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.