[Shroud of Silent Mist] Opening: Greedy bottom track (Minor Powers)
Unique Powers reminder
Opening
Adapted from Rei’s guide on BGG.
The idea is to take a weaker early game (namely turn 2 and 3) to scale faster into the mid game.
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
G3 bottom, gain Minor.
Play Unnerving pall and possibly a 0-cost Minor. 11 elements (no Innate).
If possible, use the Dahan counterattack 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
G2 bottom.
Play Dissolving vapors and possibly a 0-cost Minor (if not played previously). 211 elements (no Innate).
Turn 4
Reclaim, gain Minor.
Play 3.
Turn 5
G2 bottom.
Play 4.
Turn 6
Reclaim, gain Minor.
Play 4.
Remarks
On turn 5, Presence can be taken from the top track to get to 2/3 instead of 1/4+R1. This is not normally required if a 0-cost has been found, but it may be needed in case of bad luck with draws, Events or other factors.
If you have not gained an extra energy by turn 3 via either of your Special Rules, you can’t afford to play Dissolving vapors, so you need to Reclaim. The growth will then be shifted by 1 turn, looking like this:
- Same
- Same
- Reclaim, gain Minor. Play 2.
- G2 bottom. Play 3.
- Reclaim, gain Minor. Play 3.
- G2 bottom. Play 4.
- Reclaim.
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 | 3 | 5 | 3 | 2 | 3 | 3 |
3 | 2 | 5 | 2 | 3 | 4 | 5 |
4 | 1 | 6 | 6 | 4 | 6 | 8 |
5 | 2 | 6 | 4 | 5 | 7 | 10 |
6 | 1 | 7 | 7 | 6 | 9 | 13 |
Pro and cons
Pros:
- Strong turn 1.
- Fast growth, reaching 1/3 by turn 3 (although only using 3 CP from turn 4).
- Strong turn 4+.
Cons:
- Weak turn 2 and fairly weak turn 3.
- May need quick adaptations if draws are bad or Energy is not gained or is lost for any reason.