[Lure of the Deep Wilderness] Opening: Full bottom track (Minor Powers)
Unique Powers reminder
Opening
General idea: use G3 for Elements and Energy, while placing presence from bottom track to gain CP.
Growth
Turn 1
G2 bottom; G4 Minor, prioritise () > > rest.
Play Gift of the untamed wild and Perils of the deepest island. Unlock left innate level 2. And right Innate level 2.
Turn 2
G2 bottom; G3 .
Play Softly beckon ever inward and Swallowed by the wilderness. Unlock left innate level 2.
Turn 3
Reclaim; G3 if needing to deal with City, otherwise G4 Minor.
Play 2.
Turn 4
G2 bottom; G3 / or G4 Minor, the opposite of what selected in the previous turn.
Play 3.
Turn 5
Reclaim; G4 Minor.
Play 3.
Turn 6
G2 bottom; G3.
Play 4.
Turn 7
Reclaim; G3.
Play 3 or 4.
Turn 8
G2 bottom to unlock reclaim 1; G3.
Play 4 or 5.
Turn 9 onwards
Reclaim; G3.
Play 5.
Remarks
It’s a good idea to use 1 G3 and 1 G4 for every reclaim cycle (2 turns) to be able to pay for the cards while gaining new Powers to sustain the next reclaim cycle (which will be at +1 card plays).
Optionally, 2 Energy can be unlocked on turn 2, but this slows everything down by 2 turns.
Stats
Turn | Growths | Owned cards | Cards in hand | CE |
---|---|---|---|---|
1 | 2, 4 | 5 | 5 | 1 |
2 | 2, 3 | 5 | 3 | 4 |
3 | 1, 3/4 | 5/6 | 5/6 | 8/6 |
4 | 2, 4/3 | 6 | 4 | 9 |
5 | 1, 4 | 7 | 7 | 11 |
6 | 2, 3 | 7 | 4 | 14 |
7 | 1, 3 | 7 | 7 | 18 |
8 | 2, 3 | 7 | 4/5 | 21 |
Pro and cons
Pros:
- High card plays (for Lure’s standards at least) to make use of Lure’s good Uniques
- Paired with G3, this allows activating Lure’s strong innates early and often.
Cons:
- Reliance on G3 means not too many chances of gaining new cards (only 3 throughout the game)
- Even with G3, Energy is tight. Playing 1-cost Minors will often require not playing one of your 1- or 2-cost Uniques, so it’s generally recommended to pick 0-cost.