GrahamM

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  1. Danigral is giving some great advice--as far as faction pairings go though, doing mythos+investigator is good if you're looking to have even-ish games with friends, but if you're trying to just get more familiar with the game it can also be helpful to pair monster with monster and investigator with investigator just to get a feel for the very different ways they each need to be played.
  2. Also Forgotten Shoggoth is neat with the Oracle, but basically destroys the possibility of other interesting discard interactions that both Yog and Shub love so much if you bring it out too early
  3. My general take (related to your shub/miskatonic deck) is that Er'nrawr is generally not very good at domain denying, since his action takes place before the refresh phase. So in the late game/as long as your opponent has expendable characters he's not gonna be that useful (with regard to his ability at least).
  4. So if you have two of them in your starting hand (or get two early game) that's a free resource every turn, which seems really really good. And w/ Marcus Jamburg it'll just be a real ***** to deal with, fast access to all sorts of crucial supports. It seems like it has all sorts of combo potentials, but it also seems like it plays to the big advantage of the dominate meta (yog-shub AO), which is too bad.
  5. The clear solution is to include Roald Ellsworth and then put False Papers on both Erasmus Manor and the Halflings of D'Haz
  6. Haha don't worry Jhaelen, I'm aware it totally would not work. Sarcasm is hard over the internets BUT STILL, HOW EXCITING IS THIS COMBO?
  7. So the deck is Cthulhu, Miskatonic, Silver Twilight. You have an Atwood Science Hall with Lodge Defenses attached. You use the Lodge Defenses (after you sacrifice a ST character, pay X to return a character cost X or lower to your hand) to play and sacrifice Dedicated Butler (After Dedicated Butler enters play discard a card from your hand or sacrifice dedicated butler) infinitely. This gives Erasmus Manor (after a character you control leaves play, Erasmus gains CI until the end of the turn) INFINITE COMBAT, INVESTIGATION, AND SKILL. NOW, during your story phase, you play Misguided Dreams, so all characters must commit to stories. THEN, you commit Erasmus Manor and Halflings of D'Haz (the loser of the combat struggle must take an additional wound for each combat icon he lost by), and your opponent must commit all of their characters. With infinite combat you kill all of your opponents characters without invulnerability. With infinite investigation and skill you are guaranteed 2 success tokens! Throw in Parallel Universe for more zany fun. HOW COULD YOU POSSIBLY STOP THIS DEADLY COMBO!?!?!?!
  8. It seems like no matter which way you go, Shub would probably make a good third faction for this deck: Shocking Transformation to get James Logan out more easily, support control, and Hungry Dark Young to make sure you can have an Agency Bodyguard out. Also I'm sure there's some combo that could be worked out with Ghoulish Thrill Seeker in this deck. Also Educated Officer is steadfast Miskatonic, so you'd need to consider that if you really wanted to include him.
  9. Awesome, congratulations! It's very cool that FFG has gotten involved with your podcast. Just as a brief addendum, you mentioned why Jim Black may have designed the Descendant to be so powerful. I've heard from Chris Long that he designed the Descendant for a blackborder cardpool, and the fact that it was only released after the game was restricted to whiteborder that dramatically increased its relative power level.
  10. You don't think that constitutes a problem, AUCodeMonkey? The fact that Agency hasn't gotten a really useful card for like three sets and is essentially limited to being a rush support faction? I think it's pretty dumb that an entire faction has been relegated to that capacity. I'd be interested to see your Silver Twilight Agency deck, too--if the cards in it are much different at all from the ones in COCLCG's Yog-Agency deck or the Hastur-Agency deck I have I'd be pretty surprised. I don't mean to sound snarky hear--I just played Agency basically throughout all of blackborder and the fact that nothing interesting has happened to the faction for years is a little annoying to me.
  11. Maybe this is just me, but I find Syndicate a much more fun faction to play with than Agency--I don't know about raw competitiveness but there's at least a lot of fun/small interesting combo potential to be had with Syndicate. With Agency you're basically choosing between rush or Government-Day. Syndicate gives me fun ideas anyway, whereas Agency it's basically "What if I tried an Agency-(insert faction here) rush deck?'
  12. One of the problems with me for Agency is that they really don't get any interesting cards anymore. Almost all of Agency's really solid cards came out in Dreamlands or before (look at the cards in COCLCG's deck!)--these days they just get even more ways to retrieve/find attachments (which aren't all that great) or expensive characters with lots of combat/investigation and not much else. Agency late game gets really hard against all sorts of decks, considering lack of arcane and expensive characters with nothing to offer besides more combat and investigation. I can appreciate what dboeren said about Agency being dull--but I think that's a product of the cards that are currently being made for Agency, which don't really offer much interaction potential with one another, and are really just variations on a theme of doing the same thing over and over again. If I had my way the next box set would definitely be Agency, no questions asked, and it would give them more exciting things to do in the late game (put icon boosters on characters, make attachment cards that are actually worth playing, introduce some cost reduction, give Agency a new way to deal with opposing characters that doesn't involve wounding, maybe make resource destruction a thing) That being said, Agency has a small group of really good cheap/rush-y/rush-finisher cards, like Government Exorcist, Undercover Security, Marshall Greene, and Nathaniel Elton. But that's annoying too because essentially any mono-agency or dual faction deck with Agency is going to feature pretty much identical Agency cards.
  13. The weekend before Memorial Day would unfortunately not work for us up in Boston. It's right at the end of finals period/just when everyone is leaving school for us.
  14. The one concern I have about removing Mother's Hands is that an early Initiate of Huang Hun can really terrorize this deck--are there any other good anti-Huang Hun Shub cards? Cthulhu has a few, but as you mentioned its probably better to keep it all in Shub.