Nickname: Memory
Release: Jagged Earth
Elements: ,
Guides
Turn 1 is always G2, with your resulting strategy based on how the draft went. First-timers: Memory - Slow Burn
Turn 1
G2, gaining a Major power
Link to original
- If that major will not be useful next turn, pivot to either:
- Otherwise:
Unique Cards
Rating | Elements | Name | Notes |
---|---|---|---|
A | ![]() ![]() ![]() ![]() | Boon of Ancient Memories | ”Forget”. Lots of spirits love to get more cards |
S | ![]() ![]() ![]() | Elemental Teachings | Great elements, gifted markers can be huge |
S | ![]() ![]() ![]() | Share Secrets of Survival | Your best unique |
B | ![]() ![]() ![]() | Study the Invaders’ Fear | ”Forget”. Use when you get maximum time to plan around an upcoming fear card |
Play Patterns
Aim to “fully” unlock memory by reaching 3e/2p (typically turn 4). After that point you will have flexibility to progress either track further or to start taking G4 to throw haymakers.
Left Innate / Card Plays
Memory will be stuck on 2 card plays almost always. The left innate’s defend 3 is a pseudo third-card each turn and will do greatly in keeping you from getting overwhelmed
Right Innate / Element Preparation
Common scenario is to pay 1 marker to go from 1st to 2nd level of the right innate. Place it where you get an immediate refund on that marker and another shortly after. You can count on luck to grant the third marker, especially from lands with beasts/dahan/disease.
There is a simple priority to follow when considering what markers to gain:
- Always have 1
banked for your right innate
- Get whatever you need to threshold majors
- You can also bank markers to support the team here
- Gain some
to keep your defend consistent
- Finally, get another 1-2
and
for good measure
Forgetting Cards / Special Rule
Strong feature - learn majors for free, forget cards for free to pay for events or deal with blighted island effects.
Consider reclaiming slightly more often with Memory so that you can take advantage of this.
Drafting
Memory typically gains 2-3 majors per game. Difficult to end the game with just 1, and you’ll only get a 4th major if your initial picks are weak… or you are bored.
Tiers are meant for quick reference, based on board state a lower “tier” might be exactly what you need to solve things.
On the fly, your best options for majors have moon element and can solve a lot in 2+ lands.
S-Tier
Drafting one of these T1 will typically win you the game.
Priority | Name | Cost | Moon? | Multi-Land |
---|---|---|---|---|
1 | Briny Deep | 9 | ![]() | X |
2 | Consuming Void | 8 | X | |
3 | Unleash A Torrent | 2 | ![]() | |
4 | Vigor Breaking Dawn | 3 | X | |
5 | Jungle Hungers | 3 | ![]() | |
6 | Instruments Ruin | 4 | X | |
7 | Bargains of Protection | 2 | X | |
8 | Unrelenting Growth | 4 | ||
9 | Indom Claim | 4 | ||
10 | Venomous Spiders | 4 | ||
11 | Tigers Hunting | 2 | ![]() | X |
12 | Trees Radiate | 3 | ![]() |
A-Tier
Well-costed majors that typically have moon or earth elements Many affect multiple lands. The thresholds are typically achievable and worth the effort.
Priority | Name | Cost | Moon? | Multi-Land |
---|---|---|---|---|
1 | Sleep Never Waken | 3 | ![]() | X |
2 | Trees Speak | 2 | X | |
3 | Vengeance of Dead | 3 | ![]() | X |
4 | Land Thrashes | 4 | ![]() | |
5 | Voice of Command | 3 | X | |
6 | Pent-Up Calamity | 3 | ![]() | |
7 | Mists of Oblivion | 4 | ![]() | |
8 | Utter a Curse | 4 | ![]() | X |
9 | Vanish Softly | 3 | ![]() | X |
10 | Forests of Obsidian | 4 | X | |
11 | Walls of Rock | 4 | ||
12 | Wrap in Sunlight | 3 | ||
13 | Winds of Rust | 3 | X | |
14 | Blazing Renewal | 5 | ||
15 | Tsunami | 6 | X | |
16 | Weave Together | 4 | ![]() | X |
17 | Paralyzing Fright | 4 |
B-Tier
They are usually not quite what we are looking for but will work fine. Typically handle just one land, and require thresholding, which may be difficult.
Priority | Name | Cost | Moon? | Multi-Land |
---|---|---|---|---|
1 | Death Blossoms | 4 | ![]() | X |
2 | Pyroclastic Flow | 3 | ||
3 | Twisted Flowers | 5 | ![]() | |
4 | Dream of Untouched | 6 | ![]() | X |
5 | Powerstorm | 3 | X | |
6 | Smothering Infestation | 3 | ||
7 | Spill Bitterness | 5 | X | |
8 | Bloodwrack Plague | 4 | X | |
9 | Manifest Incarnation | 6 | ![]() | |
10 | Flow Like Water | 2 | ||
11 | Thickets | 3 | ||
12 | Poisoned Land | 3 | ||
14 | Focus Anguish | 5 | X | |
15 | Entwined Power | 2 | ![]() | |
16 | Terrifying Nightmares | 4 | ![]() | |
17 | Melt Earth to Quicksand | 4 | ![]() |
Boards
Memory likes boards where every land is accessible at range 1 via two sacred sites, for the reason of using Secrets of Survival anywhere it is needed.
Priority | Board | Reason |
---|---|---|
1 | E | Best overall |
2 | B | Lands accessible |
3 | C | "" |
4 | D | "" |
5 | F | Awkward Dahan |
6 | G | "" |
7 | H | "" |
8 | A | 7/8 coverage + awkward Dahan |
Spirit Friends
Those Who Love Teachings
- Snake, Earth, Starlight, Lure, Fractured, and Finder
Credits
- GodsLittleCow @ BoardGameGeek