Unlimited Events Pete (Level 0 + Upgrade Path)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Unlimited Events Guide – Survivor Edition 42 35 12 1.0
Inspiration for
None yet

ElseWhere · 4445

As requested by @damirius, here's a level 0 version and rough upgrade path for this deck: https://arkhamdb.com/decklist/view/40890/unlimited-events-guide-survivor-edition-1.0


At level 0, Grisly Crystallizer Pete relies a lot more on help from his good buddy Duke. A Glimmer of Hope, for example, is used entirely to re-ready Duke for more combat and clueving. He prefers to pass tests, using his Crystallizer of Dreams to turn played events into icons, and serves as a low-level flex for the first scenario or two of the campaign.


The first 6xp of the deck is the most important.

With these two cards, you already have the core loop of the deck (Grisly Totem, Crystallizer of Dreams, and any event) ready to go. I would cut Newspaper and Scrounge for Supplies early.

From there, get:

This boost to economy is really important, especially DT because it pulls double duty ensuring you fail your Crystallizer tests. At this point Trial by Fire and the neutral skills can go, your economy is coming together and passing tests is no longer necessary.

These 2-3 cards go together, replacing Granny Orne, because without OYO you can't afford to play WtS as often as you'll probably want to. You can delay this purchase (or even just the WtS part) if you want, everything after the combo buy and the economy purchases is at your own pace.

The rest of the upgrades just smooth everything out and make it better.

  • A second Relic Hunter for more looping

  • Unrelenting is a baby version of DT, nice but not necessary early

  • Salvage (for when you actually use your Keyrings, especially good if you choose to get Keyring (3)s as well)

  • Alter Fate is a tech card, in some campaigns you won't need it at all and in some campaigns it'll be the first thing you buy after getting your combo online (I'm looking at you, Dunwich)

1 comments

Jan 12, 2023 damirius · 1122

Heya!

Thanks a lot for this level 0 example. I've played around different ideas. I've also opted to get Ally for level 0 since we aren't restricted by OYO yet, I've opted for Madame Labranche, but I see the value of level 0 Granny Orne with our "Look what I found!" and in general against "for each point you failed by" treacheries ofc and +1 . But in the end I don't think it's such important point.

More importantly I was thinking of In the Thick of It to get Drawing Thin immediately. It's little bit risky in general with OYO decks, but still we are , we have pretty high and later on A Chance Encounter, also depends on the campaign and other investigators I would guess. But to get back to the point. I'm not sure if it would be better to just bank up those 3 XP and get your combo quicker, almost 100% percent after scenario 1, since in most cases even if something goes wrong most groups get at least 3 XP, but 6 XP is a bit more risky. Again I guess it depends on the campaign also.

Moving on I've filled it with some staple cards, like Lucky! and Resourceful and one copy of Shed a Light with Flashlight for some level 0 shenanigans, also Scrounge for Supplies same as you here. I guess Lucky!/Scrounge for Supplies are one of the first to go because they don't have good enough synergy with Crystallizer of Dreams.

Now to more interesting stuff, dunwich splash. I've tried to play around with Geared Up. Bringing at level 0, both Backpacks, 2 Flashlights like I mentioned. To be honest it's iffy. In general you can hit 2 items on average with level 0 deck in my limited number of tests (with aggressive mulligans). It gets up a lot with higher xp count with 2x Grisly Totem and 2x Backpack, but still not consistent enough. If you hit your Backpack in opening hand you are golden, with such a low cost of item assets we have included, you will most likely get them all down in first turn and then it's smooth sailing. But if you don't hit the backpack you are left sometimes with whatever you got which could be just a pair of Old Keyrings. While in theory that's already "OK" since you are saving one , it requires you to mulligan for these items and get rid of some good temp cards like Take Heart/Drawing Thin/Deep Knowledge which will help you moving on. So it's a huge gamble, will probably skip it.

Other out-of-class card that I thought about and will probably add it just for fun, is Empirical Hypothesis. It's one of the new customizable cards which I think is even ok on level 0, ofc if there's no synergy with evidence stuff it's a lot worse, since it gives you conditional card draw for 3 (one to play, 2 for resources if we simplify it like that). Since later on our main idea is to fail by 2/3, it's one of the things we can do consistently I think.

As the 3rd card goes, I still think I'll get Deep Knowledge. It's just good draw card and since we are solving resource economy already in multiple ways, some more card draw would be always welcome in Pete. Since I'll also probably change Geared Up for something else I'll see what to slot in. But in general I think some of the higher impact cards are always ok, maybe events like Spectral Razor/Read the Signs which can also be attached to Crystallizer of Dreams or something maybe to utilize empty arcane slot with our high will and optional Granny Orne. Lot of options.

As for general upgrade path, except that dilemma between banking 3xp and going for Drawing Thin first, everything else I think is logical. I totally agree that we need to get our combo pieces first and consistency through Backpack before moving on to more "lux" upgrades. Especially like you mentioned taking Will to Survive which is probably not exactly easily playable before On Your Own

Thanks again for explaining your upgrade plans in details, also sorry for the long rant, but I really like the deck and I've put some thoughts on it as well and wanted to share.