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

Unique Cards

RatingElementsNameNotes
ABoon of Ancient Memories”Forget”. Lots of spirits love to get more cards
SElemental TeachingsGreat elements, gifted markers can be huge
SShare Secrets of SurvivalYour best unique
BStudy 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:

  1. Always have 1 banked for your right innate
  2. Get whatever you need to threshold majors
    • You can also bank markers to support the team here
  3. Gain some to keep your defend consistent
  4. 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.

PriorityNameCostMoon?Multi-Land
1Briny Deep9X
2Consuming Void8X
3Unleash A Torrent2
4Vigor Breaking Dawn3X
5Jungle Hungers3
6Instruments Ruin4X
7Bargains of Protection2X
8Unrelenting Growth4
9Indom Claim4
10Venomous Spiders4
11Tigers Hunting2X
12Trees Radiate3

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.

PriorityNameCostMoon?Multi-Land
1Sleep Never Waken3X
2Trees Speak2X
3Vengeance of Dead3X
4Land Thrashes4
5Voice of Command3X
6Pent-Up Calamity3
7Mists of Oblivion4
8Utter a Curse4X
9Vanish Softly3X
10Forests of Obsidian4X
11Walls of Rock4
12Wrap in Sunlight3
13Winds of Rust3X
14Blazing Renewal5
15Tsunami6X
16Weave Together4X
17Paralyzing Fright4

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.

PriorityNameCostMoon?Multi-Land
1Death Blossoms4X
2Pyroclastic Flow3
3Twisted Flowers5
4Dream of Untouched6X
5Powerstorm3X
6Smothering Infestation3
7Spill Bitterness5X
8Bloodwrack Plague4X
9Manifest Incarnation6
10Flow Like Water2
11Thickets3
12Poisoned Land3
14Focus Anguish5X
15Entwined Power2
16Terrifying Nightmares4
17Melt Earth to Quicksand4

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.

PriorityBoardReason
1EBest overall
2BLands accessible
3C""
4D""
5FAwkward Dahan
6G""
7H""
8A7/8 coverage + awkward Dahan

Spirit Friends

Those Who Love Teachings

  • Snake, Earth, Starlight, Lure, Fractured, and Finder

Credits