|What Secrets Lie in the Shadow of the Monolith?
Announcing an upcoming Asylum Pack for Call of Cthulhu: The Card Game
|Call of Cthulhu LCG | Published 11 October 2011|
The moon, now near the zenith, shone weirdly and vividly above the towering steeps that hemmed in the chasm, and revealed the fact that a far-flung body of water flowed at the bottom, winding out of sight in both directions, and almost lapping my feet as I stood on the slope. Across the chasm, the wavelets washed the base of the Cyclopean monolith, on whose surface I could now trace both inscriptions and crude sculptures.
–H. P. Lovecraft, Dagon
In the first quarter of 2012, players worldwide will pull back the final veils of the Ancient Relics cycle and the Ancient Ones’ global reach. However, the 60 cards (3 copies each of 20 different cards) in Shadow of the Monolith aren’t for the feint of heart, and as the different factions of Call of Cthulhu travel to the South Pacific, they are greeted by malevolent cultists and their dark spells. Who will prosper as the final secrets of the Ancient Relics cycle are revealed? Who will fall mad or die along the way?
Dark knowledge revealed
The quest for powerful Relics reaches a feverish pitch under the Shadow of the Monolith, but the different factions of Call of Cthulhu: The Card Game still know little of how these artifacts gain their powers or survive through the eras, disappearing and reappearing at the strangest of intervals.
One Servitor of the Ancient Ones may know more about their designs than he’ll ever share. Still, players who find room in their plans for The Sanguine Watcher (Shadow of the Monolith, 124) may benefit from his long gazes deep, deep into the darkness and the weaves of fate. Ally yourself to The Sanguine Watcher, and you may catch glimpses of the future that can steer you to power. But at what cost to your soul?
You can tell from The Sanguine Watcher’s sardonic grin that he knows more than he’ll share. Still, those who are willing to invest and pay of themselves, they gain a limited measure of control over the fabrics of fate. By looking at your opponent’s deck and reordering the cards, you can shield yourself against unexpected Actions and Disrupts. When you know they’re coming, you can prepare for them, and if you’re willing to give more fully, The Sanguine Watcher even affords you some measure of control over your opponent’s ability to find the cards he needs when he needs them.
Look at The Sanguine Watcher’s expression, and imagine his sadistic glee when your opponent struggles to keep a foothold on the board, tries to draw characters, flailing desperately, but manages only to draw into attachments or events that can have no immediate effect…
A deck based around The Sanguine Watcher’s control may suffer if you don’t draw him early, but followers of Yog-Sothoth can summon a similar effect through dark magic. The Spell, Song of Charybdis (Shadow of the Monolith, 128) grants you knowledge of and control over your opponent’s draw. Plus, as a Spell, it reduces the cost of Yog-Sothoth (Core Set, 101) when it’s in your discard pile, and it can be recycled with Chant of Thoth (Secrets of Arkham, 35). As with The Sanguine Watcher, the more you pay for Song of Charybdis, the greater the chaos you can sow.
Face the storms of the South Pacific, and unveil the last hidden secrets of the Ancient Relics cycle for Call of Cthulhu: The Card Game with Shadow of the Monolith. Will your sanity survive the trials? The Shadow of the Monolith spreads across the game in the first quarter of 2012.
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.
love the cover of the AP
Song of Charybdis seems like a reasonable card to me, you can use it on yourself to set up future draws, or use it on the opponent to keep his best cards out of reach. Any card that can be used multiple ways is going to be a little pricier than a singleminded card so I think that has to be kept in mind when comparing costs to other cards. Not a great card, but good enough to consider and will probably be used in fun decks.
Sanguine Watcher though, I can't see much use for. You can't put cards on the bottom, so unless you pay 3+ all you're gaining is a head's up of what's coming. Even if you pay high, you're stalling cards for a turn only. Too expensive for what you get, eventually they'll have more than 2 desirable cards coming (making the reordering less valuable), and his icons & skill don't make him worth playing for 4 without the ability.
I dunno, they seem like powerful control cards. At the very least you can keep a specific card out of the game for a long time, disrupt combo decks etc....
Definitely less exciting than the previous preview:
Song of Charybdis serves a similar purpose as Miskatonic's Strange Librarian (http://cthulhu.dbler.com/index.php?view=card&cardid=5028), except the latter can be played over and over at the cost of exhaustion.
Playing it on yourself might be useful if you're also using Syndicate tech to draw fromthe bottom of your deck.
However, I've found the new Relic cards mess up any advantage you'd get because they cause regular reshuffling of decks.
The Sanguine Watcher is unfortunately too expensive to play with a too expensive ability to be useful.
I'm actually most excited about the cover art of this AP: What is this? Is this supposed to be the God of the Bloody Tongue?! I wouldn't mind seeing that card in the LCG (and any of the other Masks, too)!
"fun deck" cards
Not a longtime CoC player so I do not know all alternative cards for a similar effect. I was more noting that Song of Char says "Choose a player...". Making this card able to be played on either player not just an opponent. I was also thinking about a booster draft situation, where this card could be more useful.
Well, Journey to the Other side, for a cost of 1, allows you to draw the top 5 cards from your deck (without revealing them to the other(s) player(s), and put them back to the top of your deck in any order. If you overpaid for Journey to the Other Side, you may keep one of those cards in your hand.
Except if you want to filter your deck and put less useful cards to the bottom of the deck, I don't see the point to play Song of Charybdis to yourself. But of course, it's only my point of view.
Would not the Song of Charybdis be pretty powerful to play on yourself? Especially if you have parts of the combo your deck is running.