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:

  1. Same
  2. Same
  3. Reclaim, gain Minor. Play 2.
  4. G2 bottom. Play 3.
  5. Reclaim, gain Minor. Play 3.
  6. G2 bottom. Play 4.
  7. Reclaim.

Stats

The 3 columns for CE represent

  1. The Energy from the Energy track only.
  2. The above + the Energy from gaining a Power without (which is quite a reliable Energy source).
  3. 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.