Nickname: Fangs
Release: Branch & Claw
Elements: 
, 


Guides
- Fangs - Fast Tempo
- Fangs - Major Powers
- todo fangs-bottom/minors
Unique Cards
| Rating | Elements | Name | Notes |
|---|---|---|---|
| B | ![]() ![]() ![]() | Prey On The Builders | Great build prevention, sometimes awkward |
| A | ![]() ![]() ![]() | Teeth Gleam From Darkness | Important for hitting and scaling innate |
| A | ![]() ![]() | Terrifying Chase | Massive control potential |
| A | ![]() ![]() | Too Near The Jungle | Your best card, 0-cost with great elements |
Play Patterns
Beasts, Not Presence
Outside of 1 or 2 turns, you should be using the special rule to replace one of your presence with a beast token EVERY TURN. Ranging hunt and your presence placement options both scale with beasts on the board, and you will want a lot of them.
Wide-Ranging Predators
It is good to spread out your beasts for the most part. Having just 1 in a land* allows you to destroy a city on demand where you need it. (*Add presence from track, convert it to beast. When using ranging hunt, gather a beast from adjacent land for a total of 3, destroy city.)
Consider that, unless you have another action to maneuver beasts into position, that if you have no beasts in a land to start with the most damage you can do with ranging hunt is 1. Having just 1 beast in a land gives you the option of destroying a town, or investing the presence placement as well for a city.
Right Innate… Sometimes
Fangs’ right innate is not nearly as important as it’s left innate. Most often, this will come into play once or twice to pick off a city that you otherwise couldn’t destroy.
Drafting
Minors
0-cost is the name of the game. Your energy income is quite limited and every time you hit G4 it’s preventing you from growing in other longer-term ways.
Your most important element drafting is
, with
second. This is because all your unique cards have animal but just 2 have plant. Getting both 
on the same card is great (10/100 cards) but only ONE of those - Carapaced Land - costs zero.
Some amount of blight healing is good. Those usually have
and will help you out a lot to keep things open for Ranging Hunt
Majors
Whatever you draft, it better be 2 or 3 cost, the lower the better. If you pick up a 4-cost, you’ll survive but you are losing out on a presence placement later in the game if you do.
Thresholding majors will mainly come down to your other minor drafts! Fangs is pretty one-trick when it come to starting elements.
Boards
Factors that make a good Fangs board:
- All lands jungle-adjacent (for your

unique cards), OR board’s beast is in/adjacent to the land missing coverage - Board’s beast not in jungles (you can access jungles and beast-lands easily)
- Blighted land does not start with a town (harder to deal with without Ranging Hunt)
Special mention for Board C as your worst because you start in the normal beast land: You have no way to make use of that many beasts in a single land, and until Jungle gets some action you won’t have a good reason to push them out with Ranging Hunt
| Priority | Board | Reason |
|---|---|---|
| 1 | B | All adjacent |
| 2 | E | All adjacent, other beast starts adjacent BUT great pocket potential |
| 3 | A | Missing L1 but other beast starts there |
| 4 | F | Missing L7 but other beast starts there |
| 5 | H | All adjacent BUT other beast is adjacent and tough to relocate |
| 6 | D | Missing L8, other beast far away |
| 7 | G | Missing L3, other beast starts far from it… in the jungle :( |
| 8 | C | Missing L8, other beast starts in jungle… in your starting land… :(( |
Spirit Friends
- Lure (beasts)
- Many Minds (beasts!!!!)
Credits
- AryaFireheart
