[Many Minds Move as One] Opening: Full bottom track (Minor Powers)
Unique Powers reminder
Opening
This opening leverages MM’s very cheap Uniques and access to double presence placement to rush high card plays.
Growth
Turn 1
G2 top+bottom.
Play Ever-multiplying swarm and another card (Guide the way is a good default). 12 elements.
Turn 2
G2 bottom.
Play 3. 313 elements.
Turn 3
Reclaim, gain Minor, prioritise and cost 0.
Play 3. Keep at least one 1 for next turn if planning to unlock the second level of the left innate.
Turn 4
G3 bottom.
Play 3.
Turn 5
Reclaim, gain Minor. Pay 2 to gain a Minor.
Play 3.
Turn 6
G2 bottom.
Play 5.
Turn 7
Reclaim, gain Minor. If Energy allows it, pay 2 to gain a Minor.
Play 5 or 4.
Turn 8
G2 top.
Play 4 or 5.
Turn 9
Reclaim, gain Minor.
Play 5.
Remarks
You can easily sustain a 2-cost hand during a reclaim cycle, but more than that will require slowing down your growth. Thus, 0-cost Powers should be prioritised
4 CP can be rushed on turn 4 if 0-cost Minors have been found.
On turn 6, G3 bottom can be used if your hand costs more than 2 (i.e. more than 1 1-cost Minors have been drafted).
Reclaim-looping is an option on turn 7+, since your starting hand is enough to activate all levels of both your innates. It is even an option from turn 5+ if 4 CP have been unlocked on turn 4, since all but the last level of the right Innate can be unlocked.
Stats
A +
in the growth means that a Power was gained by paying 2.
Turn | Growth | Owned cards | Cards in hand | CE |
---|---|---|---|---|
1 | 2 | 5 | 5 | 1 |
2 | 2 | 5 | 3 | 2 |
3 | 1 | 6 | 6 | 3 |
4 | 3 | 6 | 3 | 5 |
5 | 1+ | 8 | 8 | 6 |
6 | 2 | 8 | 5 | 7 |
7 | 1 | 9 | 9 | 8 |
8 | 2 | 9 | 4/5 | 10 |
9 | 1 | 10 | 9 | 12 |
Pro and cons
Pros:
- Highest CP and card gains to match the CPs at all points of the game (or almost all if bad draws happen).
- Starts fast and keeps up.
- Can pivot easily to adapt to the circumstances.
Cons:
- Bad draws might require adaptation.
- Energy is tight unless some off-turns are taken (playing less than the maximum cards possible).
- G3 taken rarely, which limits range early and gives less Beasts maneuverability.
- Less Beasts are also put on the board, but this is somewhat offset by having many sacred sites thanks to G2.