
Vengeance as a Burning Plague
Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: adds to its Damage and its being Destroyed adds .
Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: adds to its Damage and its being Destroyed adds . It may even want to engineer these situations, which can make other Spirits nervous (and be risky if things go poorly). When would prevent a Build on a board with your , you may let the Build happen (removing no ). If you do, 1 .
Setup
1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Blight. You start with your 4 Unique Power Cards and 0 Energy.
Openings
Flexible Disease Paths
Flexible Disease placement to enable either Epidemics Run Rampant (utility) or Savage Revenge (tempo) innate paths depending on board state.
Growth: +1 Energy, gain Minor, add presence (energy). Cards: Fetid Breath. Add presence in buildingless land near ally's board. Fire Minor > Animal (second innate scales better). Disease targets: Town that just Explored (prevent City), empty explored land (farm Build), or Town+Blight for innate next turn.
Growth: Place 2 presence (1 plays, 1 energy/plays based on Element). Cards: Plaguebearers + Minor. For Epidemics: presence (plays) in Ravaging land, (energy) on different board with Disease. For Savage Revenge: both (plays) in land about to Ravage - lose 1 presence, keep 1. Push Disease with Plaguebearers to next Ravage for Sudden Fevers.
Growth: Place 2 presence (energy/plays for Element, energy for 3 Energy/turn). Cards: Sudden Fevers, Fiery Vengeance. Both presence in Ravaging land if using Savage Revenge. Fiery augments allies. Next turn: Reclaim All, seek Minor matching first one's elements.