Premium−70%The Call of Cthulhu — 100-Card Commander Deck
SKU DECK-CTH-100
Cthulhu, Dreamer in R'lyeh leads a Sultai (blue/black/green) Commander deck that gives every player five sanity counters and strips them away: Mad players skip their draw and attack at random, and the old gods get cheaper for each one.
The Call of Cthulhu — The Stars Are Right
Commanded by Cthulhu, Dreamer in R'lyeh, this Sultai (blue/black/green) 100-Card Commander Deck is not about monsters. It is about what knowledge does to the people who get it. Nobody in these stories is killed by a tentacle; they are killed by a footnote, a police report, a dream diary, a chained folio in a university library. The witnesses are all here: Professor Angell, Inspector Legrasse, Thurston, Randolph Carter, Abdul Alhazred. So the deck does not attack life totals first. It attacks the second total.
- Sanity: each player begins the game with five sanity counters. A player with none is Mad: their creatures attack the nearest player at random each combat if able, and they skip their draw step. The counters sit on players, not permanents — damage does not touch them, lifegain does not repair them, hexproof does not cover them. A Mad opponent is still in the game, still holding cards, still attacking. Somebody else. The deck can go Mad too: three cards make you pay sanity, and only Dr. Henry Armitage gives it back.
- The Stars Are Right: this spell costs {1} less for each Mad player. It sits on the Great Old Ones and the Outer Gods and on nothing human. They are cheaper not because you ramped but because the table has stopped thinking straight. Cthulhu himself can't be cast unless two or more players are Mad: he arrives after the deck has done its work.
- Two combos: The Call and the Goat — The Call of Cthulhu, Shub-Niggurath and Dagon, an engine that speeds up with every player who goes Mad. The Stars Come Right — Nyarlathotep, The Necronomicon and Abdul Alhazred, until Cthulhu is legal and costs five.
Why Sultai
Blue is what you learn and cannot unlearn: Miskatonic, the Necronomicon, the Pnakotic Manuscripts. Black is the cult and the bodies — the Esoteric Order of Dagon, a service every Friday since 1840. Green is what teems and never needed us: the Black Goat, the reef off Innsmouth, the shoggoths that outlived their makers. No white, no red: no order holds and no anger helps. Twenty-nine cards carry Sanity word for word, twenty-four more read it, and sixteen gods carry The Stars Are Right.
A complete 100-card Commander deck plus 5 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.
Fan-made proxy — not intended for official tournaments
The Call of Cthulhu — 100-Card Commander Deck
Cthulhu, Dreamer in R'lyeh leads a Sultai (blue/black/green) Commander deck that gives every player five sanity counters and strips them away: Mad players skip their draw and attack at random, and the old gods get cheaper for each one.
Quantity
The Call of Cthulhu — The Stars Are Right
Commanded by Cthulhu, Dreamer in R'lyeh, this Sultai (blue/black/green) 100-Card Commander Deck is not about monsters. It is about what knowledge does to the people who get it. Nobody in these stories is killed by a tentacle; they are killed by a footnote, a police report, a dream diary, a chained folio in a university library. The witnesses are all here: Professor Angell, Inspector Legrasse, Thurston, Randolph Carter, Abdul Alhazred. So the deck does not attack life totals first. It attacks the second total.
- Sanity: each player begins the game with five sanity counters. A player with none is Mad: their creatures attack the nearest player at random each combat if able, and they skip their draw step. The counters sit on players, not permanents — damage does not touch them, lifegain does not repair them, hexproof does not cover them. A Mad opponent is still in the game, still holding cards, still attacking. Somebody else. The deck can go Mad too: three cards make you pay sanity, and only Dr. Henry Armitage gives it back.
- The Stars Are Right: this spell costs {1} less for each Mad player. It sits on the Great Old Ones and the Outer Gods and on nothing human. They are cheaper not because you ramped but because the table has stopped thinking straight. Cthulhu himself can't be cast unless two or more players are Mad: he arrives after the deck has done its work.
- Two combos: The Call and the Goat — The Call of Cthulhu, Shub-Niggurath and Dagon, an engine that speeds up with every player who goes Mad. The Stars Come Right — Nyarlathotep, The Necronomicon and Abdul Alhazred, until Cthulhu is legal and costs five.
Why Sultai
Blue is what you learn and cannot unlearn: Miskatonic, the Necronomicon, the Pnakotic Manuscripts. Black is the cult and the bodies — the Esoteric Order of Dagon, a service every Friday since 1840. Green is what teems and never needed us: the Black Goat, the reef off Innsmouth, the shoggoths that outlived their makers. No white, no red: no order holds and no anger helps. Twenty-nine cards carry Sanity word for word, twenty-four more read it, and sixteen gods carry The Stars Are Right.
A complete 100-card Commander deck plus 5 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.
Fan-made proxy — not intended for official tournaments
All 84 Cards in the The Call of Cthulhu Deck
Every card is also available individually as a single Magic proxy.
- Cthulhu, Dreamer in R'lyeh
- Azathoth, the Blind Idiot God
- Yog-Sothoth, the Key and the Gate
- Nyarlathotep, the Crawling Chaos
- Shub-Niggurath, the Black Goat
- Hastur, the King in Yellow
- Dagon, Father of the Deep
- Mother Hydra
- Tsathoggua, the Sleeper of N'kai
- Ithaqua, the Wind-Walker
- Nyogtha, the Thing That Should Not Be
- Yig, Father of Serpents
- Ghatanothoa, Whose Gaze Petrifies
- The Hounds of Tindalos
- Star-Spawn of Cthulhu
- The First Shoggoth
- Shoggoth Protoplasm
- Mi-Go Surgeon
- Mi-Go Brain Cylinder
- Elder Thing of the Antarctic
- Deep One Hybrid
- Innsmouth Congregation
- Nightgaunt Flock
- Byakhee Steed
- Ghoul of the Tunnels
- Dark Young of the Wood
- Abdul Alhazred, the Mad Arab
- Randolph Carter, Dreamer
- Professor George Gammell Angell
- Inspector John Raymond Legrasse
- Francis Wayland Thurston
- Gustaf Johansen, Second Mate
- The Crew of the Alert
- Henry Anthony Wilcox, the Sculptor
- Herbert West, Reanimator
- Charles Dexter Ward
- Joseph Curwen, the Long-Dead
- Wilbur Whateley, the Dunwich Horror
- Lavinia Whateley
- Dr. Henry Armitage
- The Necronomicon
- The Yellow Sign
- The Silver Key
- The Shining Trapezohedron
- Pnakotic Manuscripts
- The Book of Eibon
- The Esoteric Order of Dagon
- Dreams of the Dead City
- The Cult Has Never Died
- The Call of Cthulhu
- The Shadow Over Innsmouth
- At the Mountains of Madness
- The Whisperer in Darkness
- The Colour Out of Space
- The Rite in the Bayou
- Sol Ring
- Arcane Signet
- Talisman of Dominance
- Golgari Signet
- Cultivate
- Demonic Tutor
- Assassin's Trophy
- Go for the Throat
- Toxic Deluge
- Rhystic Study
- Command Tower
- R'lyeh, the Sunken City
- Innsmouth
- Arkham, Massachusetts
- Miskatonic University
- Dunwich
- The Plateau of Leng
- Kadath in the Cold Waste
- The Mountains of Madness
- The Dreamlands
- Devil Reef
- Island
- Swamp
- Forest
- Deep One
- Dark Young
- Star-Spawn
- The Dunwich Twin
- Sanity and the Stars