Downpour Drenches the World
Bottom Track Hybrid Opening by Spirit Island Hub
A hybrid opening that unlocks 2 card plays quickly via the bottom track, then pivots to the top track for energy and water elements. Prioritizes minor powers for repeatable value through Pour Down Power Across the Island.
Growth (Pick One)
Gain 2 Water +
Gain 1 Energy Presence Tracks
2
Cards (1 played of 1 plays)
Played



In Hand





Innate Powers
3
1
9
2
2
1
2
2
3
Turn Summary
1
1
1
1 Notes
Growth 2: Gain Power Card + Add Presence Range 3 + Gain 1 Energy. Place from bottom track (uncover Move Presence). Take a minor power — prioritize water/plant elements for innate thresholds. Play Gift of Abundance (cost 1) to support a partner spirit or restore destroyed presence. You have 1 energy from track + 1 from growth = 2, spend 1 on Gift, leaving 1. Elements: sun, air, water, plant (from Gift). With 1 water, no special rule triggers yet.
Growth (Pick One)
Gain 2 Water +
Gain 1 Energy Presence Tracks
2
1 Cards (2 played of 2 plays)
Played




In Hand

Discard
Gift of Abundance
Innate Powers
3
1
9
2
2
1
2
2
3
Turn Summary
3
2
1
1 Notes
Growth 1: Add 2 Presence Range 2 + Gain 2 Water + Discard 2 cards. Place both from bottom track — first uncovers a Water element, second uncovers 2 Card Plays. Discard Foundations Sink into Mud and Gift of Abundance (played last turn, in discard already — discard the minor you gained T1 instead). Play Unbearable Deluge (cost 0) and Dark Skies (cost 1). You have 1 energy carried + 1 from track = 2, spend 1 on Dark Skies, leaving 1. Elements: moon, air×2, water×3 (2 from growth + 1 from track + cards), earth. With 2 water from growth bonus, that's enough for 1 use of Pour Down Power — repeat Unbearable Deluge for free (cost 0) to defend or isolate a second land.
Growth (Pick One)
Gain 2 Water +
Gain 1 Energy Presence Tracks
2
1 Cards (2 played of 2 plays)
Played




In Hand




Innate Powers
3
1
9
2
2
1
2
2
3
Turn Summary
3
2
1
1 Notes
Growth 0: Reclaim All + Gain Power Card + Move Presence 2. Reclaim all cards to hand. Take another minor — look for water, plant, or earth elements. Move presence toward threatened lands or to create new Wetland sacred sites. Play Unbearable Deluge and Dark Skies again for explorer control and defense. With track water elements, you should have 3+ water for 1 use of Pour Down Power to repeat a card. Rain and Mud tier 1 (1 air, 3 water) may activate — each of your presence grants Defend 1.
Growth (Pick One)
Gain 2 Water +
Gain 1 Energy Presence Tracks
2
2
1 Cards (2 played of 2 plays)
Played



In Hand



Discard
Unbearable Deluge, Dark Skies Loose a Stinging Rain
Innate Powers
3
1
9
2
2
1
2
2
3
Turn Summary
4
1
1
2 Notes
Growth 1: Add 2 Presence Range 2 + Gain 2 Water + Discard 2 cards. Now pivot to top track — place both from top to uncover Water and Plant elements. Discard 2 cards you don't need this cycle. Play Unbearable Deluge (cost 0) and Foundations Sink into Mud (cost 1) to start dealing damage to buildings. Elements: water×4+ (2 growth + track water + plant + cards), earth. With 4+ water, that's 2 uses of Pour Down Power — repeat Foundations to hit multiple lands with building damage. Rain and Mud tier 1 should be reliably active now.
Growth (Pick One)
Gain 2 Water +
Gain 1 Energy Presence Tracks
2
2
1 Cards (2 played of 2 plays)
Played




In Hand






Innate Powers
3
1
9
2
2
1
2
2
3
Turn Summary
4
2
1
1
1 Notes
Growth 0: Reclaim All + Gain Power Card + Move Presence 2. Reclaim everything and take another minor (or a major if your board position is stable). Move presence to create more Wetland sacred sites for Drench the Landscape. From here, the opening is established — continue alternating G1 (double place from top track for energy and elements) with G0 (reclaim + power card). Prioritize reaching 5 water for Rain and Mud tier 2 and Water Nourishes tier 1. Your increasing water count makes Pour Down Power more powerful each turn.