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7 path duel tips

In the path duel the deck with the rarest cards rarely wins; the better plan does. These seven tips help you win more games.

Updated

1. Two paths are enough

Whoever holds two of three paths wins. Give up one path on purpose and strengthen the other two. Every card on a lost path is missing elsewhere. Over the whole game you have 14 embers (2, 3, 4 and 5) and see at most 7 cards, so your budget is tight.

2. Read the terrain first

Above each path lies a terrain. The matching element gets +2, an element beaten by the terrain -1. That is more than any rarity gives. Cards with home advantage even get +4 on matching terrain.

3. Don't let embers expire

Embers left at the end of a round expire. Build your deck with a cost curve like the automatic suggestion: 1, 1, 2, 2, 2, 3, 3, 4. Then something fits every round.

4. Guard circle in the middle

Guard circle gives each of your neighbouring paths +2. From the middle path it strengthens both outer paths. Impact belongs on the left or in the middle, because its surplus jumps to the right.

5. Apply pressure early

Pushing off only happens in rounds 1 to 3. If you lead a path by at least the hold of the opponent's weakest card there, it has to leave. Whoever leads early clears paths. Cards with high hold or toughness resist.

6. Use head start on purpose

Head start triggers first on reveal and weakens the strongest opposing card on the path by 2, and that stays. Play it where your opponent has their strongest card and you turn close paths.

7. Take synergies with you

Element pairs on neighbouring paths (fire and air, water and plant, earth and ice, light and shadow) give +1, the same family on the same or a neighbouring path +1 as well. At most +2 per card together. Two Beanlings side by side are already a small edge.

Two example decks

Both follow the cost curve and use cards from the set "Departure". If you are missing a card, take one with the same cost and element, or craft the Common version in the workshop.

Forest and Water: Hedgehog (1), Tortoise (1), Frog (2), Water Beanling (2), Otter (2), Raccoon (3), Ghost (3), Yeti (4). Water and plant give each other synergy, two guard circles strengthen the neighbouring paths, Raccoon, Ghost and Yeti bring late might.

Embers and Wind: Spiky (1), The crew (1), Fire Beanling (2), Dragon (2), Owl (2), Spark (3), Goblin (3), Phoenix (4). Fire and air side by side give +1, Fire Beanling, Dragon and Phoenix bring impact, Spark and Goblin turn close paths with wildness.

Every card's stats (might, hold, ember cost, ability) are in the card gallery.

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