[Many Minds Move as One] Opening: Hybrid (Mixed Powers)
Unique Powers reminder
Opening
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.
Play 3. Keep at least one 1 for next turn if planning to unlock the second level of the left innate.
Turn 4
G3 top.
Play 3.
Turn 5
Reclaim, gain Major.
Play 3.
Turn 6
G3 top.
Play 3.
Turn 7
Reclaim, gain Minor.
Play 4.
Turn 8
G2 top.
Play 4.
Turn 9
Reclaim, gain Minor.
Play 4.
Remarks
The Major gain can be moved from turn 5 to turn 4 by paying 2 Energy and forgetting from discard.
If Energy allows it, an extra card can be gained on turn 5 by paying 2. This can be used to replace the Major if bad, or to gain a Minor to threshold the Major.
G2 top can be selected on turn 6 if Energy is a concern going forward.
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 | 2 | 6 | 3 | 5 |
5 | 1 | 6 | 6 | 7 |
6 | 3 | 6 | 3 | 10 |
7 | 1 | 7 | 7 | 12 |
8 | 2 | 7 | 4 | 14 |
9 | 1 | 8 | 8 | 16 |
Pro and cons
Pros:
- Fast start with early 3 CP unlock.
- Good Energy generation gives more flexibility in Power card selection and robustness to Events.
- Excess Energy can always be converted in an extra Power gain.
- Can play 3 cards from turn 2 and 4 from turn 8 while still playing a Major.
- Revealing and on your tracks helps consistently unlocking Innates.
Cons:
- 4 CP is only unlocked on turn 8, making hitting high level of Innates hard or impossibile, especially the right one.
- Low use of G3 means less Beasts are added on the board, and less Beasts movement as well.