|Call of Cthulhu LCG | Published 09 July 2010|
They did not call the condition true insanity, but classed it rather among neurotic disorders. My course in trying to track down and analyze it, instead of vainly seeking to dismiss or forget it, they heartily endorsed as correct according to the best psychological principles. I especially valued the advice of such physicians as had studied me during my possession by the other personality.
– H. P. Lovecraft, The Shadow Out of Time
The cult of Hastur is doing quite well for itself. They always have been associated with insanity and since they started to inhabit the world of Living Card Games® they are also known for some pretty sick, twisted and insane cards. The Murmurs of Evil Asylum Pack isn't really in the business of killing their mojo, so lets quickly move the card spotlight into the yellow zone to see what's going on there.
Harbinger of Insanity (Murmurs of Evil, F27) really has the potential to cause some trouble, if you put some effort into it. Left unchecked he'll introduce entire cults to the discard pile and then some. However, to use him well, you'll need to bring a substantial cult of your own to feed the madness. Not that drumming up a cult following is too difficult when this faction has access to cards like Bringer of Fire (Ancient Horrors, F14) or the ever lovely Victoria Glasser (Core Set, F82.) The mere existence of Harbinger of Insanity is a double edged sword however since you are not the only one with the option to play him and chain one sacrifice into the next. But that's where cancel effect like Performance Artist (Core Set, F87) come in.
Against non-cultists decks, things are a little less efficient. You will be sacrificing your cultist permanently to only temporarily gain control of something. Bringing additional sacrifice opportunities like The Yuggoth Contract (Whispers in the Dark, F12) to make the trade work better in the long term. The Yuggoth Contract also helps you recruit more cultists from your deck to keep the ball rolling.
There has been a long feud between the Mi-Go and the cult of Hastur. The cultists are “devoted to the purpose of tracking them down and injuring them on behalf of monstrous powers from other dimensions.” The Mi-Go work as a collective, sharing boosts so stealing away choice parts from their assembly at opportune times can severely weaken them. The criterion for switching sides is printed skill, so no matter how many corpses they dug up or how many dogs there are on the table the risk of betrayal stays the same.
Who else has a printed skill of 2 or less? Insane characters! Not that they are much use on their own, for the short period you get to control them, but if you have secondary ways to sacrifice them or a way to restore them, insanity really broadens the range of possible targets. Turning characters insane is what this faction is largely about, so that shouldn't be too far outside the realm of possibilities for an average Hastur-based deck. If you can't beat them, let them join you.
Special thanks to Marius Hartland, who wrote this week's card preview.
Based on the fiction of H.P. Lovecraft and his literary circle, Call of Cthulhu: The Card Game takes two players deep into the Cthulhu Mythos where investigators clash with the Ancient Ones and Elder Gods for the fate of the world. The Living Card Game format allows players to customize their gaming experience with monthly Asylum Pack expansions to the core game.
Thanks Marius, the thread ususally ends up at general discussion. We could use this comment section for a different angle. You write a smart article. It's always edited perfectly. It's rich with links. The Lovecraft quotes to start are excellent, some choice words from the master. Regular updates support the concept of the Living Card Game and continuity between Asylum Packs. You have a responsibility for your articles to stand up with a new spoiler, which is the gem most are tuned for in the first place admittedly. And you fulfill that nicely.