|Out of Chaos, a New Order
Announcing Into Tartarus, the fifth Asylum Pack in the Ancient Relics cycle
|Call of Cthulhu LCG | Published 06 September 2011||Rating||18 votes|
I recall that the people went about with pale and worried faces, and whispered warnings and prophecies which no one dared consciously repeat or acknowledge to himself that he had heard. A sense of monstrous guilt was upon the land, and out of the abysses between the stars swept chill currents that made men shiver in dark and lonely places.
–H.P. Lovecraft, “Nyarlathotep”
There is a kernel of truth at the root of every myth. The ancient Greeks believed there was a prison for defeated gods and individuals condemned to eternal punishment for their crimes. This place they called Tartarus, and it was an abyss as far below the earth as the earth was beneath the heavens.
The fifth Asylum Pack in the Ancient Relics cycle for Call of Cthulhu: The Card Game transports archaeologists, investigators, cultists, and criminals to Greece, where as they delve Into Tartarus, the terrors of Tartarus find their way free…
Stirring up chaos
Several of the cards from Into Tartarus enable players to stir up all new manners of chaos. Agency decks gain cards to work against the chaos, while Cthulhu and Shub-Niggurath decks gain terrifying new attachments. Several factions gain powerful new Relics, further expanding deck-building options centered around these strange and powerful items.
The Order of the Silver Twilight begins to reveal more of its true nature as those loyal to the Order, or coerced into service, explore Grecian mythology for the kernels of truth lying hidden within. One new character, the Master of the Myths (Into Tartarus, 101) will keep your opponents on their toes as he lends timely assistance to the Order’s search for relics.
For three cost, the Master of the Myths brings a rare focus to his study of ancient lore, seeking out those clues which may tie mythology to the truly terrifying powers hidden just out of sight. His Willpower means he won’t be dissuaded from his studies by any manner of terror or insanity, and his Toughness means it takes more than a single combat to stop him from sharing his knowledge with the Order.
However, the Master of the Myths comes into his own as a resource held away from the front lines, ready to be called into action at a moment’s notice. For one cost, the active player can bring the Master of the Myths into play during the Story Phase to power past opposing forces, contribute three Arcane icons during an Arcane struggle to ready another character, then add three skill toward succeeding at the story. Then, if you have even a single resource available under another domain, your opponent knows he may have to face the Master of the Myths again during his turn!
Forcing your opponent to worry about the Master of the Myths in your hand may cause him to overcommit characters to a single story, or it may change the way he plays cards during the Operations Phase. No matter how he impacts your opponent’s play, the Master of the Myths provides the Order of the Silver Twilight both a threat and real talent as they spread their influence deeper into the world of Call of Cthulhu.
Knowledge is power
The Master of the Myths and other new characters and attachments from Into Tartarus lend new insight into ancient myths when this Asylum Pack takes the different factions of Call of Cthulhu: The Card Game to Greece in the Fourth Quarter of 2011!
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.
Definitely a nice card - thankfully it doesn't require actually using the Lodge faction for anything else. Yet another step towards a LCG rainbow deck :-D
Yep, he creates a lasting effect which will resolve as long as that card is in play.
@HomerJ: When a character goes insane, it's put face down. While this blanks the text box, if you put it into play through the ability, the ability still wants to be completed and the card is still the card, even if insane. You still finish the action, even if the effect is delayed until the end of phase. So, it still returns even though the text itself is gone.
Question: If Master of Myths is insane, does he 'know' to be returned to hand? In some games, face down turns off textboxes. Is that true for Coc?
From what we've seen so far, this looks like it's shaping up to be an excellent cycle. Keep up the cool cards! I can't wait to get all of these new packs in hand.
the order of the silver twilight looks so cool , hope they getting stronger