![]() ![]() You may wind up with Raven-Gull/Deer next time! There are a lot of cards in Wingspan and we don’t get to choose what we start with. If one game happens to result in a blowout, just play another and things will be different. It’s a game that finishes relatively quickly. Furthermore, they encourage you to play how you want. They acknowledge the impact that Ravens have on the game but at the same time, they imply that they don’t think it actually destroys the game. The fact that they included this statement in the rulebook is telling. Never-the-less, Stonemaier Games included a statement in the Oceania rule book suggesting that if you think Ravens are too powerful with Nectar in the mix, feel free to remove them from the deck. We can objectively say that Ravens are the strongest that they have ever been, but we can also objectively say that there are more ways to counteract them than there has ever been before (Check out How to Beat The Power 4 to understand how to clip the wings of the Raven-Gull/Deer engine). Although it should be noted that with Oceania’s addition of a new wild food source, Nectar, a whole new wave of debates began concerning the power of Ravens. With the addition of the European and Oceania expansions, auto winning for this combo is probably less true than it was in just the core metagame. Debates are still being had about changing or removing these cards from the game. The Power 4 has been the topic of many discussions and many have suggested that it is an auto-win for anyone lucky enough to get the combination of these two Brown Powers. It may already be too late for them because they have probably made some early game decisions that will shape the trajectory of the rest of the game. Unless they have started an engine of a similar caliber, your opponents are going to have to start considering a change to their plans and diversify their acquisition of resources amongst multiple habitats in an attempt to close the gap between their engine and yours. This engine greatly distorts the action economy of the game and it puts you in a very strong position to win through extreme action efficiency. You are netting 1 egg, 2 wild food, and 2 cards per activation. At this point, you can pretty much ignore both the Gain Food and Draw Cards actions. You are now gaining food, eggs, and cards all from your grassland. ![]() Activate the Killdeer: Discard 1 egg from the Killdeer and draw 2 cards.Activate the Raven: Discard 1 egg from the Killdeer and gain -2 of any Food.Activation #5: Lay Eggs Action: Lay 3 eggs on the Killdeer.Activation #4: Play the Common Raven into the second slot of your Grassland.We intend to drop the Raven next activation. Activation #3: Gain Food Action: Gain 1 Food of your choice from the Birdfeeder.Activate Killdeer: Discard 1 egg and draw two cards.Activation #2: Lay Eggs Action: Lay 2 eggs on Killdeer.Activation #1: Play Birds Action: Play Killdeer into the Grasslands, spending 1 Worm.Keep Killdeer, Common Raven, 1 Rat, 1 Worm, and 1 Cherry from your opening hand.How would things play out if you were lucky enough to get Killdeer and Common Raven in your opening hand? The Raven-Franklin’s Gull/Killdeer Grasslands Engine Now I am going to showcase what happens when these Brown Powers are combined less explanation will be needed since we covered each power on its own.īirds of a Feather #1 – Chihuahuan Raven and Common Ravenīirds of a Feather #2 – Franklin’s Gull and Killdeer We’ve already covered the nuts and bolts of how these cards work and impact the game. This article is going to be shorter than the previous two. Chihuahuan Raven, Common Raven, Franklin’s Gull, and Killdeer are a collection of cards that I have often referred to as “The Power 4,” considered to be among the best cards, if not the best cards in Wingspan. ![]()
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