Relentless Gaze of the Sun
highSetup
Play Style
Uses stacks of 3 and high Energy income to hammer the same lands with repeated Power Cards. Because of its single-mindedness, is better at dealing with large problems than smaller ones.
Harms the land and while smiting Invaders unless it successfully changes its nature (by expanding into new Elements), which may mean partially foregoing the Sun and Fire that form the core of its initial strength.
Power Summary
Unique Power Cards
Strategy
General Strategy
Relentless Gaze is a high offence Spirit that can skip ravages, push invaders from multiple lands, create/move badlands, and repeat powers on the same land. Their basic strategy is to concentrate invaders into a single land, then use their badlands and repeats to clear them out. They have a unique ability to destroy (and re-add) presence instead of adding blight, drastically increasing the value of certain cards, and can set up strong reclaim loops due to their inexpensive starting hand and ability to place presence on reclaim. They support the team by accepting invaders from other boards, clearing built-up lands, and restoring destroyed presence. Their main limitation is a lack of cardplays, particularly in the early game. Here is some general advice.Repeats have a total cost of 0 -> 1 -> 3 -> 6. So for 3 energy, you can use a 1 cost twice or a 0 cost three times.
Repeats are great, but you don't need them to solve lands. Unbearable Gaze can solve 2 lands for 1 energy, and even a single use of Focus the Sun’s Rays can stop an explore while repositioning presence.
Solving multiple lands lands with Unbearable Gaze is key to getting ahead. Get presence into a land that's building a town and adjacent to all possible explores, then move the newly built town and explorer. You need the option to repeat if the explored land already has a town.
Draft early. If you draft cards early on, you can space out your reclaim and dig until you have a game-winning combo. If you don't have cards, you'll have to reclaim a lot, which means you can't get more cards, which means you have to reclaim....
Draft a moon card. The second tier of your left innate normally adds blight, but if you have a moon and 3 suns you can destroy a presence instead.
Make Sacred Sites and Triple Stacks. Uniques need sacred sites and Special Rule repeats need triple stacks.
Destroying presence lets you reposition it on reclaim. It can be advantageous to destroy presence where it is not being used so you can immediately create sacred sites/triple stacks where you need them.
Take the Double Energy growth when you need presence movement. It’s good to save double energy for turns when you need both energy and movement (like when you want to solve multiple lands with Unbearable Gaze).
You can choose not to take blight... Gaze always places presence and excels at clearing built up lands, so it’s okay to reclaim loop Blinding Glare and stall for a few turns (normally Turns 3&4) until you’re ready to take control of the board.
...but you can also handle a blighted island. Going blighted tends to destroy lots of presence, but you can easily re-add destroyed presence. It increases the risk of cascades, but you have a skip.
The second tier of Scorching Convergence is not mandatory. The second tier of Scorching Convergence adds blight, destroys presence, and kills Dahan. Sometimes, it’s better to use the first tier only, even if you have the elements to hit the second threshold.
You can easily manage a giant dump land. You have a zero-cost skip, so you can put as many invaders as you want in a single land, skip it whenever it comes up, then pile on badlands and wipe it out at your convenience. You will need to play more proactively against adversaries with building limits.
Put Invaders and Presence in Badlands Invaders in badlands are easy to destroy. Badlands with presence can be easily reposition with Focus the Sun’s Rays.
It’s best to place badlands early. The sooner you get badlands onto the island, the more extra damage they will generate over the course of the game.
You can rush fear. Once you have 5 sun and 3 energy, you can generate 16 fear a turn with Blinding Glare, Focus The Sun’s Rays, and your left innate. This will close out games very quickly.
Starting Power Tactics
Because your Starting Powers can be repeated, you can use them flexibly to solve many different types of problems.Withered Bodies can...
•Pick off a lone explorer
•Add a Badlands
•Add a Badlands and destroy a town (when repeated OR combined with Scorching Convergence)
•Add 2 Badlands and destroy a City (when repeated AND combined with Scorching Convergence)
Focus the Sun's Rays can...
•Pick off a lone explorer
•Destroy an explorer + town with 1 repeat
•Destroy an town + city with 2 repeats
•Deal double damage when targeting Badlands
•Move Badlands onto coasts, problem areas, or additional terrains.
•Reposition Presence to enable targeting or spike the damage of the Left Innate
Unbearable Gaze can...
•Solve two adjacent city-free lands.
•Cover back-to-backs with the option to repeat
•Push a single invader twice to create a pocket.
Blinding Glare can...
•Skip Ravages
•Generate huge amounts of Fear
•Protect against Harvest Bounty, Harvest Dust if repeated
Scorching Convergence (the Left Innate) can
•Reposition presence to enable targeting
•Destroy a town (with Badlands)
•Destroy 2 explorers and a town (with Tier 2)
•Destroy a town and a city (with Tier 2 and Badlands)
Builds
Gaze can open pure top track, pure bottom track, or go for a mixed build. While there are matchups and team compositions that heavily favor some specific builds, Gaze is a spirit that is best played contextually, without following a pre-set build path. In essence:• Go bottom track when playing against Russia
• Go top track when planning for consistent element/card play/small action support
• Play contextually in all other situations
Check the guides section for more information on each approach.