|Call of Cthulhu LCG | Published 11 June 2010|
Out of what crypt they crawl, I cannot tell,
But every night I see the rubbery things,
Black, horned, and slender, with membraneous wings,
And tails that bear the bifid barb of hell.
They come in legions on the north wind's swell,
With obscene clutch that titillates and stings,
Snatching me off on monstrous voyagings
To grey worlds hidden deep in nightmare's well.
– H.P. Lovecraft, Fungi from Yuggoth
The time is nigh, dear cultist! As Yuggoth moves to its zenith, you'll soon will be making a contract with beings from beyond the stars. What? The Yuggoth Contract of course! Listen to The Whispers in the Dark, as we shine the spotlight on a rather photophobic creature: The Nightgaunt.
The Dreamlands cycle brought a twisted, surreal day/night cycle to the game. Now, Secrets of Arkham brings the dreamlands more into focus by returning The Dreams of Kingsport (Secrets of Arkham, F59) back to the game. A part of this focus also bleeds into The Yuggoth Contract. Hunting Nightgaunt (Whispers in the Dark, F18) rewards you for keeping things shrouded in darkness.
There are some popular Neutral cards out there, like James Blacks' championship card Descendant of Eibon (The Terror of the Tides, F75) which becomes a lot less impressive if he isn't able to commit to stories. The card received an erratum doubling the Success Token cost of the ambush ability making it painfully awkward if you respond to it by bringing a Dreamlands Wanderer (Twilight Horror, F18) to the table and thus activating the Nightgaunt at Action speed.
Keeping some of the more aggressive characters at bay benefits Yog-Sothoth now that this faction has become more adept at eating through decks in the hope of eliminating players. There is a certain synergy there: Terrors in the Dark (Secrets of Arkham, F49) not only brings out the worst in your Nightgaunt, but also hastens deck destruction.
The Hunting Nightgaunt isn't the only thing that goes bump in the night. Wizard of Yog-Sothoth (Secrets of Arkham, F36) mobs the floor with most things that can still commit despite being tickled by the Nightgaunts' tail. And while Terrors in the Dark is powering your team, you might want to look at Shub-Niggurath to abuse all those extra cards that end up in the discard pile. Back From the Dead (In Memory of Day, F35) can really be a rude awakening... literally!
It's also understandable when you want to pair up with the Hastur faction. Secrets of Arkham gives the Yellow Cult a few cards sympathetic towards the deck destruction agenda, like Carcossa (Secrets of Arkham, F38) plus a way to make it night for your Gaunts in Messenger from Hali (Secrets of Arkham, F39). Carcossa also supports Keeper of Dreams, which in turn boosts Infected by Madness (Secrets of Arkham, F41)
Now just hope you'll encounter lots of Neutral cards so your Gaunt-based stalling will be the most effective...
Special thanks to Marius Hartland, who wrote this week's card 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.
would work nice with twilight gate too if youre playing a night themed deck already. commit to stories then throw this nightgaunt on the table to keep them from bring neutrals. also old sea dog could be good friends with the nightgaunt.