Serpent Slumbering Beneath the Island/jyonker13's Opening
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Overview & General Strategy
Before starting out, a quick note that Serpent opens a little differently in multiplayer vs true solo. In solo, Serpent's various gift powers can be used to augment its existing card plays, meaning that it can trigger Serpent Rouses in Anger every turn. With two or more Spirits, 3 of Serpent’s 4 powers MUST target another Spirit. This means Serpent will have at least one turn of playing only one card, and thus at least one turn of no innate usage (barring a few shenanigans which will be discussed later). Your initial turn can thus vary wildly from “incredible” to “basically nothing” depending on the first power selected. More on this later.
In a general sense, being effective as a multiplayer Serpent hinges on predictive management of your own Presence cap, and a working knowledge of the Reclaim cycles of the other Spirits at your table.
The Presence cap is largely irrelevant in solo, but with 2 or more other Spirits it can be an issue; other Spirits might accelerate the waking process with cards or lent-out elements, and it can be difficult to find a comfortable turn to Absorb Essence again after your first Reclaim. Judicious sacrifice of Presence via Ravage is very often necessary in the midgame before using Serpent Wakes in Power, so be looking ahead a turn or two if you pick up some cards with the right elements. Nothing feels worse than only half waking up because you’re maxed out on board.
On the subject of looking ahead, Serpent needs to make note of when its allies are gaining power cards and when each Spirit will likely choose to Reclaim All. Serpent’s Gifts offer a disruption of the traditional Reclaim cycle for several Spirits. Some can wait one turn further to Reclaim their cards if Primordial Deeps gifts them a Minor (like Bringer), and others can use Flowing Power to dump Starters into the discard sooner for more effective Reclaims in the early/mid game (Vital or Lighting).
For example, you can give Shadows a card Turn 1 with Primordial Deeps, go for Absorb/Aegis turn 2 and then give an extra card play with Flowing Power on turn 3, so Shadows can play 2 + 2 + 3 cards before Reclaiming All (assuming it chooses Growth 2 twice like it normally wants to). Or, if Serpent doesn’t need to Aegis Turn 2, Serpent can play its random Minor Turn 1 into both Gifts Turn 2, allowing Shadows to play 2 + 4 cards and then Reclaim All on Turn 3. The second example is somewhat extreme, but the point is your Gifts can actually accomplish a lot more than is initially obvious. The early fun of Serpent is concocting better turns for your allies, so with all that pedantry in mind, here is my general outline for playing the sleepy boi:
-Turn 1-
Growth
+1 Energy, gain Minor Power, place a presence (from bottom)
Cards
Gift of Flowing Power (+1 Energy and an extra card play/1 Fire and 1 Water)
OR
Gift of Primordial Deeps (Gain Minor Power, play it or 1 Moon and 1 Earth)
In general, Serpent wants to rush 2 card plays, as this will be your maximum for most of the game and allow more consistent innate access. Taking a Minor with Plant can be tempting, but unless that card has Earth and Water as well, it's unlikely to help you use the second level of your first innate anytime soon (biggest mistake you can make is attempting to wake up too fast at the expense of the board state). Moon/Fire with Earth will be more consistently useful.
Try to place your first presence in a land that touches several lands of the same type, preferably the land that is Building this turn. At this point, you should consider which other Spirits can be bolstered the furthest by an extra play or access to elements. As a general rule of thumb, slower Spirits appreciate the extra play, while faster ones will enjoy access to a greater array of possible Minors.
Noteworthy First Turn Presence Assists:
Bringer: Use Gift of Primordial Deeps on Bringer; Bringer can either play the extra Minor it grants if it has a Moon, or else just take the Moon/Earth option. Either way, this will enable Bringer to use Predatory Nightmares and Dreams of the Dahan to hit the max level of both innates, generating 3 fear and granting Serpent an element. Choose Earth, and you’ll be able to use the second part of Serpent Rouses on turn one, pushing 1 Town and generating 2 Fear.
Vital Strength: Targeting Vital Strength with Gift of Flowing Power enables them to take an extra card play. They can choose Growth 3 and play both Rituals of Destruction and Draw of the Fruitful Earth, also hitting the first level of the innate Gift of Strength to Repeat a power. This will allow for double dipping with Draw, Flowing Power, or another cheap starter at the table (Gift of Proliferation, anyone?).
Wildfire: Targeting Wildfire with Gift of Flowing Power (also for the extra play) enables them to take Growth 3 and play both Flash Fires and Asphyxiating Smoke, destroying an Explorer fast and a Town slow, possibly moving some Dahan into a land that Serpent will defend next turn. The subsequent turn, Wildfire can destroy a City with its Placement/innate, and use Threatening Flames to push out the Town.
Lightning: Gift of Flowing Power grants Lightning a Fire, allowing it to choose Growth 2 and place both presence from Energy. Lightning plays Harbingers and Shatter Homesteads, hitting the first level of its innate, Thundering Destruction. The follow up turn, it can take Growth 3 (adding presence from bottom) and play its remaining 2 cards, gaining a Fire when Serpent uses Absorb Essence and allowing Rouses in Anger to be used fast. Lightning can then reclaim with 3 plays and 2 energy/turn.
There are an absurd number of viable options; make note of the other Spirits’ opening Growth choices and get creative!
-Turn 2-
Growth
+1 Energy, gain Minor Power, place a presence (from bottom)
Cards
Absorb Essence (add 1 presence to Deep Slumber track, gain 3 Energy and grant owner of presence 1 Energy and any element)
Elemental Aegis (Defend 2 in land and all adjacent lands, +1 Defend for each presence Absorbed)
Continue digging for useful cards. Add your presence somewhere with at least one Town, or somewhere touching several of the lands about to Ravage if you couldn’t last turn. Play Absorb + Aegis, which will net you +3 Energy and allow you to crush or push a town with Serpent Rouses (very rarely both, some setup could make it feasible) and grant someone an element they might need for an innate/Event.
-Turn 3-
Growth
+4 Energy, place a presence (from top)
Cards
TBD
Play your remaining Gift and the Minor you like less (fewer relevant Elements, middling ability, etc). Consider spreading your presence further across the board for better Major targeting next turn. The extra Energy this turn can also be used to pay for expensive Events that your group would rather avoid.
-Turn 4-
Growth
+1 Energy, gain a Major Power, place a presence (from top)
Cards
TBD
You’ve uncovered your “Any” element and should have a decent chunk of change: shoot for a mid-costed Major and forget the Minor in your discard. Place your presence to meet any targeting requirements. Play the other Minor + your new Major, then Reclaim All next turn.
Reference: boardgamegeek.com/thread/2282835/openings-serpent-slumbering-beneath-island