
Sun-Bright Whirlwind
Incredibly good at handling , clearing newly-Explored lands of Invaders so they don't Build there.
Incredibly good at handling , clearing newly-Explored lands of Invaders so they don't Build there. Not nearly so good at dealing with /. Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 per turn, so there won't be time to do it all.
Setup
Put 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain. You start with your 4 Unique Power Cards and 0 Energy.
Openings
Build-Up Strategy
Lean on the special rule for turns 3-4 while underplaying to build up for a powerful turn 5 with plenty of cards to keep hitting innates.
G3 bottom, gain Minor. Get the cheapest Minor with Air (or cheapest useful effect if no Air available). Play Gift of Sunlit Vigor and the Minor.
G2 bottom. Play Gift of Wind-Sped Steps, Scatter to the Winds, and Tempest of Wings and Claws.
Reclaim, draw 2 cards. Begin planning for turn 5: you need 2 Sun and 3 Air in card plays to reach Tier 3 innate.
G3 bottom, draw 2 cards from Minor power deck.
G2 or G3 bottom. Choose G3 if you have enough energy to play all cards in hand (to aim for Tier 4 innate); otherwise G2. Deploy cards to maximize impact.
Reclaim and continue. Combo Gift with innate or Scatter for fast-speed movement. Energy tight - prioritize Air over Sun (need ~2x Air as Sun).