Man-cub’s Best Friend(s) – Intro Deck Campaign Side

Not even the bravest of man-cubs can do it all alone. Today we look at the tools that are going to help Mowgli succeed in the Jungle Book 1 intro deck.

Last time when discussing the rules change for the Quest-Need and sites in the intro deck, you got a glimpse at the man-cub, Mowgli.

Still a young child, he’s quite weak in strength and health and has no special text. As a human, he does have a decent resistance representing his wits and resilience. Yet don’t forget that his Quest-Need gives him a permanent strength bonus and the fire can be wielded to weaken wild foes. All this means he’s a 0 cost hero giving you maximum options for selecting your starting party. Speaking of…

Baloo takes up all of your allotment for a starting party, but he is worth it at a beefy 6 str, 4 health and defender +1 naturally in his text. This makes him ideal for guarding his young student, though we put on him a spot requirement because not just anyone can convince a bear to work alongside them.

Bagheera is the other best friend of Mowgli, having been the boys advocate since the day he was found in the jungle. In the intro deck you get 3 copies of him to ensure he’ll show up soon, and you can provide a bit of healing to him through the “second wind” rule. (If you have a unique companion that is wounded, during the campaign phase you may discard a card with the same name from your hand to heal that companion.) He’s not the broad type of fighter Baloo is, but more of a single target threat, with Damage +1 built in. Though again, you will need Mowgli to convince him to join your party.

Finally, in what is a shock to those only familiar with the Disney version of The Jungle Book, Kaa is also a companion. At least… for now. A huge, old, massive python, Kaa was only willing to help when he was hungry and even then Baloo and Bagheera had to convince him to help them when Mowlgi was kidnapped by the Bandar-log – thus why one of those must exert to bring the snake along. At a massive 8 strength and 4 health, he can stand up to all but the fierce Shere Khan in battle. Though once the battle is done, like in the stories Kaa must wander off to eat. You’ll have to banish him (remove from the game) but your opponent will lose one of their minions in the process.

Two combat tricks round out the rest of the campaign side; 4 copies of each. ‘Hunting for Food’ is to teach players about the support area of the game. Since the call for food is supposed to be public and honorable, this strength pump sits out in full view of your opponent. Yet the nature of it means you can also be patient, getting it out of your hand and ready to use for the most opportune moment. And with a little exertion, you can use the moment to wipe out a foe and clear your path.

Still when Mowgli needs it most, the event, ‘Master Words of the Jungle’ is ready to appear. The more potential friends that could help, the stronger Mowgli or one of his friends can be.

It won’t be easy, but with these friends and tools at his disposal, Mowgli can make it to Pride Rock and face Shere Khan.

Finally notes on the art: Baloo, Bagheera, and Kaa are all taken from the battle against the Bandar-log when they rescued Mowgli. ‘Master Words of the Jungle’ is a reference to Mowgli’s lessons at the start of that story. ‘Hunting for Food’ depicts Bagheera killing the bull that will buy Mowgli’s membership into the wolf-pack. While Mowgli’s art itself shows the moment he resolved to confront Shere Khan.

Be sure to pick up your copy of the intro deck at our store.

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