Well we had another night of demons vs investigators last night at Trilogy. Our Call of Cthulhu league is starting to gain a decent player base which I'm really happy to see. Four players came on Thursday to battle it out over story card and drive their opponents insane.
Sebastien is probably the bravest (or most insane) of us all, as he has not yet added any Asylum Packs to his original Syndicate / Cthulhu deck. The scary thing is that he's still winning a good portion of his games! Jason has built two decks, and is probably the farthest along into integrating Asylum Pack cards into both of them. They fought each other to a standstill over two games, each declaring a single victory and adding to their currency pools accordingly.
I was also able to play two games, one versus Sebastien and another against our newest player Cameron. Prior to last night's gaming I had set out to improve my deck further, after having been sorely disappointed by its performance thus far. It had some good cards in it, but I just couldn't seem to bring it all together.
After flipping through some of the cards in the sets I had already added cards from, I stumbled onto the Rope and Anchor Tavern, which lets you reduce the cost to play a card with a given sub-type by TWO! Nice. I also saw that a large number of my lower cost cards were Cultists, and began wondering if there was a way I could make use of that somehow. Well, I found my answer in a single copy of a 5-cost generic card that boosted all of my cultists by 1 skill and a terror icon. This fellow also happened to have the Ancient One subtype! Things were starting to take shape.
And take shape they did. In both games I was able to get that character (unfortunately I can't remember the name of it) out on turn three or four. Being able to sacrifice my one-cost cultists to destroy my opponent's unattached characters is EXTREMELY powerful. I was able to claim victory in two games in a row to close out my evening undefeated. I'll post up a deck list before the next tournament.
We still haven't determined a way to cap off this phase of the Adventure League, so if you have some suggestions please let me know!