So a little background: my primary game is AGoT. I got into both AGoT and CoC at the same time; the difference is that I found a playgroup for AGoT, whereas CoC just sat on the shelf. I still got all the cards, thought a lot about it, and played with myself, though, so it wasn't a loss. And I still think this is just as good a game. So coming from AGoT where pretty much the entire competitive meta tactically is driven by when a board reset is going to happen, and how devastating it is when unexpected, I wanted to bring that idea into CoC. Resourcing is very different, since in AGoT resources come from plot cards, whereas in CoC they can stay "fixed" from turn to turn, and in fact actually ramp up consistently (there are very few cards that destroy resources). However, the fact remains that resets cards hurt the player that invested more resources and cards into better board position. Coming out of a reset, the player with better hand advantage and resource advantage will rebound faster, and in a game with such tight victory conditions as CoC, that can make all the difference.
Easy Come, Easy Go
Master of the Myths | 2 |
Eldritch Nexus | 2 |
Gun Runner's Club | 3 |
Descendant of Eibon | 3 |
*Peter Clover | 2 |
*Jack "Brass" Brady | 2 |
Dimensional Rift | 3 |
Academic Obfuscation | 2 |
Low Blow | 3 |
*Gregory Gry | 2 |
*Lady Lu Chu | 2 |
*Er'nrawr | 1 |
*Marcus Jamburg | 3 |
*Nodens | 1 |
Research Assistant | 3 |
Museum Curator | 3 |
*Lucas Tetlow | 2 |
*Mask of Sthenelus | 2 |
*The Necronomicon | 3 |
*Dr. Laban Shrewsbury | 3 |
Flux Stabilizer | 3 |
This deck is full of cheap characters, and some of them have a lot of staying power (Lucas Tetlow, Brass Brady, Jamburg and Descendent of Eibon). I build up to 3-2-1, and then maybe 3-3-1, get Necronomicon into play and use Master of Myths, Obfuscation and Low Blow to slow the opponent down, then at critical mass use Dimensional Rift to wipe the board, rush in my Descendents for clean up. With Jamburg, I can do that over and over again. There is plenty of stuff in here to protect against big baddies (Y'golonac and Glaaki are still a major pain) with Laban, Low Blow, and Peter Clover, even if Flux didn't prevent them from popping into play in the first place.
Problems remain getting domains to a reasonable size while still maintaining relative hand advantage over opponent. Ideally, you want domains to be 3-3-2 and maybe extra domains, so that you can get more dudes in after a reset and still have domains open for Necro, Jamburg, etc.
(This deck is dedicated to COCLCG, aka King Johnny, who won't let anyone take the low road to victory lightly.)
Feedback appreciated.