|Call of Cthulhu LCG | Published 05 February 2010|
Gentlemen, there is more to this matter than you think. Mr. Aspinwall does not do well to laugh at the evidence of dreams. Mr. Phillips has taken an incomplete view - perhaps because he has not dreamed enough. I, myself, have done much dreaming.
- H.P. Lovecraft and E. Hoffmann Price, Through the Gates of the Silver Key
Monday marks the release of the fifth asylum pack from the Dreamlands cycle, Sleep of the Dead. So, it’s time to spotlight Ward Phillips, Obsessed Recluse (Sleep of the Dead, F89) – A powerful dreamer on the side of Hastur which should take away all doubts that this faction has become quite a force.
The ability to veto one characters’ triggered effect (anything that reads Action:, Response:, Forced response: or Disrupt:) brings the Hastur faction further back to it’s core ability and adds to the disruptive element as seen in cards like Performance Artist (Core set, F87) and Power Drain (Core Set, F100) and forces your opponents to consider the effects of their characters to be unreliable at best. And it is more ammo against decks that abuse cards like Itinerant Scholar (Core set, F30) or other decks that abuse triggered abilities of characters to produce combo’s, warding you against their devastating effects.
There is also a second effect on the card, a drawback to justify his cheap cost for such powerful ability: Phillips doesn’t like it when other players win a Story card. Good thing there are ways to avoid him being sacrificed. The easiest way is to simply put him in harm’s way when a character with a Terror icon threatens to win a story. While Ward Phillips is insane his text box is blank and he doesn’t ‘see’ the story being won, or more precise: He doesn’t care anymore. While this does open you up to more triggered abilities, at least you can keep Ward around for a little longer.
Exchanging him with Victoria’s Protégé (Search for the Silver Key, F69) or The Thing Behind You (The Path of Y'ha-nthlei, F110) also helps Ward to avoid destruction. The Thing has another interesting interaction with Ward Phillips since the 'return a Hastur character to your hand' is part of the cost of The Things' effect. This means you can pay 2 and return Victoria Glasser (Core Set, F82) to your hand, exhausting Ward to prevent The Thing from entering play, helping Victoria to bring insanity every turn.
Fragile Phillips may not be the best when it comes to struggles, but he likely sticks around longer than any cancellation event the game has seen so far. At the very least he is a cheap lightning rod for your opponents' deadly spells and disaster events. It best, he'll throw a spanner in whatever machinations they had planned.
Special thanks to Marius Hartland, who provided this week’s Call of Cthulhu spotlight.
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.
Even with loyal he is splashable, but a bit more difficult to get out. If you rely on him for a constant canceller, then two yellow signs on a domain isnt too far out of bounds.
He looks to be deadly.
I nice weenie for the hastur faction and a re-usable counter is always something good to have lying around. Too bad hes loyal.....i would have dropped one in all my decks.