Nickname: Heat, Rising Heat

Release: Horizons

Elements: , (off-elements are )

Guides

Rising Heat has lots of flexibility in the first 2 turns. Your turn 1 is always a G3, so based on what minor you draft you can jump straight in to any of the above 3 build paths.

Unique Cards

RatingElementsNameNotes
SCall On Herders For AidBest card by far, immense flexibility and control
SGift Of Searing Heat(see below)
BStinging SandstormPresence movement good
ASweltering ExhaustionVERY fair skip card

Gift of Searing Heat

  • In solo, HOLY HELL breaks the game wide open for you. Energy and damage both are useful.
    • Because it is fun, you should definitely try a few games using this on yourself. Generally though I recommend not taking the bonus for self playing solo, because the difference compared to multiplayer is just that tremendous.
  • In multiplayer, ignore the damage text. If they take the damage, they are effectively paying 3 energy (1 cost + opportunity cost of gaining 2) to deal a measly 1 damage in a land.

Play Patterns

A good amount of success found with this spirit will be in playing for it’s innate power. It’s very strong and capable of completely wiping out a land when maxed.

Drafting

0-cost cards are king! Energy is very limited.

To max out your innate, you only need a single -element card alongside your unique cards at 1e/5p. You’ll have ~4 drafts before unlocking 5 plays, which gives you an excellent chance to get such a card, as shown below

Draft #Chance To Find NowChance To Find By Now
145.8%45.8%
247.3%71.5%
348.9%85.4%
450.7%92.8%

Boards

Initial presence placement is the primary concern, due to G3 presence placement having a range of 1. More initial adjacencies and options to grow around are better options to start with.

The second consideration is Sweltering Exhaustion, which has a range of 2 from sacred site. Ideally your whole board will be within range when you want to use this, which some boards provide more advantageously

Rising Heat only experiences inconveniences with board choices. Some have advantages but the worst cases are just a little awkward in the first couple turns. Very resilient in this aspect.

PriorityBoardReason
1GL5 start 5 adjacent, all in range 2
2BL5 start 4 adjacent, all in range 2
3C""
4EL7 start 3 adjacent, coast access limited
5FL3 is problem! Awkward coast access
6DCan’t G2 into coast - all wetland/jungle
7HAwkward coastal access
8AL7 start 2 adjacent(!!!), bad coast access

Spirit Friends

  • Finder: Rising heat loves skyscraper-tall problem lands and has a skip for whenever they dare to ravage.
  • BODAN: Lower health in sacred sites makes their fear-mongering leagues more powerful

Credits