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.

midorishinharecleric

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.

Midori9 Talents

Level Progression – Talent Points

*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

Shin’hare Cleric Lvl 2


The Hare’icane – Level 4+

Shin’hare Cleric Lvl 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.

Midori9 DeckTo 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.

Crackling Sprout: While we don’t particularly care for charges with this build, we very much appreciate the +2/+2 combat trick and our Rune Ear Commander LOVES any source of Crush damage.

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.

Overland Encounters

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.

Hareicane PiranhasThe 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.

Hareicane WormQueenThis 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.

Skittering Ridge – The Killipede 1 Encounter & The Killipede 2 Encounter

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.

Dungeon Encounters

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.

Devonshire Keep DungeonWiktor Encounter

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.

Hareicane WiktorWinOn 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:

Shin’hare Cleric F2P

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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…

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Greyhaven's default tagline is "Life is good. I'm on a quest to prove it." Never afraid to turn over a new leaf, he usually finds himself deeply embroiled in a boggling array of activities. In HEX terms, he is a Grand King/King/Slacker Backer and the community administrator of the PvE guild The Unnamed Council. Aside from that, he's a guy with too many hobbies. To one extent or another, Greyhaven is a musician, an independent filmmaker, a cook, a photographer, a writer, a critic, a hiker, a naturalist, a tinkerer, a diver, an explorer, a relentless problem solver, and an unabashed geek. In spite of it all, he still finds time to maintain a small CPA firm and spend time with his amazing wife. Yeah, life really is good.

30 COMMENTS

  1. Excellent Article A++++ in my view the best race-class specific guide so far. Really inspires me to try the shin’hare cleric and impressive that you took all 60 gnomes via the queen, even with a little cheese. I hope to see more as the level cap increases with subsequent content from HexENT. Now I had better hop (pun) into campaign and try this.
    Thanks for writing.

  2. I love this guide as it is one of the few that remains true to tribes and factions. It drives me crazy seeing decks or guides out there that have underworld champions use ardent troops.

  3. Thank you for the comments! I’m glad that the guide is well received, and that purely thematic builds like this find some love.

    The Rune Ear Hierophant is a fantastic card, and it will definitely see some Hare’icane play. In many respects, he is basically a fancy alternate take on the Rune Ear Commander, but he’s not a direct replacement. The key differences:

    Rune Ear Commander (REC) has +1/+1 for each Shin’hare you control, while the Rune Ear Hierophant (REH) gets +1/+1 whenever any troop enters play under your control. This is actually a massive difference, as the REC cares about all Shin’hare troops that are currently in play, while the REH only benefits from troops that enter play once he is already on the field (but they can be any troops, not just Shin’hare). Therefore, if you have 20 Battle Hoppers in play and drop a REC, he’s 21/21. The same REH would just be a 2/2, because the troops didn’t enter play in a manner that triggered his growth effect.

    On the other side of the same coin, the REH keeps his buffs even if troops that triggered his growth subsequently leave play. The REC immediately loses 1/1 whenever a Shin’hare you control leaves play. This makes the REH much more resilient to mass debuffs and damage-based board wipes.

    – REH has major/minor sockets! With the current gem crop, this isn’t much more than a novelty in a Hare’icane deck. You will either want to go (Spellshield)/(Rhinos) to make a very durable threat to draw the chump-blocker heat away from your RECs, or you will want to go (+1/+1)/(give +X/+X) for a quick +3/+3 assist to another bunny. Still, more options are always fun, and I could see these socket shenanigans paying off in a few matches. Once gems rotate, we may get some very cool options, such as the much-speculated Crush gem.

    – We don’t know the full equipment story yet. REC can make Battle Hoppers every turn, which serves both REC and REH very well. If REH doesn’t get something similar, then using him as a replacement for REC is not a great trade. Equipment wish-list would be for basic effects like adding Crush, modifying effects like giving the REH buffs for troops already in play, or massively OP stuff like granting socketed powers to Battle Hoppers (yeah, Grey…keep dreaming). In reality, we’ll probably get boring stuff like “when you play this, create a Battle Hopper and put it into play”…which would still be a fine toy for our empty trinket slot.

    Anyway, all of that is to say: The REH and REC have a lot in common, but are not direct substitutions for each other, and each has a very distinct role to fill.

    So, to finally get around to your question – Things to drop in order to include the Hierophant. With these low-level card grids, we actually have several options. Some contenders:

    Keeper of the Wounded Petal: We’re giving up a nice 1-drop for a 3-drop with much better growth potential and more utility. We’re keeping the same number of cleric troops, so we don’t lose anything there. So the only real downside involves the very early game, and it probably won’t phase us much.

    Bucktooth Bannerbunny: A 3-drop for a 3-drop, and a cleric for a cleric. We gain a socketed troop with massive growth potential, while losing a medium body with one-shot mass-buff potential. The Bannerbunny fills a very specific niche, but it can be a nice help when such circumstances arise. However, I think the REH will happily offset any loss here with his own ample gains.

    Strength of the Redwood: This card is mostly fluff, and easy to drop. However, due to the Hare’icane’s reliance on combat trickery and the fact that we can only run 3x of our main tricks here, I would advise you to keep these SotRs to maintain a better action/troop ratio (and drop them for the 4th Crackling Sprout and Surprise Runt Gang once we have a grid that allows them). Still, if you were keen to go troop-heavy, this would be a fine substitution.

    We couldn’t have asked for a much better troop from Set 4. Good things are in store for disciples of the Wounded Petal. Good times.

    • Hi Greyhaven,

      I’ve built this one, and I must say, I’m pretty hooked to the type of gameplay of this deck. It’s fast, fun to play, and beats most PVE challenges in no time!

      Have read your short explanation on how you beat the wormoid queen, but even with the cards you say I needed at start, I don’t really see how you can complete this quest.

      It’s my final quest, so I need to complete it obviously and I’m stuck, the past days I can’t even count anymore how many tries I had on the Queen.

      • Nevermind, I completed it in 3×20 gnomes and took the left way!

        Could be a stupid question, but I finished every quest..and don’t see anywhere that I can go..is this all thats left for the campaign?:/

        You can add me to skype if you want.. kenny van eetvelde (belgium antwerp)

  4. A really nice guide that made me want to try this build.
    What I wonder is, how are you supposed to have enough ressources to build such a deck after the castle? Is it because this guide is intended for veteran players that have other cards from other champions?
    Thanks

  5. Hi Ookpik,

    Thank you for the comments. The actual Hare’icane build discussed in the main body of the article is a deck that assumes you have had a chance to build up your collection a bit. Many of the cards mentioned are not Starter Collection cards, and most of them are PvP cards that will never drop from F2P activity. If you are a F2P player and you would like to assemble this deck, you will need to do a bit of legwork to acquire the components from the Auction House or from other players.

    That said, many of the deck components are relatively inexpensive (or at least, they were as of the last time I paid any attention to the market), and while the grind for F2P can be a daunting task in the current economic climate, this deck is hopefully much more accessible than many of the top-heavy builds popular elsewhere. Many of the cards/equipment are quite common (among PvP collectors), so it never hurts to approach players to see if they have spares that they may be willing to gift or sell for a reasonable amount of Gold. The only rare card that is absolutely worthwhile and difficult to substitute in the short term is the Cottontail Recruiter, so if you do decide to work toward this build, focus your efforts there.

    The later part of the guide offers some (admittedly quite general) advice for a true F2P Shin’hare cleric build which can be immediately constructed upon completion of the castle, as well as some solid PvE items to hunt in your early grinding. If you are working to put together such a deck and would like much more specific advice or strategy help with a Shin’hare deck, please let me know your specific questions or concerns and I will be happy to go into detail to help you grow your bunnies into something dependable.

    Cheers!

  6. Thanks for the answer.
    Yes, I have a question… should we always try to have 60 cards in the deck? As I have tamed two toads, and I’m building your f2p template, but then if I want to put my toads in, I’ll have to remove other cards, which is not always an easy choice…
    I’m trying to use the auction house to get cards I need for this f2p guide, not always easy…

  7. The reason we always try to aim for the exact minimum number of cards (60 in the case of constructed decks) is that it provides us the most control over probability. If you have 2x Dire Toads and put them into a 60-card deck, then you will have a certain chance of drawing one. Once you increase the number of cards in your deck, that probability decreases. Granted, the difference between 60 and 62 cards may not seem like much, but remember that each draw represents a turn (or the use of some of your assets). If the thing you need to pull off a win is a Dire Toad, you want to do everything you can to ensure you’re as likely to draw it as possible.

    In these early decks, any given piece may not be too critical. You won’t have a lot of combos to try to pull off, and you’re going to have enough deck restrictions that you’ll be looking at synergy in broader terms than most focused decks. Nevertheless, keeping your deck as efficient and as close to the minimum number of cards you need to achieve your goals is always a good rule.

    If you want to include Dire Toads, you can find something in your deck that you’re safe to cut. A Dire Toad is a troop with a reasonably large body who comes with some great defensive perks, but isn’t helping your low-cost curve. So to incorporate it, you probably want to cut stuff that shares that part of the curve but benefits you less. If you’re specifically using my F2P deck, then the prime candidate here is the Shadowgrove Witch – another 4-cost troop with a comparable body but a much less useful ability (depending on your style). Drop them and happily replace them with toads.

  8. You say this deck is not that expensive, so I guess this means other are really expensive 😉 I have looked at some cards needed for the 4+ deck, and some cost 20000 gold, and some require platinum as well…

    Anyway, thanks for the tips 😉 I have yet to figure out how to save the gnomes from the desert (worms are hard to beat) and how to defeat the hag 😉

  9. There are some popular decks floating around which cost 20000 Platinum to build. I consider a deck “cheap” if the total cost to acquire it generally falls below $20 (2000 Plat), and several of the staple constructed cards in popular decks trade for more than that *each*. Grinding for a deck using nothing but Gold and PvE drops is going to be a slow process, as the relative Gold value for cards on the AH tend to be inflated and there simply aren’t enough PvE card options available from grind-able sources to construct a viable deck alone.

    There is a bit of a disconnect in this game with the currency values. A veteran player will look at 20,000 Gold as about 1.5 hours of play time (2-3 perfect clears of the Frostring Arena at 30-40 minutes each). A new player will find such a record impossible without first investing some funds into an Arena net-deck. For them, 20,000 Gold represents a significant time investment – you get roughly 20,000 for a FULL clear of the campaign with one character, and that assumes you have a deck capable of doing every encounter (and not counting any Gold you could make from selling your loot, because – let’s face it – you’re probably not going to be able to sell it for much anyway).

    So yes, the grind is very real, and it is quite steep for a pure F2P player. It *can* be done, and I tried to make it as approachable as possible within the confines of a thematic Shin’hare build, but the truth is that any card that is worth having that doesn’t drop from a F2P activity is going to cost a seemingly ridiculous amount of Gold. On the bright side, the process will eventually snowball for you – once you grind up those first few important cards and get a deck that can reliably complete the content, your grinding times will improve. After a while, you will also be doing perfect Frostring Arena runs and making 8-10,000 Gold per hour (and I can promise you that the Hare’icane can perfect the Arena should you decide to pursue it, though the Campaign version is a little trickier than the “fully-tuned” version without card restrictions).

    The gnomes suck. No two ways about it – it is easily the low point of the entire campaign design. Here are a few tips to really help you with it: Tunneled worms jump out of the ground faster the more cards you play (i.e their tunneling cost is reduced as you make plays). If the opponent has tunneled cards, you want to try to avoid playing any cards unless you really need to. If you can get a few key troops on the board very early and just continue to swing with them, you can often win before the first wormoids surface, but if you play a lot of cards, the worms race to the surface faster. If you can afford “Guru of the Wounded Petal”, that card plus “Runts of the Litter” in your starting hand will win you most worm fights single-handedly. Using the F2P deck, your best bet is to get out a Giant Mosquito and another troop, then Abominating the Mosquito, making it a 4/4 Flying Lifedrain troop, which can safely dodge the blocking worms and the Health you siphon should be enough to help you survive the fight. I usually recommend taking the “left” path (two nodes) and running with 10-15 Gnomes at a time. It is tedious and boring, but you can do it.

    As for the Hag, she is a master at destroying your attack value and then transforming anything you have left into Dinglers. Really annoying. But she has a few personality quirks you can exploit. She usually will not swing with her Hag Reavers if you have blockers on the table. She also has a tendency of burning her charge power as soon as she can afford it. So bait her out by casting a few expendable troops early to stall her, and hold good stuff in your hand for a bit. Wait until she pops her charge power (and ideally has no spare resources to avoid “Cripple” cards), then get your heavies onto the board and rush her down. As Shin’hare, there are only two things she has that we really fear – “Power of Blood”, which can wipe our board of X/1 troops, and flying troops such as “Thunder Bird” or our old friend the “Giant Mosquito”. There is little you can do against the former (though adding an “Evolve” or two to your deck may not hurt), but the latter you can take down with carefully saved “Strength of the Redwood” cards. Fliers are really only a problem if she gets them early, because if she starts using her charge power on a Reaver, she will usually keep hitting the same Reaver over and over and never attack with it if you have a blocker. But she will buff an early flier, so take them out as soon as you’re able to do so.

    Anyway, I hope that helps. Please feel free to keep the questions coming, and I’ll give whatever guidance I can 🙂

    Cheers, and happy hunting!

  10. Thanks for all the tips, will try to figure out how to use them 😉
    A “blocker” is a card with high protection value?

    And what about the piranah swarm? With just one ressource, he pops 4 piranahs 😉

  11. A blocker is literally any troop capable of blocking the troop, so technically a 0/1 Battle Hopper counts as a blocker. In truth, the better way to assess a blocker isn’t how likely it will survive an attck, but rather what it has the power to kill in the process. If the blocking troop has at least 2ATK (before she messes with it), then the Hag will almost certainly not attack with Reavers because you may be able to revert your troop and kill her troop. The same is true if you have cards in hand and resources available – you might be able to quickly buff your troop, and she won’t usually risk it. She really values her Reavers because their high ATK power, combined with her ability to eliminate yours, ensures that she always gets her passive resource boost (which she always tries to achieve whether or not she has any use for it). So she might attack if your blocker is really weak and you have no cards/resources available, but if there is any way that she assumes it may cost her the troop, you’re pretty safe.

    Piranha Swarm is a whole different problem. I wouldn’t advise tackling it with the F2P deck, but once you have a proper Hare’icane build, it actually becomes quite simple with a good starting hand. This encounter was designed as a bit of a puzzle and a special challenge, and is definitely not intended to be overcome without some very specific tools or deck modifications.

  12. Thanks 😉
    So, I should farm for money, and build the Hare’icane deck little bit by little bit? So I should find a good farming spot ^^

    I also wonder, we can’t use the campaign decks in the frost ring arena? We can use only their premade decks?

  13. About the worms, I’m unsure how works tunelling in fact…
    I tried the left path, I managed to kill the first one, but the second is tough with its 40 live 😉

  14. Yeah, the best way to build a deck (besides just buying some Platinum and purchasing it) would be to follow these steps:

    1) Get to know a veteran player and ask them if they might be willing to help you out. Many veteran players have tons of spare common/uncommon cards, and since they are tedious to sell on the AH, a lot of people hold them or give them away. A few good ways to get to know veteran players include hanging out in chat, visiting the official game forums, or joining a guild. Guild functionality doesn’t exist in the game yet, but there are several excellent guilds already which operate on the side (through external websites) where players can get to know each other, share their exploits, and help spread the wealth among members.
    Hint: Given your interest in the build and how much I’ve enjoyed all of these comments, I would personally be happy to help you out with some Hare’icane cards. Let me know your IGN (in-game name) and we can chat about what you are missing so I can assist you directly.

    2) Trade – If you have anything that other players want, then trading directly with them often yields better results than going to the AH. This is true even if the only thing you have to offer is Gold. If you post in the trade section of chat that you’re willing to offer X Gold for a card (and X is reasonable), then you will likely find someone willing to make the trade. This benefits the other party too, because they have a guaranteed transaction (where their card might otherwise be lost in pages of AH listings) and avoid transaction fees.

    3) Buy – If all else fails, then put on your grinding boots and save up your Gold to buy the cards directly. The absolute best place to grind for Gold is the Frostring Arena. If you are not to a point where you can do very much in the Arena, then the next-best alternative is to grind campaign dungeons. For this, the Tranquil Dream dungeon is probably best, as it is the easiest of the dungeons and has a fairly good payout.

    As for the Frostring Arena – you CAN use your campaign decks there. However, you are not allowed to use your campaign character there. You must choose one of the PvP champions for your deck. If you are using a Hare’icane build, the best champion is Monika’shin – she creates Battle Hoppers for you, which works wonderfully for the deck. The real joy of the Arena lies in experimentation, so if you decide to try it out, feel free to come up with whatever whacky decks you can dream up. If they stumble, post on the official forums for some advice (and remind them you’re F2P), and you’ll find many helpful members ready to offer useful suggestions.

    Tunneling – Tunneling troops have the option of “going underground” instead of being cast normally. For a flat 2-resource cost, the player can cast a tunneling troop to the underground, where it isn’t considered to be “in play” and cannot be targeted or do anything but wait. A troop will have a tunneling cost (such as “Tunneling: 4”), which tells you how long it must remain underground. At the start of each turn, it gets a counter on it. Once the number of counters equals the tunneling cost, the troop jumps out of the ground and officially enters play. It is an interesting mechanism that can help a player (A) cast really big things for cheap if they are willing to wait for them to dig, (B) spread out their resources to build up for a massive strike as tunneled troops all surface at the same time, and (C) utilize some amazing abilities on troops that only trigger if they were underground. The wormoids fall into this camp – they are all quite expensive to directly cast, but can go underground for only 2 resources. Once underground, they have high Tunneling costs (meaning that they must stay underground for many turns before surfacing). But their special ability is that their tunneling cost is reduced when the opponent (you) plays cards. So the more you play while the wormoids are underground, the faster they come out of the ground, which can really hurt you.

    And yeah, the second worm is a tough one. But if you went the “right” path, you’d have to fight three battles, and the worms aren’t much easier. Fighting the worms usually involves restarting a lot until you get a starting hand that you know you can use to get good stuff out without too much casting, so don’t get too discouraged if it takes a few (or a lot) of tries.

    Good times.

  15. 😉
    I managed to kill the second worm once.
    My in game name is easy, it is “Ookpik” as well ^^

    And thanks again for all the tips, and for your offer… maybe later I’ll buy platinums to build a good build, will have to ckeck…

    Though I guess to use my campaign deck for frost arena, I should save it as a deck template?

    Too bad we cannot grind xp in the frost arena 😉 I’m level 5 now, can’t wait for 6 so my clerics could have lifedrain…

  16. Congratulations, my friend. You now have a fully functional and equipped Hare’icane waiting for you in your inbox. May it serve you well 🙂

  17. Wow this is wonderful, thanks a lot…
    I have yet to train well with this deck, but so far I love it a lot 😉

  18. About the fight against the Piranahs, I have a comment…
    To be able to win, we must kill all piranahs that pops up. Enemy can popup 4 piranahs a turn just with its charge, if we can find ressources, but he also can creates some the standard way…
    Therefore, just one runt seems not enough, as with the three cards you’re talking about, we get 5 defenders (the cotton, the ritualist, and three militia, but only three can stand up against the piranahs and survive, therefore we will loose as the enemy will create more piranahs a turn than we can defeat…

  19. Just defeated the piranahs thanks to this build, but without the runt, just because I got the recruiter and the ritualist, and I also got a buff. So as the enemy is not smart, I attacked with one of my 2/3 shinare, he put some piranahs against me (like 3), and with the +2/+2 buff I dispatched three more. And I did that twice…

  20. I am glad that you are enjoying the deck so far 🙂

    Yeah, there are several ways to defeat the piranhas. The strategy I discussed above is sort of a “best-case” situation with an ideal starting hand. But as you have seen, there are many ways to do it. You don’t need to block all of the piranhas, and often it is fine to let one or two grow for a while, as with only 1DEF and no Crush damage, you can always chump-block and destroy the piranha once it becomes a problem. As you have seen, a great way to deal with the piranhas is to attack while you have a combat trick in hand. They will almost always block with enough troops to “destroy” your attacker, and then you simply use your combat trick and wipe out a bunch of his piranhas. This is especially true for Cleric characters with “The Righteous Path”, since all of your troops have Steadfast and can therefore attack and block in the same turn, destroying pesky fish all the time.

    So the first few turns are critical to swing the race into your favor, but after a few turns, this deck can easily swing the momentum into your favor with a variety of starting hands and tactics.

    Well done, and welcome to the Hare’icane 😀

  21. Hey Grayhaven

    I’m a totally new player and I just tried out this game. It was amazing!

    Now I am currently playing campaign by using Shin’hare Cleric. I am struggling with the last opponent which is “Sister Midnight”.

    I wish to build the deck you proposed. It looks cool to build it. Can you help me out or give some advice on what to do with the missing cards.

    This is my IGN : sharkonland

  22. Greetings HEXers,

    Just dropping in with a quick update as we prepare to head into AZ2 next week. While it is still a bit early to know the details of an optimum build at this point, I wanted to share my initial build plan with you as my Shin’hare Cleric works her way up to Level 15. Here’s what I’m planning:

    Level 10: Re-spec skills and re-allocate as follows:

    – The Righteous Path (2)
    – Faith in our Leader (2)
    Divine Altar (1)
    – Fortitude (1)
    – Altar of Might (1)
    – Class Gems: Cleric (1)*
    – Blessed Birth (1)

    Level 11: Premonitions
    Level 12: Child of the Right Hand
    Level 13: [Save Point] (or spend on any 1-point talent and re-spec later)
    Level 14: Loyal to Our Leader
    Level 15: The Chosen One

    * At this time, we have conflicting reports as to whether or not Class Gem talents cost a talent point. Based on the best available information (a comment from Dinotropia), it is almost certain that the talent does cost 1 point. In the unlikely (and awesome) event that the talent is free, adjust all of the above purchases up one level, and at Lv15, take either “Hearty” (to activate “Loyal to our Leader” sooner), “Ample Supplies” (if you love your Mercenaries), or “Cleanse” (if nasty counters are prolific in AZ2).

    What does this build do?
    – Much of the information in the article is still relevant. The big change is that we’re running a little less HP and we will no longer have access to “Affinity: Cleric” for that nice burst of Lifedrain. But we’ll make up for that in other areas.
    – Many of the Hare’icane’s most explosive plays center on getting those lovely, lovely enabler cards such as Cottontail Recruiter, Divine Altar, Ritualist of the Spring Litter, etc. The new Talent “Premonitions” is amazing for this purpose, as it gives us a great shot at finding one of these cards at the start of the game and putting it on top of our deck. We can exploit this even further through the talent “Child of the Right Hand”, which allows us to draw a card for each Blessing in our starting hand (which can be up to 4, thanks to the new talent “Blessed Birth”). So, if your starting hand contains a Blessing and you manage to put a great enabler card on top of your deck with “Premonitions”, you will be able to immediately draw it and get the party started.
    – The Way of the Wounded Petal teaches us to love our troops, for they provide incredible value for us if they survive to support each other -unlike other, less enlightened Shin’hare tactics. With this build, our troops also love us. “Faith in Our Leader” and “Loyal to Our Leader”, when paired with our many Blessings and inherently high Shin’hare life totals, ensure that our troops are routinely harvesting buffs, buffs, and more buffs. “The Chosen One” is mostly to add a bit of insult to injury, but Invincible troops are almost always a good time, and if it hits the proper troop, victory is essentially ensured.
    – Altar of Might is, well…mighty! A blanket +1/+1 and Crush for all of our troops is incredible for us – more teeth for our Battle Hoppers if we are late to draw an enabler; free Crush for our Rune Ear Commanders or our swarm of Divine-Altar’d Bucktooth Commanders. All good stuff. Add in a dash of crypt recursion for some mid-game insurance, and this talent really begins to pay dividends for us.
    – The “Class Gems: Cleric” talent is strictly a prerequisite to other talents so that we can avoid “Stout” and keep our deck to a lean 60 cards. The traditional Hare’icane uses no socketed cards. That said, if you’re inclined to include the incredibly popular Rune Ear Hierophant into your deck (generally replacing Shin’hare Militia or Keeper of the Wounded Petal), the new Minor Gem of Aegis might be worthwhile to consider against particular encounters.

    The Deck: I am still running the deck identically to the Level 7+ build discussed in the article. Many people prefer to include Rune Ear Hierophants. They are awesome, but I tend to find that I would have rather had something else in my hand when they’re available, so I rarely use them. We have no idea how the Shin’hare shard grid will expand beyond Level 9, so it is difficult to forecast a final build. Some things to keep in mind:
    – As soon as we get more Wild Rare allowances, I strongly recommend including the maximum number of Cottontail Recruiters and Ritualist of the Spring Litters that you can, cutting other 1-drops like Shin’hare Militia or Keeper of the Wounded Petal to fit them.

    Mercenary Party Considerations: Once we unlock Mercenary slots, a new consideration will be which Mercs to add to our party. This will come in two major flavors: Which Mercs will we want to “tag in” to defeat difficult encounters, and which Mercs will we want to keep around simply to exploit their party passive bonuses? Let’s assume, for the sake of discussion, that we are only worried about party passives for now. Based on that, our Cleric will probably become good friends with:
    – Mercenaries who grant evasion bonuses to troops in our deck. The favorites here include Ashahsa, Spirit of the Triumvirate, and to a lesser extent, Salty Sam
    – Mercenaries who grant general troop buffs or abilities, such as Rifkun Bonespike, Hoo’vis O’Shearskin, and Shaylusia
    – Rakashani the Spiteblade gives us a (50% chance at a) free Shin’hare Milita on Turn 3, which we are uniquely situated to exploit thanks to our Militia Marchers. Free troop and free buff is nothing but good.
    – Tafford the Tireless gives us three free Blessings. While these are created at the start of the game and will therefore not help our “Child of the Right Hand” shenanigans, they are still a great source of cantripping lifegain, which should help us more reliably exploit our “Faith in Our Leader” and “Loyal to Our Leader” benefits.

    Some other worthwhile notes: With the AZ2 patch and the elimination of dungeon lives, we Shin’hare Clerics will notice several relevant changes. And unlike some other race/class combos, almost all of our news is good!
    – The basic Shin’hare racial ability “Expendable Lives” no longer grants additional dungeon lives, but instead provides an AWESOME new benefit: A random troop in our opening hand gets “1-shot: Deathcry – Put this into play”. In other words, one lucky troop in our starting hand gets to come immediately back to life if it is killed. This really opens up a lot of flexibility for us when assessing our opening strategy against removal-happy opponents and should help to improve our consistency in the critical early game.
    – “Fortitude” no longer grants additional dungeon lives, but rather grants all of our troops +1DEF during Dungeon Boss encounters. This is much more useful in general, and should make our particular build extremely resilient to everything shy of mass direct-removal in the early turns.
    – The Shin’hare racial capstone ability, “Overwhelm” also got a minor modification. Once we hit Level 15, we will begin Dungeon encounters with a random 1-cost Shin’hare, provided that we won the previous fight. This may be negligible, but it could be huge. A free Cottontail Recruiter or Ritualist of the Spring Litter at the start of the game? Yes please! Even some of our elusive Blood Bunny brothers, like Killblade of the Milky Eye, will be welcome sights as we take the field.

    Anyway, that is my plan for leading the Hare’icane into AZ2. I hope that proves helpful to you, and please drop in and share your own Shin’hare Cleric builds here for others to enjoy as well. Cheers!

  23. Hey there Greyhaven,

    Quick question. Do you have an updated guide to include the full Alachian Sea (AZ2)?? I mean from what I saw briefly I can already tell that at least the Deck will have to be reworked a little for the whole Ship Encounters and wanted to know if you already accounted for that or if you have to do something new with what you have.

    Also, does someone know some Veteran who won’t mind gifting a few of the common/uncommon cards for this deck?? From what I read about it it sounds like something that I will greatly enjoy but I find myself with the problem that I can barely get half of the cards due to being a relatively new player.

    If it can be replied ingame then my nickname is the same as the name I put for the comment.

    Thanks

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