[Sharp Fangs Behind the Leaves] Opening: Top track hybrid (Minor Powers)
Use this opening if:
- You want to use Ranging hunt consistently, except for maybe one of the first two turns (there is a chance you can use it in both turns with the standard opening, and it is guaranteed with the variant).
- From turn 2 onwards, you only need to play 1 and 2 , therefore your starting hand alone is enough to activate the Innate for 2 turns without any reclaim.
- You want to gain many Powers early on, to maximise the chance to find useful ones (e.g. blight removal, defend, good elements, etc).
- You want to be able to pivot to a Major strategy if need be.
- You don’t want to be forced to reclaim often.
Consider this opening especially against:
- [Base] BP, Sweden, France, Scotland, Russia.
Unique Powers reminder
Opening
Growth
Turn 1
G2 top; G3 Minor.
Play 2. You can play 2 to unlock the damage part of Ranging hunt, but if you do you won’t be able to do it in the next turn unless you have found or will find a Minor.
Turn 2
G2 top; G3 Minor.
Play 2.
Turn 3
Reclaim, gain Minor; G2 bottom.
Play 1 and 1 . Ranging hunt damage.
Turn 4
G2 bottom to 3 CP; G4.
Play 1 and 1 . Ranging hunt damage.
Turn 5 onwards
G2 bottom; G4 or G3 Minor.
Play 3.
From turn 6 on, select growth according to needs. Keep playing 1 and 1 every turn to activate Ranging hunt.
Remarks
You can swap G3 for G4 on turn 2, if you want to play 2 1-cost Powers in all the first 3 turns.
It is possible to use G2+G4 on turn 3, delaying Reclaiming until turn 4 but still activating Ranging hunt, if desired.
If you don’t take any G4 in the first 3 turns, be careful not to draft too many 1-cost Minors. This build can handle 1 or 2, but more than that will cause issues.
On turn 3, 2 energy/turn can be unlocked to pivot to a Mixed strategy.
Stats
Turn | Growths | Owned cards | Cards in hand | CE | Ele+CP |
---|---|---|---|---|---|
1 | 2, 3 | 5 | 5 | 2 | 2 |
2 | 2, 3 | 6 | 4 | 4 | 2 |
3 | 1, 2 | 7 | 7 | 4 | 2 |
4 | 2, 4 | 7 | 5 | 8 | 3 |
5 | 2, 4 | 7 | 3 | 12 | 3 |
Pros and cons
Pros:
- Ranging Hunt is used (with damage) every turn from turn 2 onwards. It is even possible to use it on turn 1, if a is found.
- Gaining 3 Minors in the first 3 turns improves the chances to find good ones early on (e.g blight control or good elements).
- Good flexibility, being able to easily access more Energy if needed.
Cons:
- Only 2 CP until turn 4, and no reclaim 1 until turn 5 at the earliest.
- Can be tight in Energy in the first 3 turns.
Variant: Early-reclaim top track (Minor Powers)
Growth
- G2 top; G3, gain Minor. Play Teeth gleam (or the minor if it has ) and Too near the jungle to deal damage with Ranging hunt.
- Reclaim, gain Minor; G2 top. Play 1 and 1 .
- G2 bottom; G4. Play 1 and 1 .
- Reclaim, gain Minor; G2 bottom to 3 CP. Play 1 and 1 .
- G2 bottom; G4. Play 3.
From turn 6 onwards, select growth as needed.
Stats
Turn | Growths | Owned cards | Cards in hand | CE | Ele+CP |
---|---|---|---|---|---|
1 | 2, 3 | 5 | 5 | 2 | 2 |
2 | 1, 2 | 6 | 6 | 2 | 2 |
3 | 2, 4 | 6 | 4 | 6 | 2 |
4 | 1, 2 | 7 | 7 | 6 | 3 |
5 | 2, 4 | 7 | 5 | 10 | 3 |
Pros and cons
Pros:
- Able to use Ranging hunt from the get-go, and every turn after that.
Cons:
- Lower energy means more susceptible to Events.