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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.
Yipe said:
I found it interesting to note that only 1 deck included Negotium Perambulans in Tenebris.
i faced that stupid card. hated it. couldn't get around it in time to win…
...
Runix said:
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.
I find it rather puzzling that entire metas have trouble dealing with a character without business icons, vulnerable to destruction and wounding (wound Master of the Myths during the combat struggle, wound again with triggered effect).
The power is subtle, but it's there.
Whoooaaah! A first post on Bullshido being a reply saying you're attending a TD - respect, man!
Won some stuff...
It's great to see more decks!
Regarding the Mono-Cthulhu decks I can only say, that personally, I _love_ to play against them, since my deck's almost guaranteed to win against them - they're so predictable! 
Master of Myths isn't exactly what I'd call a 'problem' card. It's simply extremely efficient due to its low cost. In most games it takes more effort to (permanently) get rid of him than it's worth - which is why I pretty much ignore him; i.e. I simply mentally add his skill & icons to every story I tackle. The Descendant of Eibon is way more annoying, imho.
Putting MoM on the restricted list may still be the way to go because there's zero reason not to include him in every deck.
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I don't think MoM needs to be restricted. It's a solid card, but if I see my opponent playing him I don't worry. I actually like that it 'chokes' their hand. They have to hold a domain open to use him, so that in its self will slow down their deck.
Plus, I feel like there are plenty of ways to deal with him in just about every if not all factions.
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Yipe said:
For a broader view, here's a breakdown of the deck factions:
Agency
Agency/Miskatonic
Agency/Shub-Niggurath
Cthulhu x4 (Deep Ones x3)
Cthulhu/Shub-Niggurath
Cthulhu/Syndicate
Cthulhu/Yog-Sothoth
Hastur/Syndicate
Hastur/Yog-Sothoth
Miskatonic/Shub-Niggurath
Shub-Niggurath
Silver Twilight/Yog-Sothoth
Syndicate (Mr. David Pan) x2
Syndicate/Yog-Sothoth
Yog-Sothoth
thats right spawn!! stay away from my beloved Yog-sothoth / Shub-Niggurath mix ( i am sooooooooooo jesting ). but seriously, i'm surprised. pleased though too, the less around the better!!!
MoM, taken care of by bast's hunt is my usual gambit.
progenitor of the Shub / Yog AO deck / 2012 meta - haha
Sounds like a great tournament, and thanks for posting your commentary and deck listings.
Cursed Skull seems like a very common support in Yog decks, it's not just your event. Last year at Gencon I went up against a couple of Yog decks and both of them ran this card. It's effectively a sacrifice event you can pay for in advance whenever you have a spare domain - so what's bad about that? The only downside is that they can see it coming. Yeah, it's vulnerable to removal but it's so cheap they're likely going to overpay to get rid of it.
About Master of the Myths… He's clearly a good card, but I'd hate to see him go for Silver Twilight's sake. They need what good cards they have IMHO with such a small card pool at this time. I don't think he needs restriction. Rather, I think the flaw here is the same as with Snow Graves - letting other factions make use too easily of what should have been a more faction-restricted card. Change it to pay 1 Silver Twilight resource and you're golden. But, I'm still not sure he's that big an issue to begin with. I'd just leave him as-is and make a mental note not to be careful about doing any more faction-free cards that can just jump into play like that.
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Yipe said:
The champion's deck! This deck is titled YOG LODGE SUMMER CAMP.
A true beast, it had everything it needed to take the top honors, going undefeated for the day.
CHARACTERS (31)
x3 Rich Widow
x3 Initiate of Huang Hun (restricted)
x3 Recruiter for the Lodge
x3 Zealous Secretary
x3 •Lord Jeffrey Farrington
x3 Master of the Myths
x2 Stalking Hound
x3 Pawn Broker
x3 Constricting Elder Thing
x3 Many-Angled Thing
x2 •Wilbur Whately
EVENTS (16)
x3 Chant of Thoth
x3 A Single Glimpse
x3 Journey to the Other Side
x3 Eldritch Nexus
x2 Unspeakable Resurrection
x2 Fist of Yog-Sothoth
SUPPORT (3)
x3 Cursed Skull
50 cards
This is a pretty fun an interesting deck. Kudos to the player who designed this and for winning the comp.
I suck at building H.O.S.T. decks in general, so this was very helpful in not only giving me a jumping off point with a playable deck after H.O.S.T.has been lying lonely in my binder for so long, but it also encouraged me to find my own neat combo for a totally unrelated deck. (Lodge Defenses, Dedicated Butler, Ritual of the Lance. The Lodge Defenses was the missing recursion key I had been looking for in sac mechanics for H.O.S.T. but it never occurred to me to look at new H.O.S.T. cards.)
Not that it matters what I did with it, but in case anyone cares here is my tweak to the above deck:
Character 31
Rich Widow (PT) x3
Initiate of Huang Hun (CotJE) x3
Protector of Secrets (IotF) x3
Recruiter for the Lodge (TOotST) x3
Stalking Hound (PT) x2
Student of the Profane (SoM) x3
Master of the Myths (IT) x3
Dirk Sharpe (TBJ) x3
Lord Jeffrey Farrington (TOotST) x3
Constricting Elder Thing (IotF) x3
Wilbur Whateley (DD) x2
Support 5
The Doorway (TBJ) x2
Cursed Skull (MoE) x3
Event 14
Brazier Enchantment (TOotST) x3
Chant of Thoth (SoA) x3
Unspeakable Resurrection (Core) x2
Journey to the Other Side (Core) x3
Eldritch Nexus (Core) x3
Yipe I want to hear more about your deck. What cards didnt work out? What cards did? What would you put into the deck if you did it again and you were trying to win with them?
Awesome write-up and Summary!
Can't say it enough how fun it was to play, and represent….largest Regional event….not to SHUBBy (couldn't resist the pun).
CHeers.
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kamacausey said:
kamacausey,
My apologies for not replying sooner, things have been super busy on my end.
First off, I would describe my deck as greater than the sum of its parts, which is both a strength and a weakness. On the plus side, it's cheap, blindingly fast, and can dominate the story struggles no matter what kind of opponent I'm facing.
On the downside, because my deck is focused on skill manipulation - as opposed to my characters' icons or other abilities - it requires a certain rhythm to work, as well as hitting the "skill tipping point" where my opponent can't do much to stop me. Breaking its momentum generally leads to a complete collapse - at least the way I was playing it at regionals. In hindsight, I might try a different approach depending on my opponent.
To answer your questions:
1) WHAT CARDS DIDN'T WORK?
The only card that didn't work, and I always resourced, was O'Bannion's Ledger.
It's not because this isn't a good card, or that it doesn't combine well with my deck, it does. I resourced it because I felt my deck was built around speed, and I needed to build up my character base first before bringing out more expensive attachments. By the time I was ready to play O'Bannion's Ledger my deck had already won or lost (5 out of 6 games were over in less than 10 minutes).
This is the same reason I rarely played Dutch Courage, which is a card I thought would be a must-have staple to combat Khopesh. I never really needed it as my toughest opponents were playing with sacrifice/destruction effects instead of wounding.
I might also take out Intimidate. At the struggles I was either winning everything or losing everything, so exhausting 1 of my opponent's characters didn't help as much as I expected. It's still nice, but I may try something different.
While essential to my deck's success, Parallel Universe turned out to be a double-edge sword. During the tournament I thought my best opening play was Tattoo Artist, Parallel Universe and then Fixer (for 1), especially if I was going second. This allowed me to gain the momentum right from the start, and could fluster my opponent. If I could bring out more characters, or eliminate any major threats with Bound and Gagged or Tear Gas, then I would win quickly.
However, if my opponent could destroy my early characters to the point that I no longer had skill advantage, I was in trouble as this would grant my opponent an automatic win at the story where Parallel Universe was attached. Or, if my opponent could disrupt my deck's rhythm (e.g. by knocking out key character or attachment in play), then my deck would fall apart as my characters were chosen mainly to work in tandem with each other so I could dominate on skill. By themselves, they aren't that powerful and are susceptible to terror, combat, etc…
In retrospect, I would hold back on Parallel Universe and use a different attachment to bring out the Fixer. Then I would wait until I could be sure of my skill advantage, or have Mr. David Pan in play. I still feel Parallel Universe is an essential card (and it pairs nicely with Fixer and Marcus Jamburg), but it's not a no-brainer. Going forward I need to be more careful in how I play it.
2) WHAT CARDS WORKED BETTER THAN EXPECTED?
Cards that worked better than expected were Fixer, Tattoo Artist, and Marcus Jamburg. The first 2 in particular were my workhorses. The rest - Mr. David Pan, Clover Club Torch Singer, Tear Gas, Bound and Gagged, Ice Shaft - performed as expected.
A special mention must be made of Hack Journalist. This card was my secret weapon, to be used in case my deck won 2 story cards and then fizzled out, which I find happens a lot to my rush decks. Whenever building a quick deck I always like to have a second attack angle to capture my third story card. This was doubly important at our regionals because I knew I would be facing a lot of Cthulhu, and once that faction gets rolling it can be hard to stop.
The problem with Hack Journalist is that you really have to plan ahead to use him properly. There's a very small window when he can enter play and steal your opponent's success tokens (optimally 4), and then you can pick up the 5th for a win if needed. And that's an easy window to miss.
Because my deck can run well on just a 2-1-1 domain set-up, I wasn't always resourcing and sometimes missed my opportunity to utilize Hack Journalist. I think part of the problem is that I was playing the role of Tournament Organizer, social host, judge and player all at the same time, and it was taking a toll. I spent the days (weeks, really) leading up to the event wrapping up last minute details instead of focusing on my deck. I don't think extra prep would've made any difference in 2 of my losses, but it might have helped in a third.
3) CARDS I'M GOING TO TRY NEXT?
Cards I'm going to try out are 2 you suggested - Crowbar and Diseased Sewer Rats. I'm going to take out O'Bannion's Ledger and either Feint or Intimidate (probably Intimidate). I'm going to play this deck at our "Mythos n' Microbrews" game day next Saturday (along with some other decks), and see if I can play it a bit slower, and a bit smarter. I'm keen to test it in a multi-player game.
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Great notes there, Yipe.
Yeah, I can see the problem with Hack Journalist being considerably more expensive than the rest of the deck. If he continues to not fire properly then I'd look at replacing him with something else or see if there's an Event or something you can use to build up a domain more quickly when needed.
Parallel Universe is a risk, if you're not SURE you have more skill you're potentially giving your opponent a gift.
I'm not surprised Tattoo Artist did well, I've always found her to be a clutch card for Syndicate too, although I usually go with more exhausting and tying up effects rather than 100% skill reduction. The Clover Club cards are a bit too small an effect to make the cut for me. Fixer too is a great deal as long as you have any sort of supports, and Syndicate usually does. Bound & Gagged is a good one.
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dboeren said:
My deck currently includes 11 attachments, so getting Fixer out for 1 was no problem. I may up that to 12 attachments if I take 3 Crow Bars (in place of O'Bannion's Ledger and something else).
Regarding exhausting vs skill reduction, I already have a Silver Twilight/Syndicate deck that focuses on bouncing and exhausting so I wanted to try something different with my mono-Syndicate deck. It did have Panic, but I took it out due to the number of neutral cards I'm running.
I agree with you about Clover Club Bouncer. His only saving grace was acting as cheap sacrifice fodder to protect my more valuable characters. He may get axed in favor of Diseased Sewer Rats.
The Torch Singer was quite good when paired with either Tear Gas or Ice Shaft (especially Ice Shaft when I can bring it back into play with Marcus Jamburg), so I'm keeping her.
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My original ST/SY deck was really good Yipe… but I found that destruction tends to work better when paired with bouncing, at least for my play-style. I ended up going with a ST/AG deck, FWIW. Still, ST/SY was a hell of a lot of fun!
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