Greetings fellow HEXers! My name is Greyhaven, and I wear a lot of hats. In the gaming world, I am a tabletop game designer, active playtester, and co-owner of a game-and-comic shop. In the TCG world, I am a veteran of 23 years, campaigning from MtG Legends through Shadowfist to Serpent’s Tongue. In the world of HEX, I am the community admin for The Unnamed Council – one of HEX’s biggest dedicated PvE guilds, and a bit of a Shin’hare fanatic. Today, I am here to help guide you to honorable victory at the helm of my favorite HEX PvE character – the Shin’hare Cleric.
No longer are you a mere Battle Hopper. You wear the robes of a Shin’hare Cleric, and with them the faith of our Exalted Emperor Ito to command his armies in combat. But before you can lead, you must first understand those who would die beneath your banner. We Shin’hare hail from a distinctly honor-bound class system that gives each of our actions a sense of purpose. And that purpose is conquest. Perhaps we’ve lived too long beneath the boot of the bigger races; maybe we just have something to prove. In any event, Shin’hare society is a case study in the Napoleon Complex, justified by Bushido and empowered by raw fecundity. Half of our people are fundamentally good – bound to their duty and the knowledge that their own lives mean nothing in the shadow of the empire; their only sin is putting on the blinders of those “just following orders”. The other half is wholly evil – wantonly exploiting the blood of our brethren to empower their uncharacteristically selfish agendas. We are a defiant dichotomy, a juggernaut unwittingly bound to its own corruption. Honor without conscience. Dangerous.
Today, you will learn the ways of The Wounded Petal and the purity of Wild Magic. The temptation for easy power through the foulness of Blood Magic runs deep in our race, but you will learn to forsake its corrupting influence and embrace the true power of the Shin’hare. A soldier is only as strong as the troops at his side, and with proper discipline, Shin’hare soldiers are unstoppable. Let us begin your training.
Part One – Character Build
The Shin’hare Cleric is a formidable character. We begin the game with the following abilities:
–[Cute and Fuzzy]: This is a handy perk which really shines once we get a little further into our talent tree. Initially, it provides a bit of insurance. Later, it allows us to immediately reap the benefits of [Faith in our Leader] without the need for other Health-boost talents.
–[Expendable Lives]: While this is overkill in most situations, this perk pretty much guarantees that we will survive any dungeon run which doesn’t directly draw the scorn of Kismet herself.
–[Fertility Magic]: This is one of the most awesome class/race talents in the game. You’ll believe me by the time we reach the end of this guide. Well, I’ll believe me, anyway.
Now let’s invest some talent points.
Level Progression – Talent Points
- Level 2 = (save point)*
- Level 3 = [The Righteous Path]
- Level 4 = (save point)*
- Level 5 = [Faith in our Leader]
- Level 6 = [Affinity: Cleric]
- Level 7 = [Unlock: Divine Altar]
- Level 8 = [Hearty]
- Level 9 = [Fortitude]
*with one free re-spec each level, there is no harm in investing your Lv2/Lv4 point. Just be sure to get it back so you can get the appropriate Lv3/Lv5 talent. If you spend it, I recommend [Affinity: Cleric].
What does this build do for our hero?
– At level 3, all of our troops have Steadfast thanks to a begins-in-play artifact (Monument of Faith). This is easily the most powerful Cleric ability for our purposes, as it means that our troops are almost always available for both offense and defense, and AZ1 is full of encounters which become exponentially more difficult if you do not maintain an ample supply of available blockers.
– At level 5, each troop we draw gets +1DEF, provided that we have at least 25 Health. As a Shin’hare Cleric, our default starting Health is 25, meaning this benefit activates immediately. One extra DEF is extremely handy when facing direct-damage removal or mass debuffs, which happens often enough throughout AZ1 that prioritizing this perk is worthwhile. Note that it only effects troops that are drawn – it has no effect on created troops, token troops, or troops in your starting hand.
– At level 6, every cleric troop in our deck has Lifedrain. This may not seem like much of a benefit to a Shin’hare, but we actually have access to some extraordinary cleric troops which will continue to improve through our deck synergy. Clerics become an exceptional wellspring of Health with this perk, protecting our [Faith in our Leader] benefits and rendering our champion nigh immortal.
– At level 7, we have potential access to an artifact that, among other things, doubles (via copy) every cleric troop that we play (Divine Altar). Depending on the clerics we hit, this ability can triple our troop generation, provide significant mass-buffs for our army, or spawn a wall of powerful, lifedraining bunnies.
– At level 8, we bump our starting Health to 28, allowing us to take a bit of early punishment without sacrificing our bonus DEF benefits from [Faith in our Leader].
– At level 9, we’re just gloating. We have 30 starting Health and 6 dungeon lives. Most Primals can’t even boast stats like that. Good times.
Part Two: The Deck
You have survived the assault on Crayburn Castle, so you know one of our Emperor’s cruelest jokes. He has learned over his 150 years – and takes no small amount of pleasure from the fact – that the swiftest way to separate truly distinguished Shin’hare from the common rabble is to send them into combat with that wretched starter deck. At least we don’t have it as bad as some of the other races – those pathetic Humans have a starter deck that teaches them to inspire nothing but profanity. But hey, you made it! And now you are free to create a deck worthy of your ascent from lowly Battle Hopper beginnings. To that end, I present to you the Wounded Petal’s most powerful technique – The Hare’icane.
The Hare’icane – Level 2-3
Cards marked with (*) are strictly optional and can be easily substituted
3 Blossoming Concubunny
2 Bucktooth Bannerbunny
2 Bucktooth Commander
1 Bucktooth Roshi
1 Cottontail Recruiter
1 Guru of the Wounded Petal
2 Keeper of the Wounded Petal
2 Moon’ariu Sensei
1 Ritualist of the Spring Litter
2 Rune Ear Commander
3 Shin’hare Militia
1 Uzume Grand Concubunny*
1 Uzume’s Handmaiden*
The Hare’icane – Level 4+
A Note for Level 7+: Shin’hare never gain access to more than 2x rare cards through the first nine levels. Once we hit Level 7, we unlock 4x uncommon cards. However, our low-cost curve is integral to our continued success, and most of our uncommon options have expensive casting costs. Therefore, I find it best to leave the deck alone. However, if you really want to make modifications at this point, we do have some good options. Expendable cards that you can safely cut include Strength of the Redwood, Bucktooth Bannerbunny, and to a lesser extent, Shin’hare Militia. The cards that you may wish to add include additional Bucktooth Commander, Chlorophyllia, and Rune Ear Commander.
To master the art of The Hare’icane, you must learn to fight like a Shin’hare. I’m not talking about the ridiculous “sacrifice everyone to the abominable glory of Yazukan” shenanigans espoused by our misguided blood-bunny brothers. A wise Shin’hare knows that our true strength derives from three sources: (1) Sheer numbers, (2) cooperative synergy, and (3) surprise. Let us examine how The Hare’icane exploits these assets.
The Cards (Troops)
–Shin’hare Militia (with Militia Marchers): The beautiful irony of this deck is that it turns one of the most generic troops in the game into a truly impressive weapon. Militia Marchers allow every Shin’hare Militia entering play to give +1/+1 to any other Shin’hare you control. Without help, this equates to a negligible benefit. However, with the right engine, this ability is incredible. Shin’hare Militia also serve another wholly unexpected role – for reasons beyond the understanding of mere mortals, the AI harbors a strong prejudice against these troops. Given a field of opponents with equal ATK values, the AI will almost always choose to block/debuff/destroy Shin’hare Militia over other troops. This serendipitous decoy ability can be leveraged to overcome some very difficult situations.
–Cottontail Recruiter: With the right support, this guy becomes the Vampire King of the Shin’hare universe. Hyperbole? Nope. He converts all Battle Hoppers into Shin’hare Militia. Remember that our Shin’hare Militia hand out +1/+1 buffs like candy and draw the worst of AI fire. The real shame of the current system is that we only get access to two of these troops in our deck, but given all of the other synergies inherent to the Cleric class, it is only a minor hindrance. If you get an opening hand that includes a Cottontail Recruiter, keep it. You probably just won.
–Rune Ear Commander (with Cut of the Mountain): A 0/0 troop with +1/+1 for each Shin’hare you control is powerful under most circumstances. Equipped, he creates a Battle Hopper at the start of each of your turns. That translates to a minimum of +1/+1 for your Commander and a nice chump blocker each turn. In practice, you’re more likely to get several Battle Hoppers from the exchange, or better yet, Shin’hare Militia. Rune Ear Commanders can become terrifyingly huge very quickly via this deck. One word of caution: Rune Ear Commanders lose 1/1 immediately upon the death of one of your Shin’hare. If you have a massive swarm of Battle Hoppers fueling a 100/100 Commander and someone plays a Heat Wave, it will be a total board wipe for you. Buffs from Shin’hare Militia are great insurance against this.
–Ritualist of the Spring Litter: Whenever a card or effect creates a Shin’hare, she causes it to produce an additional copy. This applies to ALL Shin’hare-generating effects – Battle Hoppers created via [Fertility Magic], cleric troops created via Divine Altar, Hoppers created via equipment effects, etc. If you have a Ritualist of the Spring Litter and a Divine Altar in play and then cast a Bucktooth Commander, you just gave your troops a global +3/+3 and spawned three 4/4 Lifedrain Steadfast baddies. The Ritualist propels the Hare’icane to dizzying momentum. Plus, she’s a cleric prone to Lifedrain and copying stunts of her own.
–Bucktooth Roshi (with Roshi Cloak): This is your siege breaker. A Roshi can be tunneled on Turn 2 to give your entire Turn 6 field +2/+2 and Crush. If you anticipate a long fight, face a lot of early removal, or have a ton of Hoppers and no way to give them teeth, the Bucktooth Roshi delivers. In an extended battle, you can hard-cast him and reap the benefits immediately.
–Bucktooth Commander: A cleric after your own heart, the Bucktooth Commander gives all other Shin’hare you control +1/+1. This is a godsend in battles against debuffing enemies like The Killipede or any opponent using “Power of Blood” spells, but it is also generally quite useful to transform your critical mass of inert Battle Hoppers into a thousand deadly knives. Did I mention he’s a cleric? Yeah, Divine Altar copies and buffed-up Lifedrain make a good thing even better.
–Guru of the Wounded Petal (with Gloves of the Wounded Petal): This clever little fellow serves a few purposes. First, he’s a fine addition to our assault forces at 4/3 for only 1 casting cost. The trick is that you can only play him if you’ve already put two or more troops into play this turn. That’s a cakewalk for us under most circumstances. Once you’ve leveled up a bit, he will often come into play on Turn 2 or 3 as a 4/4 Lifedrain cleric that may even get copied. Not bad. But he also has another synergistic trick up his sleeve via his gloves. If every card in your hand is a Guru, you create a Battle Hopper and put it into your hand. Note that this Battle Hopper is subject to all of the other synergies – Cottontail Recruiters instead make them Shin’hare Militia, Ritualists add another one, etc. And since it puts them into your hand, it also triggers the buff effect for Keeper of the Wounded Petal, giving you a triple whammy of upgrades. Lastly, Guru of the Wounded Petal has quite possibly the best enter-play sound effect in the entire game. “Hokusai-cho!”
The remaining troops are mostly fodder due to deck restrictions, but each benefits directly from one or more synergies. Keeper of the Wounded Petal is a cheap troop that is (A) a cleric, (B) a Shin’hare, and (C) prone to nice long-term growth from other Shin’hare entering your hand (from draws, Guru Gloves, and bounce-removal effects). Bucktooth Bannerbunny is (A) a cleric, (B) a Shin’hare, and (C) a great emergency mass-buff if you are stuck with no other options for a toothless swarm of Hoppers. Blossoming Concubunny is a nice cheap troop that adds Hoppers to your hand, synergizing again with the Keepers and Hopper modifiers.
The Cards (Others)
–Surprise Runt Gang: It is easy to scoff at a deck which includes no direct removal actions, but a dedicated Mono-Wild Shin’hare deck performs exceedingly well with only combat tricks for removal. In this deck, your ultimate combat trick is the Surprise Runt Gang. At its worst, it is a Quick action that creates three Battle Hopper chump blockers to stall an opponent. But it is often so much more. If you have a Cottontail Recruiter in play, a Surprise Runt Gang is a Quick-speed parcel of three +1/+1 buffs to apply to your attacking troops wherever it is needed. If you have a Rune Ear Commander, this becomes an immediate +3/+3 for it. Is your Bucktooth Roshi about to hop out of the ground? Pop this at the end of your opponent’s turn and enjoy three 2/3 crush troops ready to attack right away. Add a Ritualist of the Spring Litter to the mix, and you’ll have buffs and Battle Hoppers flying around like bukkake.
Note: Surprise Runt Gang’s helmet, the Thug Topper, is a fine substitution for the Gardener’s Hat. In general, the instant ramp offered by Chlorophyllia’s equipment is a better gamble, but the Thug Topper gives ALL Battle Hoppers in play +1/+1 on the turn Surprise Runt Gang is cast, and that effect can easily be leveraged to make an even more impressive combat trick.
–Runts of the Litter: Decidedly inferior to Surprise Runt Gang in all respects save its casting cost, it is still an excellent addition to the deck. Aside from the obvious benefits related to Battle Hoppers, this action is one of the best ways to get a Turn 2 Guru of the Wounded Petal into play.
–Chlorophyllia (with Gardener’s Hat): Wild’s ultimate ramp source, equipped Chlorophyllia in your starting hand can lead to some extremely powerful plays, and can make the critical difference against certain difficult encounters. You can get Bucktooth Commander, Rune Ear Commander, or wicked streams of spammed low-cost troops into play before the opponent has any chance to build a board.
–Strength of the Redwood: This is mostly a byproduct of deck restrictions, but it comes in very handy to get rid of pesky flying troops or to eliminate an annoying early opposing troop via cheap combat trickery.
–Starsphere: This is a subtle bit of insurance against shard flood/screw, but you can also use it for a handful of clever plays against milling opponents or other rare circumstances. Once you have two Wild thresholds, this is almost always a better draw than another Wild shard.
Part Three – The Walkthrough
Congratulations, my pupil. You have embraced the Wild ways of the Wounded Petal and stand steadfast in the eye of the Hare’icane to mete out the Emperor’s justice. You are ready to leave Jin’guru and conquer the lesser entities of Entrath. There is little else that I can do for you except to share some of the wisdom I’ve gleaned from my travels. May this advice serve you well, my friend.
In general, once you are comfortable with the technique of The Hare’icane, most encounters will present very little in the way of difficulty. There is a lot of great variety throughout AZ1 encounters, and you will definitely find that certain fights call for specific tactics. However, everything that you need to overcome these challenges exists within your established toolbox, and you will overcome most obstacles with only a little experimentation.
However, there are a handful of particular encounters which require either very specific approaches, or actual deck modifications to handle effectively. I will break down these battles here.
–The Zila River – Swarm of Piranhas Encounter
Believe it or not, this fight is actually really easy with this build. However, you need a special set of circumstances to really excel. Since it is an overland node, there is no real harm in mulligan-dropping until you get the hand you want, so with a small amount of patience, you can take down this battle with confidence. The ideal circumstances are as follows: (1) You win the coin toss and play first; (2) Your starting hand contains a Cottontail Recruiter, a Ritualist of the Spring Litter, a Runts of the Litter, and two Wild shards. With that, you should be good to go, though a Chlorophyllia and a Bucktooth Commander round out the dream hand. Get your Recruiter out Turn 1. Turn 2, you play the Ritualist and then the Runts. That will give you 3x Militia and 3x +1/+1 buffs to spread. Anything that has 3DEF can block a Piranha and survive, so plan accordingly. With careful management of your blockers and buffs, you can easily keep pace with the Piranhas and take down this fight.
–The Desert – Wormoids
Let’s face it: Wormoids suck. This entire quest is tedious at best, and frustrating under most circumstances. You’re going to be doing a lot of mulligan-drops as you search for the right starting hand to conquer these cheesehounds. And what is the right hand here? You want (1) a Cottontail Recruiter, (2) a Runts of the Litter, (3) a Guru of the Wounded Petal, and (4) two Wild Shards. Bonus points if you also have a Shin’hare Militia in hand/draw. Cast your Recruiter ASAP, followed by Runts into Guru. Put all of your buffs on the Recruiter. Then simply stop casting stuff (unless you have the ability to buff your Guru to 5DEF) and hammer them worms.
Now the question that Entrathi scholars have been debating for, well…weeks. How many Gnomes should you take in a run? That really depends on your own patience level. I tend to grab all of them and just mulligan-drop until I get a hand I can use, because these fights are no fun. Your mileage may vary.
This deck can handle the Wormoid Queen, but like many decks, it requires a bit of patience. You’ll probably also owe Kismet a foot rub after the battle. Here’s how I beat the Wormoid Queen with a deck full of 60 Gnomes: (1) Opening hand contains 2 shards, a Runts of the Litter, and a Guru of the Wounded Petal. (2) On turn 1, play a shard. On Turn 2, play a shard, then Runts of the Litter, then Guru of the Wounded Petal. (3) Don’t play any other cards. Swing with your Guru every turn, who is doing double duty as a Lifedrain troop. (4) Once Wormoids begin popping out of the ground (Turn 6 or so), you’ll need to hold the line. Chump block with your two Battle Hoppers to buy a turn or two, and save your Guru for where he’ll do the most good. (5) Your win condition will most likely be the Wormoid Queen’s own Inferno spells. But with a little luck and the Health you’ve managed to siphon from the Queen, you have a good chance at survival. It is cheesy, but so is this entire quest and thus a cheesy win is appropriate here.
This is the only set of battles in the whole of AZ1 for which I recommend a deck modification. Drop your Ritualists of the Spring Litter and one Keeper of the Wounded Petal (1DEF troops are too squishy here), and add 3x Vine Trap with their Trapper Grips equipment. This is absolutely critical for these fights. The equipped Vine Trap gives -2ATK to any troop blocked by it, and applies this before any damage is dealt. Therefore, Killipedes become -1ATK immediately, and their Lethal, Swiftstrike, Toxifying ways are totally harmless. The first battle is simply a matter of mulligan-dropping until you have an early Vine Trap, and then you win. The second fight is more difficult, as the Killipede is loaded with direct removal. You need to offer more tempting targets in order to keep a Vine Trap in play. Also, don’t be afraid to fall back on the classic Shin’hare tactic of chump blocking to prevent Toxification at all costs. You should always be able to get troops into play. The challenge becomes keeping them there.
–The Tranquil Dream Dungeon – Sister Midnight
This is a wonderful dungeon for grind-leveling a character, as the battles are fun, relatively easy, and the loot is good. It also comes with the added little puzzle bonus of determining how your answers to the various questions will affect the incarnation of Sister Midnight you face. The only questions which impact her form are the 3-option questions at each mini-boss node. For the easiest fight with this deck, I recommend facing the Diamond-Ruby version of Sister Midnight, which you can face as follows: Blood answer #3, Diamond answer #3, Ruby answer #1, Sapphire answer #3, and Wild answer #1.
–Fort Romor Dungeon – Lord Adam
Maybe it is just my luck, but Adam always seems to be packing way too many Repel spells. Watch out for these, especially if you got an early Cottontail Recruiter or Bucktooth Commander. Holding back critical troops on the attack is prudent here. Also, clearing out all of the outlying buildings to unlock each of the battle aids is no problem for this deck. Remember to take the Sniper Tower against Lord Benjamin (and hope he doesn’t open with Shield Bearer into Air Superiority to render your goodies useless), the Castle Wall against Lord Alexander, and the Hellshot Catapult against Lord Adam. Further, no matter how badly the opening rounds go, do not use the catapult until the turn he has summoned both Benjamin and Alexander so that you can delay a Triumvirate battle as long as possible.
–Tomb of the Rose Knights Dungeon – Chained Goliath
This fight is actually pretty simple. All you need to do is make sure you can deal lethal damage to him on the turn immediately before he drops to 25 Health or less. That means you need to be ready to deal up to 28 damage by Turn 5-6. The best way to ensure you do this is to tunnel a Bucktooth Roshi on Turn 2, and then simply spam out whatever you can between then and the big moment. DO NOT attack the Goliath at any point unless you can do lethal damage to it, as otherwise, you’re simply making its job easier.
Don’t ever mention this to the Coyotle, but it turns out that the bane of Shin’hare existence happens to be Spitfire Elementals. These nasty bastards deal 1 damage to all opposing troops at the beginning of its turn, and then damage again if it is dealt any damage. When you are commanding an army of tiny bunnies that need to build upon each other for any leverage, this is catastrophic. Well, good ol’ Wiktor begins the game with one of these nasties in play. Your priority is to kill it by any means necessary ASAP. Without direct removal, that means you’re relying on a combat trick. So in your opening hand, you need (1) a cheap troop with 2+DEF, and (2) a combat trick that will allow it to deal 3+ damage. The best combo here is a Shin’hare Militia and a Crackling Sprout. Cast your Militia and let the Elemental attack into you. Pop the sprout, and you’re done. You’ll lose your troop, but you’ll win the battle. Once the Elemental is gone, this fight is a relative breeze.
On a related note: While in Devonshire Keep, you have the option of taking a western route through the Watchtower. I do not recommend this. The only real benefit to doing so is access to a single-use card that doesn’t really help you, and to get it, you need to fight a battle that is significantly more difficult than the boss itself. The Firestorm Encounter in the Chapel may well be the single most frustrating encounter in AZ1 with this deck (aside from the endless slog of Wormoids). Be warned.
Part Four – Starting from Scratch (F2P)
All of the above assumes that you have the resources available to assemble a Hare’icane deck once you clear Crayburn Castle. This section is for the fresh Battle Hopper players who intend to claw their way to distinction from the lowliest of litters, and for you bare-bunny challenge enthusiasts who want to conquer the campaign using only that which you find yourself.
This requires a major shift in philosophy. The bare bunny doesn’t have the luxury of moral qualms over the use of Blood Magic. You need to use every asset that you have, and that includes no small number of crucial Blood cards from these humble beginnings. A reasonable starting deck, drawn entirely from the pool of available starter cards and the contents of your Crayburn pack, would be:
This deck revolves around the Rune Ear Elite as your most reliable win condition. Remember that Shin’hare excel at surprise, and the Rune Ear Elite is one of the best in the business when paired with Surprise Runt Gang as a flash combat trick to steamroll your opponent’s chump blockers. Evolve and Abominate put in good service as well, particularly if you can manage to buff your flying troops. Sora is also very useful when she arrives, as her card draw powers often give you the fuel you need to keep up the momentum, and the downside is negligible for a Cleric.
Once you’ve had a chance to explore a bit, you will find some much-appreciated improvements to your fledgling forces. Things to watch for:
- Dire Toad: You will have the opportunity to tame a few of these in the very first overland encounter, and you really should do so. A 3/4 Skyguard troop that can battle flying troops is invaluable for an early bare bunny. You only get to keep one toad per battle regardless of the number you tame during the fight, so repeat this node a few times to get the cards you need.
- Chickatwice: Just like the Dire Toads, these are Blood’s contribution to the Taming Sphere. 3/1 troops that can wither blockers are excellent, especially once you unlock [The Righteous Path] for global Steadfast benefits.
- Elite Handwraps: These are a guaranteed drop once you lower the Bridge over the Zila. These gloves give your Rune Ear Elites the One-Shot ability to put a Battle Hopper into play, thereby granting the Elite a quick +2/+2 and dramatically opening up your tactical options with it.
- Uzume’s Handmaiden: This is your reward for reaching the Cave-In. A 4/4 Shin’hare is extraordinary, though her cost is fairly prohibitive. She creates random troops for you upon entering and leaving play, which brings the fun of Kismet into your early battles.
- Thug Topper: This helmet drops from the Corrupted Dryad encounter, and it is one of the best pieces of Shin’hare headgear you’re ever likely to find. This grants a +1/+1 bonus to all Battle Hoppers for the turn in which you cast a Surprise Runt Gang, making it a formidable addition to your tactical toolbox.
- Emperor Ito’s Will: You receive this upon lowering the Bridge over the Zodiac River. It is an expensive action that is highly situational, but in those situations, it is incredible. With equipment, this can actually become a centerpiece card. For the short term, it is a nice little trick.
- Walking Hive: This random drop from AZ1 packs is an uncommon 4/5 Wild troop which gives all troops you control a permanent +1/+1 each time it attacks. Note that this happens when it attacks, not when it deals damage. Therefore, you can swing with this guy and a whole mass of 0/1 Battle Hoppers, and by the time the Hoppers reach their target, they’ll all be 1/2. This card is very expensive to cast, but it can be the deciding factor in a game that is long enough to allow you to cast it.
Aside from that, just remember that you can always create another character to gather additional copies of guaranteed drops like Sora and Emperor Ito’s Will. And keep in mind that you’re earning Gold after every battle, as well as AZ packs which contain stuff that you can sell for more Gold. After a bit of grinding, you can begin to purchase the building blocks you need for better decks. One of the nice things about a Hare’icane build is that most of the components are relatively inexpensive, and while it does build around a few lynchpin rare cards, our deck-building restrictions limit you to only two copies anyway.
The bare bunny challenge is a rewarding experience, but remember that it is called a “challenge” for a reason. If you want to crush your enemies, see them driven before you, and hear the lamentation of Ardent females, you’re gonna need a bigger boat. Oh carp, I think I just crossed the streams…