Traveler Deck Construction in EBR

My deck construction series works through the starting cards in each Specialty and Background. I don’t want these to get too complex and lengthy, but at the bottom I do offer some deck combinations for you to look over for ideas and inspiration. I may expand these posts in time to include more discussion of the different possible combinations.

Deck Construction Series

  • Artisan Deck Construction in EBR

  • Shepherd Deck Construction in EBR

  • Forager Deck Construction in EBR

  • Traveler Deck Construction in EBR

  • Explorer Deck Construction in EBR

  1. What makes a Traveler unique?
  2. Cards by Sphere
    1. Awareness
    2. Fitness
    3. Focus
    4. Spirit
  3. Aspect Considerations
  4. Deck Starting Points
  5. Conclusion

What makes a Traveler unique?

The Traveler Background has some great utility cards that focus on scouting the path deck and getting more uses out of your Moment card. Scouting the path deck helps you find good stuff and avoid bad stuff. Re-using moments gives you more out of the other powerful cards in your deck. Moment-heavy decks have a great soothing card and Traveler has a unique ability in the game to replenish your draw deck.

The Endless Day deck is possible through Traveler. Your draw deck is the timer of your day. When you need to draw or take fatigue and you can’t, the day is over, so getting cards back into your deck extends the day. Paths We Roamed Before allows you to move Moments or Attributes from your discard to your Fatigue pile, then Meditation Pillow lets you move cards from your Fatigue to your deck. Play that cycle enough (and have high enough FOC to succeed sufficiently with Meditation Pillow) and you can keep your draw deck going long after other Rangers have tucked themselves in for the night.

I personally don’t think it would be that fun to play that way. Extending the day becomes an end in itself and if you succeed, so what? You aren’t necessarily rewarded in-game by having longer play sessions. Perhaps it will let you travel to one more location or clear one more card before a day ends. That seems like a better way to think about extending the day. Not to reach an endless session, but to give yourself that little buffer for those more challenging Lure or Campaign missions or with locations/path sets that really hit you with Fatigue.

Cards by Sphere

Awareness

These are two excellent and unique cards that many Rangers will want to include in their deck through Deck Progression. So if you don’t take them during deck construction, you may find yourself adding them later.

Scouting the path deck is an important way to be more efficient with your play if you are in a location and looking for a particular person, being, or feature, or if you are in a dangerous location and wanting to avoid certain Beings or Features. The main downside to this (and most cards that scout) is that you have to draw a path card. So if you don’t find what you’re looking for you still have to add to the tableau in front of you, potentially even something negative.

Another less obvious downside to scouting is that it does not play well with cards that require you to Search for a particular in the path deck since after Searching you have to shuffle the deck. If you’ve been carefully sorting through the path deck and putting bad things on the bottom, shuffling the deck after a Search undoes all that investment.

After that, it’s all upside. Eagle eye is superior to other scouting cards like Hydrolens goggles or Riri because it doesn’t require a test. Additionally, as a moment, you can pretty easily recur it from your discard or play it multiple times with other cards from the Traveler background.

Paths We Roamed Before is one of the few ways to cycle cards out of your discard pile and as such is an essential component of the Endless Day deck archetype. Even if you don’t go all the way for that deck, this card allows you to get even more use from your essential cards in a moment-heavy deck.

Of note, it also plays well with attributes like Strider below, and if you have two copies of Paths, your second copy can recur the first so you’ll never run out of the ability to use it (unless a copy ends up in your fatigue pile).

Fitness

Strider is a great card that works well for a one FIT ranger. The limitation to only play on a Trail is not all that onerous. There are quite a few trails in the game and if you pair it with Trail Markers you could make anything a trail.

As I mentioned above, you can pull Strider out of your discard with Paths We Roamed Before to get even more use out of it. You may find that you only need one copy of it in your deck, freeing up the second slot for something else in deck progression.

Trail Mix is a bit of a mixed card. With just two tokens on it, you won’t get much use in exchange for those two gear slots and a spot in your 30-card deck. That changes if you are a conciliator or playing with Pokodo the Ferret and able to add more tokens to it, since it is an aid card.

With that pairing, it is an excellent card for any 2+ FIT ranger to handle your fatigue throughout the day.

It is even better in multiplayer because you can help other rangers soothe their fatigue.

Focus

The Focus sphere is the heart and soul of what makes Traveler unique.

Perfect Recall is an excellent card to gain repeated use out of your preferred moment cards. Playing a card from your discard pile works great in addition to Paths We Roamed Before.

Keep in mind that you have to pay the cost of the Moment in FOC energy, so if you intend to use it with more powerful and expensive Moments, you need that amount of FOC energy available. Since the dilemma of a high FOC build is how to use all that FOC energy, Perfect Recall really expands your options and, since it is a moment, it’s easy to bring into your deck later through deck progression.

Reverb Locket is the expert card of the background and it is definitely a good reason to choose the Traveler background. Without modification it doubles your use of a particular moment, but if you are an Artificer with the Exceptional Tinker role or playing with universal power cells, you can get even more use from it.

Well, not all cards can be great and Adaptable Multitool might not even be good. It has a high equip cost for an underwhelming effect. I would think a little more highly of it if it was a perpetual use card and not restricted by the number of charges on it. The only justifiable use of this card is to play it early in the day, use the charges to get yourself going, and then discard when you need the gear slots for something else. Still, I don’t think it pulls its weight as one of your 30 cards. It doesn’t even have good approach icons.

Spirit

This background is like some classic rock band that keeps turning out the hits through the decades: every sphere has great cards!

Are you playing a moment heavy deck? As a Traveler, you probably are, and in that case Ironwool Boots will take care of all your soothing needs. I would recommend keeping two copies of it to guard against the possibility of bad draws or your lone copy ending up in your fatigue pile.

Meditation Pillow plus Paths We Roamed Before is the backbone of the Endless Day deck. Since your Ranger deck is the timer for how long your day/play session lasts, adding card back into it extends the day. Soothing fatigue builds up your hand and allows you to get cards out of your fatigue pile, but it does nothing to replenish your Ranger deck.

To take full advantage of this card you need a higher FOC build. On the one hand that gives you some use for all that Focus energy. On the other, it means you’re investing even more into the ability just to extend the day: 4 cards (Paths + Pillow), Focus energy, and 2 gear slots. From a meta-perspective that may not be all that much fun. It means your sessions will be longer and the dregs of the day might feel pretty repetitive since you’re repeating the same Paths -> Meditation Pillow loop over and over again. It might end up feeling like doom scrolling on your phone instead of just going to sleep.

If you play with the Meditation Pillow I don’t think you need to worry about any fatigue soothing effects. In fact too much fatigue soothing undermines the effectiveness of this card.

Aspect Considerations

Looking through the 2-requirement cards, Traveler provides great options for 2+ AWA or FOC, good options for 2+ SPI , and ok options for 2+ FIT. The real standout is the multiple ways that Traveler allows you to use FOC energy, either through Perfect Recall or Meditation Pillow, so a higher FOC build could really benefit from taking Traveler as the background. Similarly, you would be foolish to choose Traveler as your background if you do not take its powerful FOC sphere cards.

To me the obvious dump stat from an Aspect perspective is FIT. Trail Mix is not worth taking 2 FIT by itself and Strider is such an excellent card for a 1 FIT Ranger. You could design your deck around getting maximal use out of Strider (Trail Markers, Paths We Roamed Before) and make FIT your dump stat. That deck is likely to be vulnerable if you don’t draw Strider or it ends up in your fatigue stack. You also probably won’t be able to use a weapon because most weapons use FIT, the Darter from Artificer is an exception (and of course the Shaper).

Deck Starting Points

Conclusion

Traveler is one of the stronger Backgrounds available in the core game and it is fairly straightforward to implement in your deck. It is all about efficiency: re-using Moments, soothing fatigue, replenishing your draw deck, and scouting the path deck.

Leave a comment