Nickname: Mud

Release: Horizons

Elements: , ,

Guides

Mud - Mixed

Topic - Fathomless Mud Of The Swamp

Intro

This opening aims to use the special rule often and not miss chances to draft with Exaltation.

Sometimes feels awkward with only hitting tier 1 or tier 2 of the innate (tier 2 is 1 damage). Presence movement on it’s own is pretty good, so not the worst problem to have. Does not always feel like it is playing optimally.

Opening

  1. G2 Top/Top > Open Shifting Waterways
    • Put the Dahan into the land an explorer was “built” - prevents blight and cleans up in the ravage next turn
    • Use your innate to shift a presence somewhere that will build next
  2. G3 Bot, Minor > Exaltation + Minor or Foul Vapors
    • Grow into the land you shifted presence into, to make use of your special rule.
    • Spend the 2 to draft a Minor
  3. G2 Bot/Bot > all cards in hand
    • Keep an eye on which land types you already have presence. Reclaim next turn adds at range 0, so would be good to place it where they explore.
  4. Reclaim Top, unless the moon will upgrade your innate this turn
    • Consider gaining a major with Exaltation soon.
  5. G2 or G3, work towards 4 plays.
Link to original

Unique Cards

RatingElementsNameNotes
BExaltation of Tangled GrowthSomewhat costly drafts
BFoul Vapors And Fetid Muck
BIntractable Thickets And Thorns
BOpen Shifting Waterways

Play Patterns

Reclaim Loop

It is possible to reclaim and get your max innate each turn once you reach 3e/4p. It’s a very strong combination of effects, so consider doing so once you reach that point in the game. You gain some flexibility for support cards when you uncover the on your top track, so it’s a slightly more forgiving loop.

Drafting

Your most important element is , and keep a strong eye out for cards. Only 2 of the starting hand comes with and a combination of both is very good to get. You’ll often find those dual-element cards to be your limiting factor in upgrading your innate.

Boards

Land type variety adjacent to starting land is a big deal. It allows for smoothly dealing with first explores by way of special rule. Starting in the middle of the board is better, as it lets you cut off buildings from the inland earlier in the game. If you must start on the coast, it is best to start in lands 1 or 3, as the disease in land 2 makes your special rule somewhat redundant in the opening.

PriorityBoardReason
1CMiddle of board start, far lands are 2 away
2H""
3E""
4BCoast start L1, far lands 2 away
5D""
6GCoast start L2 (disease land) far land 2 away
7ACoast start L2 (disease land) far land 3 away
8FMissing adjacent land type, far land is range 3

Spirit Friends

Credits