 crowbar

3 bound and gagged

3 tear gas

3 gun runners club

2 seventh house on the left

My Criminals rarely kill anyone, I run a much more control oriented deck.

I think my #1 suggestion would be Forcing the Truth, it's a fantastic card giving two effects at once. Kidnapping 101 is worth look at as well. The sudden removal of a character from a story often flips the winner of icon struggles producing the death of another or other ill effects.

To help make room, you might look at trimming a copy of Lady Lu Chu. Pan can justify 3, but most of the time I stick to just 2 copies of uniques if they aren't critical to my plans.

Meat Wagon may be a good addition. Its an attachment that can exhaust an opponent's character, and with all the cards you have to reduce skills you may be able to lockout some pretty big cards.

Jack "Brass" Brady - I stick him in any syndicate deck. He's a solid card, and very annoying.

Forced Foreclosure - Theres a lot of annoying location cards. If your playing syndicate, you might as well make them yours.

I just wanted to add that I recently added Meat Wagon to my deck and it's been working out nicely. Haven't tried Brass or Forced Foreclosure yet.

The problem I have with Forced Foreclosure is that a lot of Location cards still work for your opponent after you take control of them because they affect everyone. This cuts into the number of problems the card actually addresses.

dboeren said:

The problem I have with Forced Foreclosure is that a lot of Location cards still work for your opponent after you take control of them because they affect everyone. This cuts into the number of problems the card actually addresses.

I just think the upside of Forced Foreclosure outweighs the possible downside of the card. I've played too many games that were even until I broke them taking a location their deck needed.