It's Perfectly Natural: An Amateur Strategy Guide (WIP)

I feel extremely silly for having described Feral Fury as "the best damage card in Natch's deck", after comparing it to Crafty Assault.  Though it still compares loosely to Lightning Slash when you're in Crocodile form, it is sufficiently useless the rest of the time that I am now forced to regard it as one of Natch's worst cards.  I didn't even have to play another game to come to this conclusion, I just thought about it more in light of the new information Medic-Tank provided.  These revisions will continue for a long, long time…

Used to, yeah.

In SoTM because there is no deckbuilding, this ia a fallacy of thought in guide witting. SoTM is about finding the perfect use of the cards you have in hand for the board layout, not looking for the card that /would/ be useful if you had it.

I don't think frequency in deck is entirely irrelevant.  Yes it tends to be better to play with whatever you happen to have (unless you have search cards), but that doesn't mean that you can't do some planning around what you might be drawing in future.  If Fixer had four copies of Salvage Yard, it'd be very strategically correct for his allies to discard Equipment constantly throughout the early game, in the hopes that he'll draw a Yard and get them all those cards back.  Since it's only a x2 in his deck, they can't sensibly follow the same procedure, without either a significant risk of it never paying off, or else waiting for Fixer to say "okay I have it now" and THEN they all start discarding, having lost potentially several turns when they could have been setting up for an even bigger haul.

So in writting a guide you need to touch on these 'fringe' cases where its frequency is low.

I do intend to, it just may not be as high a priority as the more common cards.

Even if Fixer did have four copies of Salvage Yard in his deck, that's only ten percent of his total cards. Considering he has no means to get extra draws by himself, you're still not necessarily likely to get it in any given game, unless said game goes on long enough that you manage to cycle through most/all of your deck (again, assuming no external help at drawing cards or otherwise getting them off the top of the deck).

It's always nice to hope for a certain card to come up, but if you do that then you run the risk of spending an entire game waiting for That One Card to show up (regardless of how many copies of it you have), and might neglect strategies you could put into action with the cards you do have and which might actually turn out to have a greater effect than That One Card, whatever it is, that you're sitting there hoping will come out.

On the subject of Feral Fury…that's the "deal two damage and if you're a Croc do two more", isn't it? That's two and two, or three and three. Assuming no soak, that's a nice amount of damage to be dealing to one target. You could kill two Zombies with it unbuffed, or two of Voss's minions if buffed. Or pile all four/six damage onto a single target. If you're in Croc Form, you can deal six damage from that card and another three from your Croc power, meaning nine damage, which ain't too shabby. Yes, several characters can outdo that but they tend to need a bit of setup (Wrathful Retribution, Omnicannon, Savage Mana, etc). With the Naturalist, you can go Croc on your first turn and nom someone with Feral Fury for buffed damage on the following turn. Personally I find it one of the best damage-dealing cards if you need that thing there to die right now. Maybe not so good against the Periapt of Woe when the Runes of Malediction are out, but that's when you chuck out a lovely Predator's Eye and buff everyone else or something ;).

coughTool Boxcough

Errm...yeah, of course, that's what I meant...no means of getting extra draws except Tool Box which I totally didn't just forget about or anything ;).

I thought the same, until it was pointed out that Crafty Assault with the Crocodile bonus deals the same 3 damage per instance as Feral Fury, but is hitting three different targets, instead of only two, or one target twice.  Feral Fury is better for single-target hits, but even there, a single point of DR makes it no better than Threatening Stomp, and DR 2 makes it a lot worse.  The real crappiness of the card, though, is what happens if you try to play it while not a crocodile.  Other cards are worth something even if you're in the wrong form, but Feral Fury is just a strictly-worse Crafty Assault.  Its only advantage is the higher single-target damage potential, and that's just a 1-point advantage over Crocodile Stomp.  The ability to deal some of the damage as Melee and some as Toxic might occasionally come in handy, but equally is sometimes a liability, so overall it's just not the greatest card.

And not having all cards be gamechangers is also fine, you wont EVER see me play punish the weak exept against spite and maybe Iron Legacy in the freedom tower, that card is a liability. 

Just thought I might play it as an ongoing from express destruction when I know I want to keep better stuff so yeah my ever was too strong but I'm just pointing out that having cards that are not as strong or more situational is fine too it eventually balances itself.

I almost always play Punish the Weak, unless facing a villain where it is better for Haka to ignore various targets that enter play, such as the Matriarch or Dawn. Unless of course, Savage Mana is also a card Haka has. As it lets him kill those pesky lower hit point targets easier, fueling his Savageness.

It allows other heroes to focus on the bigger targets, only hitting the lower ones to ensure Haka can kill two with Taiaha. It combos very well with Mr. Fixer, who could have Riveting Crane and deal damage to a target, allowing Haka to deal his full damage to that and still hit the lowest for the +1. Instead, Driving Mantis works as well, Haka can hit the lowest for the 4 damage with Taiaha, hit Fixer for 2 damage, who can then redirect to the the lowest non-hero again, increasing it up to 4. Rampage also works wonders, dealing all heros only a single point of damage, which with Fixer and Driving Mantis, he can redirect it to whichever non-hero is the lowest at this point, making it 3 damage.

Edit: Another great advantage, is when villain/environment cards force heroes to deal themself or other heroes damage. When Haka has to do one of those things, he actually reduces it by 1.

 

Actually, Punish the Weak has its uses, particularly against Voss and the Dreamer.  With Voss, it can help Haka punch through the armor provided by Gene-bound Guards, and with the dreamer, it can help with the bonus provided by Dark heroes.  

Its not a game changer, but there have certainly been lots of occasions where I've been extremely happy to have it.

Punish the Weak also forces Rampage to deal the hero targets 1 less damage, cutting the "cost" of that card in half. 

Thanks for the tips I'll take note of them, a step in the direction of being a better player

It does have that bit of versatility that Feral Fury doesn't though, in that you can hit the same target twice.

And another damage boost, from Legacy, Ra, CR or many others (not to mention environments) makes it that much better than Stomp.

Bestial Shift, Primal Charge and Natural Form's Power are worthless without a Form in play, while Environmental Allies, Indomitable Force and Environmental Allies are not fantastic compared to a lot of others. This is part of the point of the Naturalist; that if you play a card while in the wrong form, then you're not going to get its full worth.

I think a point worth making here is that discerning which cards are the 'best' or 'worst' in a given deck - while not a bad thing to do, and certainly something I've engaged in - is not actually particularly useful strategy advice in a fixed-deck game. In a CCG, such a judgement has value; this card is crap? Right, it's not going in then. This card is brilliant? Three copies, please! But during the game, the general value and utility of a card comes second place to what it can do right now - and that's what strategy guides are for, really.

Punish the Weak fun:

Vs. Iron Legacy with Fixer/Mantis.

Taiaha deals IL 4, Fixer 2, but redirect to IL for 4.  Gets under Superhuman for 8 damage.

 

+1

That's not really "versatility" given that this is the only purpose for which Feral Fury is actually good.  Yes, if you're facing down Voss and you don't have Crafty Assault, you might decide you need to play Feral Fury to take out two minions instead of three, rather than saving the card and not removing any minions.  But if you then draw Crafty Assault, you feel stupid.  Having some cards which are strictly worse for certain purposes than other cards essentially punishes you for being forced to act on that purpose now, rather than waiting until you draw the better ones.

And another damage boost, from Legacy, Ra, CR or many others (not to mention environments) makes it that much better than Stomp.

True.

Bestial Shift, Primal Charge and Natural Form's Power are worthless without a Form in play

But you will usually be able to have a Form in play for all but your first card play of the game, the only exception being against ongoing removal or loss of Power usage.  Plus if you don't have a Form, Natural Form's Power can still be put into play for later use, so it's only six cards that are completely unusable in that fairly-uncommon situation.  And they're more than good enough the rest of the time.

while Environmental Allies, Indomitable Force and Environmental Allies are not fantastic compared to a lot of others.

As I have said before I consider Environmental Allies (and also Environmental Allies) to be the least-useful card in the deck.  Indomitable Force is pretty decent, though, as it's the only way you can get some soak while not being a rhino.  Being a rhino is a little dangerous with it; you get another point of soak, but you also HAVE to get fire focused on you.  Just last night I played a game where the Ennead forced Scholar to put Alchemical redirection into play, then hit him with two Sun cards for a total of 20 damage even through his Flesh to Iron (since there was a villain +1 damage in play, and five heroes).  So having 2 soak is not a guarantee that you can survive getting all the area attacks concentrated on you.  There are definitely going to be times where you're a Gazelle, frantically scrambling to recover HP after having been pounded on, and 1 point of soak while staying a Gazelle, slowing the damage you take even while you heal, is better than 2 points of soak while switching to Rhiono and painting a bullseye on your face.

This is part of the point of the Naturalist; that if you play a card while in the wrong form, then you're not going to get its full worth.

Crafty Assault, Threatening Stomp, Cornered Beast, Hyperactive Senses, Resilient Hide, and Eye of the Predator all provide more than sufficient utility even without their riders (indeed, Cornered Beast and Crafty Assault aren't necessarily any better, and Threatning Stomp is actively worse in a way; Hyperactive Senses can go either way depending on what the cards you reveal are and what you might like to do with them, though of course it's always better to be Gazelle since you can choose not to discard the cards).  Indomitable Force is arguable, and Environmental Allies is situational.  Feral Fury is the only card which is flat-out worthless if you're in one of two Forms, and only fairly good if you're in the third form.  I feel confident in calling it his overall weakest card, though I still will pick EA as being worse in a fairly large percentage of matches.  To draw a parallel with the Visionary, Environmental Allies is like Brain Burn - a very narrow but potentially lifesaving card, which I will happily discard 9 times out of 10, but would never want to actually take out of the deck.  Whereas Feral Fury is like Cerebral Hemorrhage - a fairly tepid effect which certainly might come in handy, but there's another card in the deck which is almost always better (Psychic Maelstrom), as well as still other cards which tend to compare favorably to it (Mind Spike), and this entire category isn't even what that hero is best at.

Three copies, please! But during the game, the general value and utility of a card comes second place to what it can do right now - and that's what strategy guides are for, really.

I can see the use of a strat guide pointing out specific, unusual uses for cards, like we've been doing for Punish the Weak.  Alas, the Naturalist doesn't really seem to have a lot of cards with those kinds of counterintuitive uses.  For the most part, what Natch can do in any given situation is fairly self-evident, which is probably why the Guide as I've written it so far comes across as mostly stating the obvious.  You have to give very specific examples in order to really meaningfully describe anything, and even then, he's straightforward enough most of the time that it can be hard to say anything terribly useful which the player couldn't have figured out on their own.

Feral Fury at least lets you deal damage when you're not in Croc Form. I can't remember whether any cards have powers which deal damage but the base powers for both Rhino and Gazelle are both utility types (card draw and healing) so if you're in one of those forms you can do their base abilities and still hit something during your Play phase - yeah it's only two damage, but that's what a whole load of heroes have as their base power. So there ;).

2 damage as a base power is ten thousand times better than 2 damage at the cost of playing a card.  I think the only character who does a mere 2 damage to one target with a 1-shot is Mr. Fixer (who I don't consider terribly strong either, but he at least has more than just a +1 damage to add to Charge's effect, though at least Natch can pretty nearly guarantee getting that +1 without relying on the luck of the draw).

But you shouldn't compare one hero to another, because each is their own thing. Okay, the Naturalist can spend a card to hit something, but then he can either heal three or draw two, or do something else (depending on form and the presence of any ongoings)…or even two other things if he has Natural Form's Vigour out as well. The game's not all about doing damage, and certainly that's not the Naturalist's main thing unless you want to go Croc all the time (in which case you're basically neglecting two thirds of his potential). He's a versatile hero - like the Adept, Fixer, Nightmist and several others, his thing is that he has a whole bunch of tricks he can switch between in order to have the greatest effect. Playing a card is just one thing you can do on your turn, and the Naturalist can still be helpful even if he can't do that (during a Hostage Situation, for example), unlike, say, Tachyon, who's more severely affected. And stuff like Environment Allies is active all the time so you get their benefit even if you can't do anything :).

I wouldn't say any card is outright "better" or "worse" than any other. It's all situational. If you're in Croc form against Voss and he has a bunch of Minions out, Feral Fury is better because you can kill two Minions at once (assuming no Guards are out, of course). If you're against someone like Spite or Kismet and your fellow heroes include people like Young Legacy, Tachyon, Expatriette, or Chrono Ranger, I'd say Predator's Eye would be better due to all the extra damage you'll be getting out of it from all the hits everyone's likely to be doing.

I reckon most heroes have at least one card that some people have never used (or do so rarely). I don't think I've ever used Haka's Enduring Intercession, for example, or Visionary's Brain Burn, but they both have situations in which they're useful. Just because a card's prime moment doesn't come up very often doesn't make it a useless card. Plus is every card in every deck was "zomg I want it" then what would you do when a villain made you discard? :wink:

Not with Paparazzi on the Scene or if you need your power phase for something else. I would be careful about overusing hyperbole; especially when it isn't strongly supported. Even with the cards we don't like very much, there are situations that come up where they will save the day. In my experience with the game, dealing a little more damage is a virtue, but having the flexibility to deal with edge situations can be a lot more valuable.

The Naturalist can get up to a +3 damage bonus in Crocodile Form based purely on his own cards, which would allow him to hit someone for 10 damage. Anyway, I think it's less situational than Resilient Hide outside Rhino Form, which is only useful if someone's hitting you for exactly 1 damage.

I have to disagree about Environmental allies.our group has found it to be one of the naturalist's signature cards, and it has swayed many (30+) games in our favor.

Almost every environment that has creatures has is extremely dangerous for the heroes.  They can inconvenience the villains, and if you finesse things and are cautious, they can be extremely beneficial.  But if you get unlucky, then you can find yourself getting snacked on by krakens, chomped by T-rexes, torn apart by exsplosive wagons, and bound by ethereal chains.  

The gazelle form for the naturalist is one of the least offensively oriented, but it still has plenty of usefulness.  Staying as a gazelle and making everyone immune to the vagaries of environmental targets can be the turning point of an entire game.  It particularly benefits the Sentinels, as they are extremely susceptible to environment snackage (usually being the lowest targets).  It can also radically change the tactics of a group, as explosive wagons become happy barrels of fun time villain damage.

Here are some scenarios where it is incredibly useful:

Silver gulch explosive wagons!

Any environment with the dreamer!

Atlantis!

Etheral Bonds and bubbles!

T-rexes and velociraptors vs any villain without minions!

When playing with the visionary, as it allows her to Wrest the mind for longer on environment targets (though she still hurts herself)!

EDIT: More scenarios where it has been a game changer...

Allowing Unity's bots to survive and prosper in the Final wasteland, Atlantis, Silver Gulch, The MDP, the Realm of Discord, Pike chemical's rats, and the Tomb of Anubis (though there are cards in the Tomb that are dangerous with the +1 damage resistance).

Protecting Setback from an ill-timed (or unlucky) Wrong time and Place.

 

It is a fantastic card.  there are environments where it will not be the best choice, or useful at all (such as the F5 tower), but it really allows the entire group to be more effective. Oftentimes, it makes the Naturalist less of a focus, but it allows the team a lot more latitude in what they can do.  And because he can switch forms, it doesn't hamper him once the environment calms down a little.