Is playing bottom-track Lure of the Deep Wilderness feasible?

Discussion/Analysis

I really like the flavor of Lure of the Deep Wilderness so I've been playing them a bunch, but I always wind up going top track and picking up major powers. Because your growth is so slow and you don't grow when you reclaim, I feel pressure to avoid reclaiming by not playing many cards. However, this feels less rewarding, because you usually don't get to hit big innate power turns.

How do you go bottom-track and still play well as this spirit? Just take a ton of minor powers for the elements? Play with Rampant Green and have them feed you presence growth?

Posted Apr 27, 2022, 9:50 PM UTC

1315
iakona13•

It's actually very much feasible, I also believe it's stronger than top track just because of how good the inmates are on Lure. Since lure cant put presence down when reclaiming and can only put a max of one out a turn you really need to plan your reclaim turns carefully. The opener I use has your first reclaim on T4. While lure, like other hard carry spirits will def not turn down any assistance, it also doesnt really need any help and can be mostly self sufficient. Though you def you should send any and all support to Lure's way to get it online faster

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cottage-in-the-city:Moon: Playtester :Moon:•

Some things to consider:

a) If you're intending to push bottom track, you'll want to be picking up almost exclusively minor powers (and maybe a major or two late game).

b) The reclaim one at the end of the track is incredibly enticing once you have quite a few cards at your disposal.

c) If I want to play bottom track, I usually rush to 3 plays before I even consider the 2 energy on top. Growths not only potentially give you +3 energy on their own, but they're split up into separate options which allows some versatility in growing while still gaining energy.

d) Getting into a reclaim loop is surprisingly not too bad as Lure. It's still less than ideal, but having a second growth option helps to mitigate the chance that you're actually stuck reclaiming indefinitely, and your starting kit is quite self-sufficient.

Just my thoughts. It's definitely very playable though! I'm sure you'll find what works for you.

8
Xintrosi•

b) The reclaim all

You mean reclaim 1? I had to go check the spirit board to determine if I forgot something!

I'll have to give plays-only a try regardless!

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cottage-in-the-city:Moon: Playtester :Moon:•

You didn't see anything 👀

4
mathematics1•

I sometimes play the following opening with Lure. Not saying it's the best (it's probably worse than rushing plays-only which gives you more element flexibility), but it works well:

-Turn 1, uncover the 2 energy space and gain 2 energy+Moon. Play Softly Beckon and no other cards, hitting the first level of your left innate. Important (for this plan): if you are handling all newly built Towns with Softly Beckon, you can gain a card instead of taking the 2 energy growth; this will make your turn 4 stronger.

-Turn 2, uncover 2 plays and gain a card. Play Perils+Gift, hitting both innates without any additional elements needed.

-Turn 3, uncover Animal and gain a card. Play two cards from your hand, hitting whichever innates are useful (prioritize your left innate, usually).

-Turn 4, uncover 3 plays and gain a card. Play 2 cards if you chose the energy growth on turn 1, or 3 cards if you gained a card on turn 1.

-Turns 5+: Alternate reclaim turns with place-one-presence turns. You should have enough power cards to play 3+4 cards, then 4+5 cards with a reclaim.

The main theme here is that if you take the gain-a-card growth as often as possible, you won't get stuck in a loop. This plan also lets you get 2 energy/turn instead of 1 energy/turn, so you might still be able to play a single Major depending on the costs of your Minors and whether you take 2 extra energy on the first turn. The other option was described by u/cottage-in-the-city, which is to rush the bottom track making frequent use of the 2 energy growth, and not worry about getting stuck in a reclaim loop since your starter cards support your innates so well - that plan takes exclusively Minors since you don't have enough energy for a Major.

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cottage-in-the-city:Moon: Playtester :Moon:•

Something I forgot to add, but is somewhat implied, is that it's also quite dependent on board state, adversary and all of the in-game variables. If I end up with a lot of 1 cost minors, I'll be more inclined to uncover the 2 energy or take growth 3, than if I manage to gain more 0 cost minors, for example.

3
RainbowSnom•

Neat thing is that if you get to four card plays, you can reclaim cards, and get +2 energy and an air, and play your four starting cards to trigger your left innate every turn with full thresholds

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aaroncstevens93:Shroud:•

The River trick!

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aaroncstevens93:Shroud:•

Yes, bottom track Lure is very similar to bottom track River. You get Presence out, and then you just Reclaim loop with your Uniques and Innates.

2
Avloren•

Lure can gain a power card almost every turn. With that in mind, you can really delay your first reclaim. You can spend the first 3 turns placing from bottom, gaining a minor, and playing as many as possible, then you run out just in time for the reclaim on T4. In practice you might want to place one from top or take the energy growth, which will slow things down slightly, but still you want to delay that reclaim to T4 if at all possible.

By T4 you've cleared most of the bottom track and you have about enough cards to max out plays for two turns per reclaim, letting you alternate reclaims and presence placement if you want to keep growing. Or you might go for an early reclaim loop if you have one perfect set of cards that will activate the innate levels you want - that's not necessarily a bad thing.

Lure loves bonus presence placement, but he doesn't really need it. His baseline with no support is powerful already, whichever track he goes down; he just gets even better with help.

2
putting_stuff_off•

It's very good, spirit didn't click to me until I did it. It feels really hard to make yourself take the animal spot in my experience, but I encourage you to push through it

2
desocupad0•

It's Probably the strongest way, given the innates.

Just pick energy and elements more often.

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aaroncstevens93:Shroud:•

Top track is pretty strong too though. You get elements you need from the tracks for the Innates, and then you can easily sling Majors around supplemented with your Uniques as needed. Once you hit Reclaim 1 you can indefinitely cycle through new Majors.

1
desocupad0•

Lure innate 1 can deal with 2 cities (in different lands if needed), I'd say it's worth a 6 energy major. The right innate, if doing damage and adding badlands is worth like 4 energy. On top of each card being its own action worth 2-3 energy.

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aaroncstevens93:Shroud:•

Right. Either option is really good 🙂

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