Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Call of Cthulhu Deck Construction
Call of Cthulhu Deck Construction
Moderator: FFG NateFFGAntonFFGHataffgjafferffgjoshFFGStuartFFG_IanGeckoGood_TravelerThe Spaniard Topics: 321 | Posts: 2549
Deckbuilding Guidelines
by HomerJ
Published on 11 June 2012 - 09:37:37
Page 2 of 2 (16 messages) « First page... 1 2
Reply #16 | Published on 15 June 2012 - 09:37:37

That's true.  Expensive cards are definitely usable, especially if you have cost reducers in the deck.  Heck, there's a Cthulhu Event that lets you put Cthulhu into play at no cost if you sacrifice 3 Cultists.  I've seen the big green guy drop on turn 2 using that trick.

In fact, I was talking with some guys a while back who said that an Ancient Ones deck with LOTS of cost 5-6 characters was pretty dominant in their area.

So while there is some "conventional wisdom" about cost curves and such, it's a lot like the Pirate's Code.  More guidelines than actual rules.


And as for the Mutant Spawn…  I don't think he counts as a monster yet, at least not until he learns to walk.  I'll take your advice though and cut down on the Conspiracies :)

Without Signature

Page 2 of 2 (16 messages) « First page... 1 2

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS