|Call of Cthulhu LCG | Published 30 July 2010||Rating||20 votes|
The more I looked at it, the more I marvelled; for not only was its heavy, darkish, lustrous, and richly mottled substance an absolutely strange metal to me, but what was left of its design seemed to be of a marvellously artistic and utterly unknown workmanship. One side, so far as I could see, had borne an exquisitely modelled serpent design; whilst the other side had depicted a kind of octopus or other tentacled monster. There were some half-effaced hieroglyphs, too, of a kind which no archaeologist could identify or even place conjecturally.
- H. P. Lovecraft and Zealia Bishop, The Mound
As we progress in the story, the Mi-Go take ever greater risks when researching Earth's indigenous lifeforms. They are so sure of themselves they even venture out and involve humans (like Tyler Scindere) in their plans, apparently less worried about exposing themselves. Their ability to share their icons, skill and abilities does indeed make them strong enough to confront their enemies, and as their number grows so does their power.
The change in behavior is a cause for worry for those who stake their claim to our small blue planet, as all signs indicate the Mi-Go are preparing for a full-scale invasion. Hasturs' cultists have been preparing for war for some time. At the peripheral of society the Syndicate notices that some of their muscle goes missing after taking on some odd jobs, slowly piecing together the horrible truth behind these Yuggoth Contracts (Whispers in the Dark, F12) and even The Agency sees an increase in people going missing.
Not all concerned inhabitants of Earth are human either. Or, not completely human. The Mi-Go plot seems at odds with Cthulhu's plans, forcing him to strengthen his grip on Yig, using the Serpent people to prepare for war. And the environment is great for serpents right now.
Most decks tend to focus on the Combat struggle, offering little defense against Terror Icons, which is the Serpents specialty. It also protects them from Hasturs' insanity effects. The most important part is that Serpents can use their Terror Icons to trigger their effects. It all started with a lone Brood of Yig (Whispers in the Dark, F4) but quickly snowballs with Shrine to Yig (Murmurs of Evil, F23) and Feathered Serpent (Murmurs of Evil, F25) matching the Mi-Go's ability to share and manipulate icons.
Cthulhu needs to act quickly, though. While the faction is notoriously slow to awake and pick up speed, the serpents have yet another trick up their sleeves. Stygian Idol (The Spoken Covenant, F45) pushes the amount of Terror Icons to insane levels quickly and also doubles as a cost reducer for your serpent brood for some quick 'shock and awe' tactics. While attachments usually won't survive that long, with a cost of 1 you can usually sneak in that extra serpent if you time it well enough.
If you have more of these idols, you can even stack the cost reduction to recruit the larger serpents with greater ease. If you enjoy decks around big monsters, adding Shub-Niggurath cards is usually a good choice. Ancient Guardian (Core Set, F126) can use the Idol in a ritual to reduce the cost even further. This faction also carries Horrid Mutation (Core Set, F138) which is a perfect match for these Terror-centric horrors.
Or your Serpents could make a coalition with Yog-Sothoth, using their icon specialization to fuel Gatekeeper (Secrets of Arkham, F33) and Those Without Faces (The Spawn of the Sleeper, F18) to destroy decks, while being flexible enough to face almost any character daring to commit to stories.
Next week, there sadly will be no spotlight because Fantasy Flight Games will be at Gencon, and I won't have an editor. But, if you're able to be there you won't have time to read articles anyway, because of all the interesting events you can participate in. Who knows, by the next time you'll hear from me you could be calling yourself the new world champion. Good luck, cultists!
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.
I thought the LCG triathlon was called off...?