My friend has bought heavily into CoC recently, picking up 3 of pretty much everything over the last few months. He's got several decks at any given moment, and we've been having a pretty good time slinging cardboard every couple weeks or so (he also apparently plays with a group at the LGS on Thursdays, though I don't know what level of competition they bring).
Anyway, I decided that I wanted to try my hand at building my own deck, so happily gave me access to his collection. I wanted to make it a quick build so that we could get back to playing, and I've had the feeling that combat is a lot less important than he believes, so I just grabbed all the cheap creatures I could find with investigation symbols and ended up with something like this:
Archaeology Interns (IT) x2
Dr. Carson (TSotS) x3
Focused Art Student (WitD) x3
Government Exorcist (TSotS) x3
Laboratory Assistant (Core) x2
Mad Genius (Core) x2
Paul LeMond (Core) x3
Professor of Folklore (ER) x3
Research Assistant (***) x3
The Terrible Old Man (KD) x3
Undercover Security (Core) x2
Watchful Naturalist (LR) x2
Diseased Sewer Rats (SoA) x3
Forbidden Knowledge (TWC) x2
Rabbit's Foot (TSotS) x3
Scientific Text (SoA) x2
Shotgun (Core) x2
Binding (Core) x1
Shotgun Blast (Core) x3
Small Price to Pay (Core) x3
I'm sure that this is at least a few cards off of what I built, but it's mostly the same (I definitely remember the singleton Binding, just to make him worry about combat when I've got a free resource). Just a bunch of expendable dudes, backed up by the best removal and card draw in the game (omg Rabbit's Foot) to keep things flowing. Every card in the deck costs 2 or less, allowing me to stop burning cards on resources past turn 3. I've been thinking about adding a couple of copies of Chess Prodigy, Dr. Laban Shrewsbury and/or Whitton Greene, though, as they seem powerful enough to be worthwhile.
I know that this list is probably really loose, but even so his decks were not at all prepared to defend against 2 - 3 fresh characters every turn from turn 1 onward. I'm actually kind of concerned about this deck, because when I left his place last weekend he seemed really bummed that every other deck he has is such an underdog to this one. I'd like advice on this list if you've got any, but what I really need is to be able to show him that ponderous attrition decks are still viable. I really don't want our game sessions to be just a scramble for fast success tokens, and I especially don't want his 3+ cost cards to rot in his box.
Looking through the other factions, I hit upon Things from the Ground, and I figured that it would be a great foil to the nerd cop weenies, and would also really reward playing beefy monsters. My first thought was to go Yog/Hastur, to take advantage of the insane state and further negate the advantage my opponent gainst from Things. I struggled with it for a bit, made up a super sketchy skeleton on cardgamedb, then checked the restricted list (Nyarlathotep nooo… is Things from the Ground the reason why he's restricted? I could see it), and the rules (oh… responses don't trigger when they come into play insane… bummer), which ruined all my plans. There were too many non-character cards from Hastur that I wanted to play anyway, so I switched to Shub for the strong selection of brawlers, and the resource acceleration in case I didn't draw Things.
Black Dog (***) x3
Corrupted Midwife (ER) x2
Degenerate Ghoul (Core) x3
Forest Sister (Core) x3
Grasping Chthonian (IotF) x2
Harvesting Mi-Go (TTB) x3
Hungry Dark Young (Core) x3
One of the Thousand (PT) x3
Priestess of Bubastis (Core) x3
Slavering Gug (Core) x2
The Mother's Hand (SoA) x3
Trampling Dark Young (IotF) x3
Wooden Homunculus (SotM) x3
Y'Golonac (Core) x3
Ya-te-veo (TUP) x3
Blood Magician (CoC) x3
Faceless Abductor (TOotST) x3
Guardian Elder Thing (Core) x1
Intruder from Beyond (TTB) x2
Many-angled Thing (TGS) x3
Spell-bound Shoggoth (Core) x3
The Mage Known as Magnus (TWC) x3
The Three Bells (TUP) x3
Things in the Ground (SoA) x3
Feed Her Young (WaB) x3
Shocking Transformation (Core) x2
This pile is about 70 cards tall, so I mainly need help to make sure I don't cut a bunch of great cards and keep a bunch of trash. How many non-character cards would a Things deck typically be comfortable running, and how reliant on a single card can a deck be without becoming too inconsistent?
While trying to come up with the Hastur variant, I hit on a lot of great control cards from that faction, as well as from Cthulhu. I threw together this list as well, to try out a more conventional stalling strategy:
The Mage Known as Magnus (TWC) x3
Alyssa Graham (ER) x1
Aspiring Artist (AH) x3
Bloated Leng Spider (IotF) x3
Crazed Arsonist (WitD) x2
Dangerous Inmate (SfW) x2
Deranged Diva (***) x3
The Terror of the Tides (TTotT) x3
Thing from the Stars (Core) x3
Julia Brown (TPtY) x2
Messenger from Beyond (Core) x3
Old Man of the Woods (TOotST) x2
Somnambulant Dreamer (TWC) x3
The Marked (TbtA) x1
Victoria Glasser (Core) x3
Wandering Inmate (THBtS) x3
Arkham Asylum (Core) x3
The Enchanted Wood (IMoD) x2
The Cavern of Flame (ItDoN) x3
Infernal Obsession (TAD) x3
Khopesh of the Abyss (TSS) x3
Scalpel (TGS) x2
Stygian Eye (IT) x3
Y'ha-nthlei Statue (AoA) x2
Dragged into the Deep (***) x2
Feeding Frenzy (TC) x3
Sacrificial Offerings (Core) x3
This deck's also still about 70 cards, so I need to trim it down. It's mainly focused on abusing the various lunatic cards with Arkham Asylum to trigger them multiple times per turn (I originally started looking at Cthulhu thanks to Somnambulant Dreamer). Past that, I'm just trying to keep my opponent's characters insane as much as possible, and due to that strategy I've got a bunch of sketchy do-nothing cards like The Enchanted Wood and Scalpel to get around their mental defenses. Are cards like this typically worthwhile? If not, what does Hastur do about opposing terror symbols (or is insanity as a strategy just not very viable at all)? I shouldn't say do- nothing , I guess, since Scalpel will always help in a fight and The Enchanted Wood helps to keep The Cavern of Flame powered up (which, I strongly believe, is ballin'. Let me know if I'm wrong). Past that, there's just a bunch of generically good control cards, like Stygian Eye, Infernal Obsession and Khopesh of the Abyss. The Khopesh seems to want to be in a Shub deck to take advantage of all of Shub's cheap toughness creatures (could Forest Sister negate the wound from a Khopesh she's wielding?), but I think it's still solid here. It'll at least let me take advantage of my own insane characters, letting me sacrifice one of them for extra value (right? you can attach Khopesh to an insane guy?).
Each of these ideas pack cards specifically to deal with weenie rushes (most notably Spell-bound Shoggoth and the unpronounceable Y'ha-nthlei Statue), so if I draw those I should be good. If I don't, though, how do the decks look? Am I on the right track?
It seems to me now that any card that costs more than three is practically unplayable in this game, unless it gives you an insurmountable advantage like Bloated Leng Spider. I really hope someone tells me I'm wrong, though, because it would be frustrating to never get to play with half of the cards in the game, especially the uber-exciting 6 cost Ancient Ones. Having Cthulhu or Yog-Sothoth in play is something I look forward to in every match, but can you really afford to dump six cards into a single domain? Does the game even last that long most times?
Anyway, thanks for reading all that! I know that was a lot of questions for one post. Hopefully someone out there is willing to take the time to answer them all. Even if you just want to give me a few words on one of the three lists it would be really appreciated!