
Wounded Waters Bleeding
Starts off wounded, losing a or a Power Card every turn.
Starts off wounded, losing a or a Power Card every turn. Heals over the course of the game, finding a new nature - while some choices may be a touch better or worse due to Adversary, Power Card picks, teammates, etc. , most combinations are viable in most games.
Setup
On your starting board, put 2 Presence in a land with Dahan, then put 2 Presence and 1 Blight (from the box) in the highest-numbered land with a Setup symbol. You start with your 4 Unique Power Cards and 4 Energy. Set your 4 Healing Cards nearby.
Openings
Standard Healing Path
Community opening following the spirit's natural progression: minor/minor/major to see your options before choosing the first healing card. Splits healing tokens between R1 and R2 for flexibility.
Growth: Forced (gain Minor, place presence). Take Water or Animal Minor for healing card support. Place bleeding token on R1.
Growth: Forced (gain Minor, place presence). Take another Minor. Place bleeding token on R2 to keep both healing options open.
Growth: Gain Major. Use draft to inform healing card choice - Beast majors → Roiling Waters; control majors → Serene Waters. Choose first healing card based on draft.
Unlock G3, prefer over G2 (gives energy). Go for 3 plays once track splits. Second healing card based on power synergy: Roiling = more fear; Serene = better control.