Lightning's Swift Strike

Lightning's Swift Strike

Antistone's Opening by Antistone

A 3-turn opening for Lightning's Swift Strike that establishes a second sacred site early, triggers Thundering Destruction on turn 2, and reclaims on turn 3 to maintain pressure.

Turn:

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card + Gain 1 Energy Gain 1 Energy
2
Add Presence at Range 2 2 Range Add Presence at Range 2 + Add Presence at Range 0 0 Range Add Presence at Range 0
3
Add Presence at Range 1 1 Range Add Presence at Range 1 + Gain 3 Energy Gain 3 Energy

Presence Tracks

Energy
1 Energy
1 Energy
1 Energy
2 Energy
2 Energy
2 Energy
3 Energy
3 Energy
4 Energy
4 Energy
4 Energy
4 Energy
5 Energy
5 Energy
Cards
2 Card Plays
2 Card Plays
3 Card Plays
3 Card Plays
4 Card Plays
4 Card Plays
5 Card Plays
5 Card Plays
6 Card Plays
6 Card Plays
Energy/turn: 2 Card Plays: 2 Reclaim-1: No

Cards (1 played of 2 plays)

Played

2
slow Shatter Homesteads
fireair

In Hand

0
slow Harbingers of the Lightning
fireair
1
fast Lightning's Boon
fireair
3
slow Raging Storm
fireairwater
2
slow Smite the Land with Fulmination
sunfireair

Innate Powers

slow THUNDERING DESTRUCTION Range 1
3 fire 2 air
Destroy 1 Town. need 2 fire, 1 air
4 fire 3 air
You may instead destroy 1 City. need 3 fire, 2 air
5 fire 4 air 1 water
Also, Destroy 1 Town / City. need 4 fire, 3 air, 1 water
5 fire 5 air 2 water
Also, Destroy 1 Town / City. need 4 fire, 4 air, 2 water

Turn Summary

0
Energy Pool
2
Energy/Turn
2
Card Plays
fire 1 air 1
Total Elements

Notes

Growth: Pick option 1 (place 2 presence). Place both from energy track to increase energy generation and establish a second sacred site for range. Play only Shatter Homesteads (destroy a town, 1 fear). Save other cards to trigger innate next turn. Use Swiftness of Lightning special rule to make it fast if destroying a starting town creates lands out of exploration range.