Vital Strength of the Earth
lowSetup
Play Style
Powerful but slow: has potent Power Cards and an excellent Energy income, but starts wtih only one card play per turn, and Growth is limited to adding one Presence per turn.Also slow to change: learning new Powers carries slightly more cost than reclaiming played Power Cards
Power Summary
Unique Power Cards
Suggested Cards
Strategy
General Strategy
Some things we see:- Growth: Every single Growth option adds exactly one Presence. Vital Strength can't blast out Presence quickly, but it does so steadily and inexorably.
- Growth: It has a strong Reclaim option, and a weak Gain Power option. Vital Strength does much better than other Spirits with frequent reclaims, possibly using the same Powers multiple turns in a row without sacrificing expansion. (Earth and Sun are both elements of constancy.)
- Presence tracks: It has amazing Energy gain, but very low Card Plays. It can take all game to reach 4 Plays, which Lightning's Swift Strike could achieve on Turn 1 if it wanted to.
- Innate Power: Gift of Strength - This is basically "double a Power Card's effects", phrased as "Repeat a Power on the same target" to avoid a zillion ambiguities about what's meant by "double". This seems pretty awesome, but it looks hard to trigger: it requires 3 different elements, and even the base level will take a bare minimum of 2 Power Cards to trigger, so it's not going to be a factor in the very early game. The higher levels let it affect more costly Power Cards, which sounds great, but perhaps hard to accomplish.
- Special Rule: Earth's Vitality - Wherever Vital Strength has a Sacred Site (more than one Presence), it Defends against the Invaders. "Defend 3" reduces total Invader damage by 3, which will completely negate the damage done by a Town (2 damage) + Explorer (1 damage), a fairly common situation. In addition to the benefits of preventing Blight (avoiding Presence loss, not losing the game), this can help set up Dahan counterattacks to take down smaller Invader groups.
What do its Unique Powers look like? General patterns:
- Holy moly, those are expensive! Three of the four cost 3 or more Energy to play. Vital Strength is going to need that good Energy gain, and couldn't play two of its Unique Powers on Turn 1 even if it had two Plays.
- But with that expense comes a lot of raw power; those costly cards are much more potent than most starting hands. Vital Strength can shut down the Invaders hard - though it'll have a bit of a tendency to overkill, spending lots of energy to achieve more than is really necessary.
- Only one of the cards (Rituals of Destruction) has Sun + Plant + Earth. Triggering the Gift of Strength innate with only 2 Power Cards will require that Rituals of Destruction be one of them.
- There's not a lot of Fear generation - none, outside of Rituals of Destruction.
- A Year of Perfect Stillness completely shuts the Invaders down in one land - no Ravaging, Building, or Exploring! Of course, the Invaders rarely focus on the same terrain twice in a row, so you'll usually only prevent one Invader Action; its breadth is more about flexibility. It can stop a new City being built, or prevent an overrun land from Ravaging - particularly valuable if the land's already Blighted. (Though because it prevents the Ravage altogether, it also precludes Dahan counterattacks.)
- Draw of the Fruitful Earth entices Explorers and Dahan. Gathering Explorers out of lands where they're about to Build is very effective, though since this Power is slow that use will always be a bit speculative. It's also this Spirit's one method of moving Dahan, which is important for Rituals of Destruction (below).
- Guard the Healing Land both Defends against the Invaders and removes Blight. As often as not, you'll only need one effect or the other in a given land, but when both are useful, it can turn a pending catastrophe into something completely harmless. It can only be used near a Sacred Site. However, Defends stack, so if you use this on a land with your Sacred Site, it'll reduce Invader damage by a total of 7!
- Rituals of Destruction is a very strong offensive power, but can only target a land with Dahan. (Vital Strength of the Earth provides the magic and the raw power for the Ritual, but needs the Dahan to execute its other pieces: making patterns upon the land to help channel the Ritual's energies, bringing special ritual materials or items for it to focus upon, and calling lesser spirits to aid.)