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Everything posted by Runix

  1. OK, thanks for the explanation, that makes sense. I think the most effective counters may be of the "unwanted help" variety. Stone on the Peak is one idea - while the Glimpse deck does have support destruction, it would only take getting the Stone out and using its action once or twice to throw a wrench in the recursion machine. Support fishing and support protection are both available, so it's entirely possible to get a Stone out and keep it running multiple turns. Likewise, Blackmoor Estate could be handy, for putting additional milling pressure on that would require the Glimpse player to use up resources in running his own Stone on the Peak to keep from getting milled out of play. Could also make things difficult for the Elder Thing. Overall, though, the best response would be anything that negates actions. The simple problem in the game right now - which the Glimpse deck ably exploits - is that there just isn't much of that available. I think that, rather than running to FFG crying for a ban or restriction, the best answer is to use existing draw/discard/counter-action abilities, while putting in a request for more abilities to negate actions in future Asylum packs. Hellfury said: I personally want to see more cards like this for the game, as the combinations are interesting. But when those combinations lack decent answers unless you play X type of cards, then such cards quite literally break the game. But then again mayhaps I am just missing the easily accessible answer and I am blabbing on about nothing at all whatsoever. I agree, and as stated above, I think it's a good thing that this is knocking the game out of its current character-destruction rut. I absolutely think players should have to prepare for it. Events, discard pile fishing, and milling are all legitimate mechanics, and players should have to prepare for them (skipping the story phase, debatable - but then, there are any number of abilities that require individual characters to sit out a story phase, and Negotium arguably has a similar effect). To gripe about having to anticipate a deck such as this one is, in my mind, like griping about having to anticipate a deck with character flooding, or character removal, or whatever. It's there, it's a legitimate tactic, and players should have to think about anticipating it. I don't think it should be acceptable for players to stack their decks full of characters and destruction and then cry when clever use of events ruins their day, any more than it should be acceptable for players to stack their decks full of combat and then cry when insanity ruins their day. Again, the main problem, if there is one, is simply that players don't have enough options to counter actions and discard pile fishing. I suspect Hastur could shut this down fairly readily with Power Drain, Writhing Wall, etc. - but then, such a deck could be vulnerable to the usual Cthulhu Deep One flood, and so forth, which could set up an interesting paper/scissors/rock situation.
  2. Thanks for the report! Really glad to see a Twilight/Yog deck come out on top - not just because I like Twilight (though I do!), but also because it gives hope for unique deck approaches. I think the reason there are so many Cthulhu decks is simply that Cthulhu is a strong faction. It has a lot of icons, a lot of resiliency, a ton of destruction, and more than anything else, is cost-efficient. Other factions can do everything Cthulhu can - Cthulhu can just do it a whole lot cheaper. Khopesh is only the most obvious example of that. Going faster used to be the way to beat Cthulhu, but there are so many anti-flood cards out there (e.g., Y'ha-nthlei Statue), and Cthulhu is so fast to begin with, that other factions are going to need to be more nimble and a lot more clever to consistently beat the hordes of Deep Ones. And yes, I have to think that Master of the Myths is headed for the restricted list. Not sure what FFG was thinking putting yet another cheap (effectively) colorless blocker into the game - it's Guardian Pillar meets the Descendant of Eibon, only with more Arcane icons, *sigh*. The other "put into play" cards are relatively balanced because they need specific triggering effects - Master of the Myths is broken because all it requires is one colorless resource. I think we're going to see it everywhere until the restricted hammer comes down.
  3. kamacausey said: That sucks. The infirmary isn't near as good as I thought it was. Infirmary is a great card - it just doesn't synergize with sacrifice mechanics, which is fine, because MiskU doesn't have many of those anyway. Silver Twilight relies a lot more on sacrifice, but then, that's a whole different faction.
  4. kamacausey said: I could be wrong but I thought "destroyed" was just a generic term meaning when something goes to the discard pile? If this is true when you have to sacrifice a character that character is getting "destroyed" right? No, I believe this is fairly clear in the rules: "destroyed" and "sacrificed" are mutually exclusive. That's mainly to limit players trying to trigger "when destroyed" effects by sacrificing their own characters. "Leaves play" is the generic term that covers both "destroyed" and "sacrificed". Likewise, "played" means played through the regular mechanism of paying the relevant costs, while "put into play" means a character that is put directly into play from an effect; "enters play" is the generic term. IANARL (I Am Not A Rules Lawyer), so corrections are welcome, but I am fairly confident that "destroyed" and "sacrificed" are exclusive.
  5. badash56 said: Ever since I got my clocked cleaned by this card at regionals, I have been thinking about it. I'd like to get some other opinions on this card, and if you think it's good for the game. If you aren't familiar with this deck type, it essentially uses recursion cards to play Glimpse of the Void every single turn. What that means is, unless you can break this cycle, there will essentially be no story phases for the entire game once it begins. This is what happened at our regional event. In the two games I played against it, I sat and did nothing until I drew myself out. My immediate question would be, what is the recursion mechanic used to bring it back every turn? I am not - yet - convinced that this is game-breaking, although I have admittedly not played directly against a fine-tuned Glimpse deck. There are a number of significant mitigating factors, primarily that you can only have three in a deck (obviously), and therefore requires a recursion mechanic, which in effect means one or more other cards working together to bring it back out of the discard pile every turn. And it's a cost 4. At a minimum, it won't be showing up until several turns into the game, and even then, there's no guarantee the recursion mechanic will be in place to keep it coming back every turn, and a lot can happen in that time. If the recursion mechanic is The Large Man, all that requires is character removal, of which there is plenty. If it's the T'tka Halot, that requires either support or attachment removal, of which there is plenty. If it's Yog-Sothoth [new], then the other player should have plenty of time to get his board set up and be ready for it when it hits. I'm not sure panic is in order, given that this deck has yet to win any regionals to my knowledge, let alone a world championship. It may be frustrating to play against, but it can't be any less frustrating than having every character that comes out of your hand get Khopeshed or Initiated. That Cthulhu's Deep Ones/Serpents/Khopesh combo may actually have serious competition is probably, overall, a good thing for the game.
  6. The main concern I can see is that you are splitting your fishing abilities between the draw pile, the discard pile, and domains. I think I liked your other decks slightly better, because they were focused on milling into the discard pile and then playing out of the discard pile, which is a bit more straightforward. I think it's possible to end up in a situation where you need something in the deck but all your cards in hand are for fishing the discard pile. If all your fishing cards are oriented toward one zone, and you have a lot of abilities to keep that one zone fed with the cards you need, that's less likely to happen. One workaround would be to include cards that help you move critical cards between zones; Pawn Broker, obviously, but also Blackmoor Estate, The Stone on the Peak, etc.
  7. COCLCG said: conspiracy theorist / disc of itzamna and i think we'll see the ol' statue of y'ha-nthlei getting dusted off again too, and seeing as dragged into the deep might be able to remove conspiracies (still waiting on judgement for that one), cthulhu will of course (yawn) be the deck to beat miskatonic. why oh why FFG?? OK, something like Combing the Archives / Conspiracy Theorist / Disc of Itzamna could be amazing against players who are short on support removal. Granted, that does not include most tournament decks, but in casual play I suspect it could work wonders. With respect to the Statue, I think players who have any hope of being competitive should keep its existence in mind. Too many 1's and 0's are a Statue disaster waiting to happen, so another part of deck-building going forward will be keeping a mix of skill levels. That isn't exactly new, as there are plenty of flood-control cards out there already like Catastrophic Explosion and The Oubliettes.
  8. COCLCG said: I'm also glad i didn't see a particular couple of cards. OK, I am guessing that one of the cards you were glad you didn't see was The Stone on the Peak! It's pretty much the hard counter to the discard pile-fishing strategies, at the same time that it's a nice defense against milling. I think the Stone makes a good card for Shub players to include one or two of in their decks if they're worried about any kind of manipulation of discard piles. Its only real downside is that it can potentially be resource-intensive, depending on how much work the Stone is doing in recycling the discard pile.
  9. dummiesday said: I humbly present you my deck, which placed second in the Munich Regionals this weekend. Without further ado, here's the decklist: Silver Swarm Thank you for posting this, a lot of great ideas in there! I had some thoughts about a sacrifice-oriented Twilight/Shub deck, but I think the bouncing-oriented Twilight/Shub deck may work even better. A couple of thoughts on potential changes. First, Black Dog is an obvious candidate for inclusion; it's great at holding off any super-fast rushes while you can get resourced up and start feeding your discard pile. Along the same lines, Stalking Hounds is another great blocker, and in fact I think may be superior to Dreamlands Fanatic, although that point is debatable. (As an aside, I was wondering if FFG may be tempted to do something about the increased popularity of bouncers that don't need color alignment, but the fact that they just published Dr. Mya Badry would seem to indicate that they're OK with the concept even as more players are using them.) As for working the discard pile, Corrupted Midwife is an obvious choice. Combine with Hungry Dark Young, and you have a very resilient deck that can easily take losses and bounce back quickly (this combo may also work particularly well with a sacrifice deck.) Book of Iod may be another effective addition to accelerate your deck even faster.
  10. Good point on characters or supports with struggle icons getting a boost from this. Shaping the icon struggle should be a more viable strategy given greater diversity in Conspiracy cards. There seems to be more focus on the Combat and Terror struggles in most decks, so Combing the Archives will create headaches for players who don't include some struggle icons in their decks. Dr. Bartlett certainly gets a boost as well, but the card that will really be coming into its own is Ol' Lazy Eyes. Very powerful in combination with Into the Woods or Combing the Archives (but also Endless Investigation, and possibly others). Also, could be some interesting possibilities with Conspiracy Theorist, although the difficult is keeping him alive against the plentiful destruction effects floating around right now.
  11. What are the most cost-efficient cards in the game? I realize this is somewhat subjective, as cost does not take into account faction - some factions have the ability to accelerate power by adding resources or refreshing domains, so their cards arguably "cost" a bit less; likewise with supports that can often be played as a card effect. But I still think it's an interesting question. My vote: Y'Golonac. It has Invulnerability, two Terror (and so is immune to insanity) and a Combat and an Arcane, skill 4, and can either pull either a friendly character onto its story to help out, or an enemy character to its doom. It's amazingly versatile, one of the best Ancient Ones in the game. Its only weakness is that it is unique, but that's hardly a weakness given its strengths. Is there ever any reason not to run Y'Golonac in a Shub deck? And what was the design team thinking giving it a cost of only 4? I can think of a few other cards that may be contenders for the most cost-efficient, but I'm interested in other thoughts.
  12. To the original point, as a new player, here is my impression of the "meta". The metagame out of the core set seemed to be focused very heavily on characters, with either a "fast" approach that focused on cheap characters or a "slow" approach that focused on expensive but powerful characters. But either way, the metagame was very focused on characters and, consequently, the icon struggles. That seems to have shifted with the release of a large number of cards that allow for direct character destruction, as well as a number of cards that accelerate the deployment of powerful characters. The metagame shifted to directly targeting your enemy's characters until you could push the big heavies out, at which point winning the game was a foregone conclusion. Cthulhu is arguably the best at both direct destruction and getting powerful characters out fast, so not surprisingly, it's currently the dominant faction. It's possible that the metagame will shift to control and/or recursion, however. Control decks, recursion, and milling all benefit immensely from the type of card combinations that were not readily available in the past. Milling is a good example: while Blackmoor Estate was available in the core set, there really weren't good ways to protect it. Now, you can attach a Lodge Defenses, or have a Fire Extinguisher handy, or retrieve it from the discard pile using any number of techniques, and keep the mill running. At the same time, there are great blockers available to help limit the damage until the recursion or the mill is up and running.
  13. dboeren said: Personally I'm glad to see Miskatonic getting some good love, nerds are fun to play. I agree. Right now, I think Cthulhu is plenty strong, and doesn't need anything more for, oh, I don't know, the next six to twelve Asylum packs or so. Yog and Shub could use some extra help, as could Syndicate. But Misk and Twilight, and especially Syndicate, could really use help. Right now, Syndicate is considered a "support only" faction, which is really unfortunate - MiskU was nearly at that point, but with the recent cards I think it's become more viable.
  14. COCLCG said: like i said, i just wish things were a bit more even in some areas, where something like a miskatonic / twilight deck had some hope of removing supports. Silver Twilight has plenty of ways of removing characters, so removing attachments isn't a problem. Standalone supports are more difficult, but that's what Lodge Housekeeper is for. Adding in some Recruiters will help find the Housekeeper when you need her, and Silver Twilight also has some reasonably good discard-pile fishing techniques - like Lodge Defenses - to help bring her back to clean out additional supports. Overall, though, the cleanest approach may be to mix in some Shub Niggurath. Shub is excellent at both destroying supports and fishing the discard pile, and Twilight is excellent at feeding the discard pile, so it is a potentially strong combination. Twilight/MiskU/Shub could be a bit too unwieldly of a combo, but then again, maybe not, if the card proportions are handled well. MiskU/Shub is not a bad combo either - bring on the Cthonian Stone!
  15. Yvain said: This latest cycle is reallyy giving MU the love. I agree. It could very well give the Cthulhu dominance a run for its money. Instead of people running mono Cthulhu decks, Cthulhu/Yog decks, or Cthulhu/Hastur decks, they'll start running . . . . . . Cthulhu/Miskatonic decks, of course. COCLCG said: i AM liking the khopesh / miskatonic mix though surreal. Sigh.
  16. I think there are two reasons game companies have avoided LCGs: the first is that game companies that have a successful CCG model don't want to give it up; and the second is that the game companies whose CCGs failed will not touch customizable card games with a ten-foot-pole at this point. In the first category are the few remaining CCGs that are still alive, primarily Magic but also Yu-Gi-Oh and Pokemon (I think - sorry, I'm totally behind on all of this). Wizards has an enormous audience conditioned to spend enormous sums on the most-recent-cards-only-allowed treadmill, so they have no interest in abandoning their model. In the second category are the many, many game companies who lost a lot of money chasing Magic and failing to get even close to catching it. They have little to no desire to go back, and strongly prefer safe choices like Euro games, wargames, and the deck-building games that are all the rage at the moment. FFG is in an interesting place because I am not sure they had a successful CCG previously - so they would more or less be in the second category - but decided to give CCGs another go, only with a modified model that took away the variability that so many gamers hate. I think they've been successful, enough to keep going with it, but not so much that other game companies are tempted to join them, which is really too bad. I think the perception that CCGs have had their day is based on burnout with the Magic model (e.g., buy a whole booster box, go through them all and not find even one copy of the card you need four of, go to the game store and pay rapacious prices to get the four copies you need, only for it to land on the restricted list), rather than with the broader concept of collecting cards to build your own deck with, which I think is still appealing.
  17. Toqtamish said: Not all of the LCG's are solo capable nor will future ones necessarily be. Most of the current LCG's are non solo competitive, LotR and the soon to come Star Wars are the only two that are not and in many ways are two of the least popular. LotR is kept afloat by the fact that it is LotR and still has a large audience attraction. Star Wars we will have to wait and see how it plays to see how that one goes but it is Star Wars afterall so will grab a lot of attention due to that fact and the movies coming out again will help things. This may be asking a bit much, but I think it would make sense for FFG to consider systems that can be played both solo and competitive. One idea would be a special "Encounters" deck that plays the other side in solo games (and that gives some boosts to compensate for an otherwise unintelligent opponent), or something like the table-and-dice-driven "bot" that ships with one of the expansions to Race for the Galaxy.
  18. As much as I like this idea - and I do - I think more attention to the current games is merited. Also, with two other new LCGs in the pipeline, they probably have their hands full. That said, I have some great ideas for a how an WH40k could work - inspired mostly by CoC, which I think is a great system. As I'm not expecting FFG to produce a WH40k game any time soon, looks like I'll just have to get by with my own design.
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