[Lure of the Deep Wilderness] Opening: Hybrid (Major Powers)
Unique Powers reminder
Opening
General idea: gain an early Major and alternate playing it with playing Softly beckon ever inward every reclaim cycle.
Growth
Turn 1
G2 bottom; G3 .
Play Gift of the untamed wild and Perils of the deepest island. Unlock left innate level 2 and right Innate level 1+2.
Turn 2
G2 top; G4 Major, prioritise cost <= 4 and with at least one of or , forget from discard (Perils of the deepest island is recommended if cost > 3).
Play Softly beckon ever inward and Swallowed by the wilderness.
Optionally, if the Major is good and costs 2 or 3, it can be played instead of Softly beckon ever inward.
Turn 3
Reclaim; G4 Major if needing to replace, otherwise Minor to threshold.
Play Major and Gift of the untamed wild.
Turn 4
G2 bottom; G3 /.
Play Softly beckon ever inward and Swallowed by the wilderness. Unlock left or right innate level 2.
Turn 5
Reclaim; G3.
Play 2 so as to keep cards to threshold the Major next turn, if possible. Softly beckon ever inward and Gift of the untamed wild is a good option, unlocking left innate level 3 if picked with G3.
Turn 6
G2 bottom; G4 Minor if < 5 owned cards, else G3.
Play Major and 2 more.
Turn 7
Reclaim; G4 Minor.
Play 3.
Turn 8 onwards
G2 top; G3.
Play 3.
Keep selecting G1+G3 if needing to reclaim, otherwise G2+G3 taking presence from top.
Stats
Turn | Growths | Owned cards | Cards in hand | CE |
---|---|---|---|---|
1 | 2, 3 | 4 | 4 | 3 |
2 | 2, 4 | 4 | 3 | 5 |
3 | 1, 4 | 5/4 | 5/4 | 8 |
4 | 2, 3 | 5/4 | 3/2 | 12 |
5 | 1, 3 | 5/4 | 5/4 | 17 |
6 | 2, 4/3 | 5 | 3 | 19/21 |
7 | 1, 4 | 6 | 6 | 22/24 |
8 | 2, 3 | 6 | 3 | 26/28 |
Pro and cons
Pros:
- Able to play low-cost Majors while still reaching 3 CP
- Able to threshold even off-element Majors with some luck from Minor draws thanks to 3 CP
- Still capable of occasionally activating level 3 of left innate.
Cons:
- Cannot play high-cost Majors, thus having a hard time if getting draws with many costly cards
- Forced to forget one of Lure’s uniques early
- Not a lot of room for Energy losses, especially if needing to redraw the Major.
Variant: (Full) top track
This has the same 3 turns as the previous opening, but keeps taking presence from the top track after that. It is best suited when one or more of the following applies:
- You don’t care about hitting the Major’s threshold, or you can do it at 2 CP.
- You want to play the Major and Softly beckon ever inward every turn.
- You want to play multiple Majors, perhaps even in the same turn if affordable.
Growth
Turn 1, 2 and 3
Same as above, but take G3 on turn 3 if not replacing Major.
Turn 4
G2 top; G3 .
Play Softly beckon ever inward and Swallowed by the wilderness. Unlock left innate level 3.
Turn 5
Reclaim; G3.
Play 2, preferably include Gift of the untamed wild.
Turn 6
G2 top; G4 for second Major (forgetting Gift of the untamed wild).
Play 2.
Turn 7
Reclaim; G4 if previous Major is bad and DID NOT redraw on turn 3, else G3.
Play 2.
Turn 8 onwards
G3 + either G1 if needed, or G2 taking presence from the top track.
Stats
Turn | Growths | Owned cards | Cards in hand | CE |
---|---|---|---|---|
1 | 2, 3 | 4 | 4 | 3 |
2 | 2, 4 | 4 | 3 | 5 |
3 | 1, 3/4 | 4/4 | 4 | 10/8 |
4 | 2, 3 | 4 | 2 | 14/12 |
5 | 1, 3 | 4 | 4 | 19/17 |
6 | 2, 4 | 4 | 3 | 22/20 |
7 | 1, 3/4 | 4/4 | 4 | 28/26 |
Pro and cons
Pros:
- Sees many Majors, reducing impact of bad draws.
- Able to play multiple Majors
- In the late game can even on the same turn, or alternate high-cost and mid-cost across two turns.
- Still capable of occasionally activating level 3 of left innate.
- If not needing to redraw Majors, has Energy to spare for Events.
Cons:
- Stuck at 2 CP for the whole game
- Forced to forget uniques due to lack of Minor gains