HRG_Renfri, Yennefer and relicts
Crafting cost: 6120
Crystal Skull
800
Renfri
16 : 800
Morvudd
13 : 200
Yennefer: Illusionist
11 : 800
Triss: Butterflies
9 : 800
Vivienne: Oriole
9 : 200
Aguara
8 : 800
Rat Catcheress
7 : 200
Harpy Eggx2
5 : 80
Cyclopsx2
5 : 80
Artefact Compression
5 : 200
Gan Ceannx2
5 : 80
Witch Apprenticex2
5 : 30
Selfeaterx2
5 : 80
Lesser Witchx2
5 : 30
Celaeno Harpyx2
4 : 80
Maerolornx2
4 : 80
Cutthroatx2
4 : 80
Iron Falcon Troubadour
4 : 80

**Renfri, Yennefer & Vivienne | Force of Nature Monsters**
I built this deck around a simple interaction. Yennefer: Illusionist turns Force of Nature into damage, Renfri gives me a second leader ability, and Vivienne can gain 16 points just by landing in the right spot. Getting all three into the same round is fun, but the Relicts and Harpy Eggs give you ways to win a round while saving that finish.
**Round 1 — Open with Relicts or Harpy Eggs**
In the mulligan, look for **Selfeater** with another Relict, or **Harpy Egg** with **Cyclops** or **Celaeno Harpy**. Selfeater benefits from hitting the board before your other Relicts. With **Witch Apprentice**, build one row toward the 25 points needed for Sabbath so she can start growing.
The Egg gives you a choice. If an enemy engine is within reach, place Cyclops beside the Egg, sacrifice it, and hit the engine. The Egg’s Deathwish leaves you a Harpy. If you need points on your side, consume the Egg with Celaeno Harpy instead. Keep **Morvudd** for later when possible. Its base power keeps growing at the end of your turns while it waits in your hand or deck.
**Round 2 — Decide how much time Yennefer needs**
After winning Round 1, look at what you have left. If you’re holding **Yennefer** and several ways to spawn units, a pass gives her more turns to deal damage in Round 3. If your opponent wants a long round and you already have **Renfri, Vivienne or a well-grown Morvudd** for a short finish, push with your remaining bronze cards. **Triss: Butterflies** on the ranged row can put a spare card back into the deck and draw the unit you’re missing.
**Round 3 — Sequence Yennefer, Force of Nature and Renfri**
1. **Play Yennefer while the opponent has a unit on the board.** She spawns her own Illusion on Deploy, which uses her first spawn trigger that turn. Her damage hits the lowest-power enemy, so check what she’ll actually hit.
2. **On a later turn, use Force of Nature before another spawn.** Woodland Spirit then triggers Yennefer for damage equal to its base power. You can activate the leader and play Renfri on that same turn. If you trigger a Harpy Egg or split a Selfeater first, that smaller spawn gets Yennefer’s one trigger for the turn.
3. **Play Renfri after spending Force of Nature.** Her Deploy replaces your leader ability. Choose a curse that helps against the board in front of you and a blessing you still have time to use. Leave room on Renfri’s row for Vivienne.
4. **Place Vivienne: Oriole immediately to Renfri’s left.** Vivienne reads the provision cost of the card directly to her right. In this list, Renfri costs 16 provisions, so Vivienne goes from **1 to 17 power** on Deploy. If Renfri has already left the board, **Morvudd** gives Vivienne a **13-point boost**, regardless of how large Morvudd has grown.
One small detail can change the whole finish. If the opponent has a 1-power token beside a valuable engine, Yennefer’s Woodland Spirit hit will go into the token. Sometimes the best play is to let the Illusion clear that token on one turn, then use Force of Nature on the next.
I put this list together after plenty of wins and losses. If you try it, I’d love to hear which card you’d change and what you’d put in its place.
— Happy RO Gaming
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