
Separately, Callisto's cards might seem underpowered, but combined, they rattle skulls and steal girlfriends.
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 Daggers (card number 73).
The 6 Dagger cards start in their own separate stack, which a player can only access with Callisto's ability.
Callisto's ability, Blur of Blades, allows him to shuffle a Dagger into his deck once during each of his turns.
A Dagger shuffled into his deck is now considered part of his deck.
Blur of Blades is, of course, optional.
Can you use Blur of Blades during your Draw Phase, BEFORE you draw a card?
Yes. The ability states, "Once during your turn."
You cannot use it before you exhaust your Supports, though.
Any Supports on your side off the field lose a stamina each immediately at the start of your turns.
Callisto's score:
Ramp (gaining extra attribute points): 2
Card Advantage (or selection): 4
Tempo (gaining extra actions): 5
Removal (of Items): 1
Destruction (of tokens): 1
Disruption (or control): 1
Defense (or healing): 0
Nuke (extreme damage dealers): 1
Callisto started his military career as a child. He eventually became a member of the Royal Frollish Guard, Elite Class.
Afterwards, he transferred to the Blade Division, where he trained under Captain Seven on Planet Ted.
When a group of villains led an attack against a village called Stabby Meadows, Callisto and his classmates, Ganymede and Europa, disobeyed direct orders against enacting revenge.
Consequently, the three of them faced years of guard duty aboard the Vognen, a community-sized spaceship fashioned from a giant, magical pinecone.
Committed to his training, Callisto constantly seeks to improve his skills.
He's overly serious but loyal and unflinching . . . except, perhaps, when it comes to confessing his "unprofessional," romantic interest in Princess Lakota.
Click the link below.

This Event doesn't start in Callisto's deck (note that Callisto's name and pic doesn't appear on its upper-right corner).
Instead, all 6 Daggers sit to the side in a stack ("stacks" are not "decks.")
Callisto's ability allows him to add these Daggers to his deck over the course of the game.
Once added, a Dagger (which is an Event) becomes part of Callisto's deck.
When played, Daggers deal a point of damage to another player.
Then, they gain you an action.
This might not seem like any big deal at first.
Hell, you're basically going down a card (even after getting your action back) when you play a Dagger.
However, Callisto's deck gives you nasty advantages when you use these things.
If you flood your deck with these babies, you can eventually create nearly endless loops of mayhem!
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).

While this Support is on your side of the field, you may, once during your turn, add a Dagger from a discard pile to your hand.
Yes, because of the wording, if an opponent steals this card from Callisto, that opponent could play and use it to steal a Dagger from Callisto's discard pile.

While this Support is on your side of the field, once per turn, when you play a Dagger, that Dagger will deal 2 additional points of damage.
However, this only works on the 2nd Dagger you play that turn.

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 Daggers (which are Events), you can use this Support to rapid-fire ramp your stats into the stratosphere.
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'll reveal (for everyone to see) the top card of your deck.
You may immediately play that card.
Otherwise, return it to the top of your deck.
Note that when a card tells you to play another card as part of its effect, you do not have to pay an action for that "other" card.
Note also that you still must meet Item requirements to play Items (having the correct amount of Knowledge).
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 this level 2 Item is on your side of the field, up to once per turn (every player's turn), after a Dagger enters your discard pile, you mAY draw a card.
This also triggers when you discard your hand while reloading, meaning you'll discard, draw if Rasheed Library triggers, shuffle your discard pile into your deck, and draw up to 2 more card (reloading plus the Library's effect).

At the end of your turn, if this Level 3 Item is on your side of the field, you'll deal damage to an opponent equal to the total number of Items on your side of the field (including Key).
Note that Callisto's kit includes a Combat card that allows him to steal Items.

While this Item is on your side of the field, none of your opponents can play Supports.
If you're playing as Callisto, and you see your opponent investing in Influence, you might want to invest in Knowledge.
Likewise, if you're playing against Callisto, and he's stacking points in Knowledge, you might hesitate to invest in Influence unless you have some Item removal handy.
This will not destroy or negate your opponent's Supports already on the field.

When you play this Event, you may EITHER:
1) Deal damage equal to your Knowledge, OR . . .
2) Add to your hand all Daggers in your discard pile.

When you play this Event, deal damage equal to your Combat.
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 Daggers in your discard pile.
This is Callisto's nuke, capable of nailing an opponent with 11 point of damage.

While this card is being played (NOT while it's in you discard pile, banish pool, or sitting quietly, unused, in your hand), you can treat Where House 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.
Yes, you still have to spend an action to actually play Where House, but its flexibility makes it well worth it.

When you play this Event, you'll EITHER:
1) Take control of 1 Item on the field (moving it to your side of the field), OR . . .
2) You'll gain a point in Combat.
If you're playing as Callisto, and you see your opponent investing in Knowledge, you might want to invest in Combat.
Likewise, if you're playing against Callisto, and he's stacking points in Combat, you might hesitate to invest in Knowledge unless you have some Event negation handy.