
Many Minds Move as One
Requires heavy spatial thought for movement, due to its improved Push/Gather and large numbers of .
Requires heavy spatial thought for movement, due to its improved Push/Gather and large numbers of . Has no offense to start with, but an excellent stalling defense combined with generation; outright Fear victories may be plausible in smaller games. Both Fear Cards and events are unpredictable, however, so swings of fortune are apt to be more relevant than usual.
Setup
Put 1 Presence and 1 Beasts on your starting board, in a land with Dahan. You start with your 5 Unique Power Cards and 0 Energy.
Openings
Beast Distribution
Building Beast distribution for Beset and Confound defense scaling and Teeming Host gathering, with options for Energy or Plays focus on Turn 3.
Growth: Add presence (energy) + Beast, gain 1 Energy, gather 1 Beast. Cards: Ever-Multiplying Swarm. Place presence in land to defend next turn (with Dahan, or cover ally's board). Gather Beast centrally. Use Swarm where more adjacent terrain for Dreadful Tide setup.
Growth: Add 2 presence (1 energy, 1 plays). Cards: Guide the Way on Feathered Wings, Dreadful Tide. Add zero-range presence in defending land with Dahan. Sacred site + Beast = 2 Beasts for Beset. Guide shuttles Dahan to next defense. Hits tier 2 Teeming Host + tier 1 Beset and Confound.
Growth: Add 2 presence. Cards: Pursue with Scratches, Boon of Swarming Bedevilment. Option A: Both from Energy for guaranteed Defend 4 (tier 2 Beset). Option B: Both from Plays, spend 2 Energy for Minor, play all 3 cards. Animal Minor = tier 2 Beset; Air = tier 3 Teeming Host.
Growth: Reclaim All, gain Power. Cards: Varies. If chose Plays T3, take Air+Animal Minor. Air = tier 3 Teeming Host; Animal = tier 3 Beset. If chose Energy T3, consider Major with 6 Energy. Turn 5 add 2 presence from other track for strong innates.