
Starlight Seeks Its Form
A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has...
A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has a very high personal/visual complexity and a huge number of early-game options, but doesn't alter play much for other players at the table. As it commits to choices, it loses versatility - not all paths will be good (or even possible) at all things. It especially wants a measure of adaptation to early Power Cards, rather than trying to pre-select ...
Setup
Put 1 Presence on your starting board, in a land with Dahan. You start with your 4 Unique Power Cards and 0 Energy.
Openings
Thresholded Major Rush
Draft for Element pairs to hit Major thresholds. Use Boon of Reimagining and Shape the Self Anew to accumulate cards and Energy. Track 1 is topmost track; finish Tracks 1 and 3 with opposite choices (Reclaim vs Power gain).
Growth: Add presence (Track 1, covers Reclaim 1/2), gain Minor, move presence up to 1, +1 Energy. Cards: Boon of Reimagining + Shape the Self Anew (or strong Moon Minor). Position for Peace next turn. Use Sidereal gather to prevent Build. Forget Shape for Energy. Use Shape BEFORE Boon for more Forget options. Draft Element pairs; Moon cards are golden.
Growth: Add presence (Track 3, +1 Energy), gain Major, move presence up to 1, +1 Energy. Cards: Peace of the Nighttime Sky + Moon Minor or Shape. Forget Boon when gaining Major. Move before adding if needed for Peace. Swap +1 Energy for move 3 if energy not needed. Forget Peace to use twice - hard to reuse once rolling with Major.
Growth: Gain Major, move presence up to 1, add presence (Track 3, choose Element, +1 Energy), +1 Energy. Cards: Major + Minor. Forget least useful Minor if Majors have pairable Elements. Choose Element based on Major threshold. Forget first Major if it didn't work out. Play whichever Major hits hardest.
If good Major/Minor combo (or Forgot second Major): Add from Track 5 (income) or Track 6 (threshold Element). Reclaim All + gain Minor, then repeat that combo.
If kept both Majors: Uncover Elements for second Major threshold. If threshold not compelling, uncover Track 2 for +3 Energy and simpler midgame.