Callisto's Supports and Items reward him well for playing Events, and his ability allows him to add Events to his deck in the form of Throwing Daggers.
The 12 Throwing Dagger cards start off in their own separate stack, which a player can only access with Callisto's ability.
Callisto's deck offers excellent tempo and card advantage, making him more formidable than three sasquashes stitched together into a single, biggerfoot.
No, I will NOT seek mental help.
Be aware that, unless you use the card in Callisto's deck that shuts down other player's abilities, you wouldn't want to play Throwing Daggers at Boudicca, as her ability could easily result in you taking more damage than her.
Callisto started his military career as a child. He became a member of the Royal Frollish Guard, Elite Class.
Eventually, he transferred to the Blade Division, where he trained under Captain Seven on Planet Ted.
However, when a group of villains led an attack against a village called Stabby Meadows, Callisto and his classmates, Ganymede and Europa, disobeyed direct orders and enacted revenge.
As a result, the three of them faced years of guard duty aboard the Vognen, a community-sized spaceship fashioned from a gaint, magical pinecone.
Committed to his training, Callisto constantly seeks to improve his skills as a swordsman.
He's often overly serious but loyal and unflinching in the face of danger . . . except, perhaps, when it comes to confessing his "unprofessional," romantic interest in a particular someone.
Click the link below.
(art work coming soon)
This Event doesn't go in a deck.
Instead, it sits to the side in a stack of 12 copies.
A player can only way access Throwing Daggers via Callisto's ability.
These events, once added to a deck, become a part of that deck.
When played, Throwing Daggers deal a point of damage to another player.
Then, you may draw a card.
THEN, you gain an action.
If you can flood your deck with these babies, you can absolutely kill every jerk in the room by rapidly playing and drawing more of these dodge balls in a nearly endless loop of mayhem.
Fun!
Play a Support from your hand at the cost of 1 action.
When you do, place the card face-up on your side of the field, above your character board.
This puts the card both "in play" and "under your control."
Next, place a number of Stamina tokens on that Support equal to the number of points
you have in Influence at that exact moment.
While on your side of the field, Supports offer continuous effects to aid you.
Unless the Support says otherwise, you do not need to spend an action to activate the effect(s) of a Support already in play (you spend an action to put it from your hand onto the field, but, once it's there, it's typically free to activate its effects).
At the start of your turn(s), remove 1 Stamina from every Support you control.
The instant a Support has no Stamina, destroy and send it to its discard pile.
Like Items, Supports have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
Callisto's deck allows him to act like a speed demon, & here's an example of how.
While this Support is on your side of the field, you may, once during your turn, discard a Throwing Dagger from your hand to gain 2 actions.
Typically, you're better off playing the Throwing Dagger, netting yourself 1 action & 1 card, while also hitting an opponent with 1 point of damage.
However, 3 extra actions gives you a lot of moves per turn.
While this Support is on your side of the field, whenever an opponent plays an Event, they lose 2 hit points.
This damage happens AFTER the Event's effect's finish resolving--which means that an Event that removes this Support from your side of the field will NOT trigger it, causing the 2 points of damage.
After you play an Event, and AFTER that Event's effects finish resolving, and this Support is on your side of the field, you'll gain an attribute.
You can trigger this Support's effect up to twice during each of your turns.
By using Callisto's ability to load your deck with Throwing Daggers (which are Events), you can use this Support to rapid fire ramp into higher and higher stats.
It doesn't hurt that those Throwing Daggers will also deal damage, draw cards, and replenish the action you spent to play them.
Spend 1 action to play an Event from your hand.
Do what the card says in the order it's written.
While an Event's effects resolve, that card does not exist anywhere.
It is considered, "in the aether," no longer in your hand, on the field, in a deck or discard pile, or on a hot date with your mom.
Only after its effects resolve, will a played Event enter its discard pile.
When you activate this Event:
You'll target an opponent who will afterwards lose hit points equal to your Influence.
Afterwards, you reveal (for everyone to see) the top card of your deck.
If you like, you may immediately play it.
Otherwise, return it to the top of your deck.
Note that when a card tells you to play a 2nd card as part of its effect, you do not have to pay an action for that 2nd card.
Spend 1 action to play an Item from your hand.
To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.
When you play an Item, place it face-up on your side of the field above your character board.
It's now considered "under Your control" and "in play."
While on your side of the field, Items offer continuous effects to aid you.
Unless an Item already in play says otherwise, you do not need to spend any actions to activate its effect(s).
Like Supports, Items have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
While you this Level 3 Item is on your side of the field, you can, at any time, any number of times, discard a Throwing Dagger to deal 2 points of damage at another player.
That's twice the damage a Throwing Dagger would otherwise deal.
The comes at a cost, though.
Throwing Daggers, when played, deal 1 point of damage, draw you a card, and give you an action.
By discarding (rather than playing) a Throwing Dagger to trigger this Item's effect, you're doubling your damage but passing on the card draw and tempo.
In many cases, that trade is well worth it, as it can often result in enough damage (when you have several Throwing Daggers in hand) to close the game.
Either way, it's nice to have options, and it doesn't hurt that this Item allows you to use it during another player's turn.
At the end of your turn, if this Level 4 Item is on your side of the field, you can deal damage (equal to the number of cars you played that turn) to another player's hit points.
Yes, Key counts itself on the turn you play it from your hand.
Typically, that couldn't be more than 2 points of damage, which still isn't half bad.
However, since Callisto's Throwing Daggers can help you draw more Throwing Daggers while giving you the actions to keep playing them, this can turn into a monstrous amount of damage.
Combined with the damage the Throwing Daggers, themselves, dealt, this can often swing for a finishing blow.
While this Item is on your side of the field, none of your opponents' abilities work.
This is a great way to end (or at least pause) a lot of otherwise disastrous combos with which you'd rather not deal.
But wait! There's more!
Your opponents also cannot make tokens while Bad Meal is on your side of the field.
This means they cannot make Bleed, Relic, or Shield tokens.
In fact, they cannot make tokens of any kind.
That includes Stamina, which means any Support they put into play hits the field with no Stamina tokens, meaning that Support get immediately destroyed.
Bad Meal does not destroy tokens already in play.
When you play this Event, shuffle into your deck (from your discard pile) a number of Throwing Daggers (up to as many as points you have in Knowledge).
Obviously, if you're not investing much in Throwing Daggers, this is a dead card in your hand.
If you ARE, though, this is a great way to resupply your deck.
This works especially well with an otherwise empty deck and a field full of cards that reward you for playing Events.
When you Play this Event, deal damage equal to your Combat to another player.
Afterwards, you MAY reload.
Note! When a card tells you to reload, you don't have to spend any actions to do so, as reloading is part of that card's effects.
Note Some More!!! This Event will not enter its discard pile until after its effects resolve, so it won't enter its discard pile until AFTER you finish all the steps of reloading.
When you Play this Event, you'll swing at your opponent's Hit Points with damage equal to your Combat plus the number of Throwing Daggers in your hand.
This might motivate you to hang onto your Throwing Daggers, rather than burn through them right away.
It's risky, though.
Losing the game with a handful of Throwing Daggers you could've played won't feel great.
However, a couple Throwing Daggers tossed on the same turn after playing this Event will often put the game out of your opponent's reach.
While this card is in your hand or discard pile, you can treat it as if it were a copy of the last Event you played.
Most often, you'll use this to double-up on the last punch you threw at your opponent's hit points.
Yes, you still have to spend an action to actually play this card, but its flexibility makes it well worth it.
This is the only card in the set that asks you to lower your stats, which, admittedly, might cause some confusion if it's the first card in the game to which you're ever exposed.
When you play this Event (which still costs an action to do), you'll also lower your Combat by any number of points (it still can't go below 1, so you can't spend all of them).
For every point by which you lower it, you'll take control of an Item on the field, switching to your side of the field.
While expensive, this can wreck your opponents' plans.
Remember that if those stolen Items get destroyed, they'll still go to their own discard piles.
What if your opponent somehow negates the effects of this Event?
Answer: You don't lose the point in Combat you were trying to spend.
Also, you DON'T have to meet an Item's requirement (the otherwise required number of points in Knowledge) to use it.