[Shroud of Silent Mist] Opening: Early-reclaim bottom track (Minor Powers)
Unique Powers reminder
Opening
Growth
Turn 1
G2 top+bottom.
Play The fog closes in + Forms dart by. 222 elements (left and right Innate level 1).
Try to have 2 lands with damaged Invaders by the end of the turn.
Turn 2
Reclaim, gain Minor.
Play to get at least 121 elements and unlock left Innate level 1 (e.g. Unnerving pall + Forms dart by).
Try to use the Dahan counterattack and/or your Innate to have a 3rd land with a damaged Invader in order to get 1 Energy via your special rule (and farm extra fear).
Turn 3
G3 bottom, gain Minor.
Play 2.
Turn 4
G2 bottom.
Play 2.
Turn 5
Reclaim, gain Minor.
Play 3.
Turn 6
G2 bottom.
Play 4.
Remarks
If you can afford playing only 1 card on turn 3, you can play 3 on turn 4 and possibly unlock the second level of your left Innate. However, it is usually not worth sacrificing turn 3 to do so if the board is not in an especially forgiving state.
You should aim at having 3 lands with damaged Invaders and the end of turn 2 or at least turn 3, both for the Energy itself and for the extra Fear. If you haven’t, and you also have gained 2 1-cost Minors on turn 2 and 3, you need to Reclaim on turn 4. The growth will then look like this:
- Same.
- Same.
- Same.
- Reclaim, gain Minor. Play 2.
- G2 bottom. Play 3.
- Reclaim, gain Minor. Play 3.
- G2 bottom. Play 4.
Stats
The 3 columns for CE represent
- The Energy from the Energy track only.
- The above + the Energy from gaining a Power without (which is quite a reliable Energy source).
- The above + the Energy gained from having 3 lands with damaged Invaders (this can be unreliable at times).
Turn | Growth | Owned cards | Cards in hand | CE (E/turn only) | CE (+card) | CE (+ card and 3 lands) |
---|---|---|---|---|---|---|
1 | 2 | 4 | 4 | 1 | 1 | 1 |
2 | 1 | 5 | 5 | 2 | 3 | 3 |
3 | 3 | 6 | 4 | 3 | 5 | 6 |
4 | 2 | 6 | 2 | 4 | 6 | 8 |
5 | 1 | 7 | 7 | 5 | 8 | 11 |
6 | 2 | 7 | 4 | 6 | 9 | 13 |
Pro and cons
Pros:
- Strong turn 1.
- Stable early game, playing 2 cards every turn.
- Strong turn 5+.
Cons:
- Slow-ish scaling, since 3 CP can generally only be played on turn 5.