Rituals of the Destroying Flame
THIS SCENARIO IS NOTABLY EASIER
- for Spirits that generate lots of Energy (e.g., Keeper of the Forbidden Wilds).
THIS SCENARIO IS NOTABLY HARDER
- for Spirits that rely heavily on Damage/Destruction to keep Invaders in check. (e.g., Lightning's Swift Strike, Sharp Fangs Behind the Leaves).
Invader Immunity Whenever anything would Damage or Destroy Invaders, ignore that Damage/Destruction unless either:
For non-Spirit effects (Events, counterattacks, etc) any Spirit may pay the Energy. 2 Energy covers a single counterattack, a single land affected by a main//token Event, or a single land affected by a Fear Card.
Any Invaders left in an illegal state because they were not destroyed (e.g., from Ocean's Hungry Grasp's "Drowning") are moved to the closest land they can legally be in.
Invaders are similarly immune to any effects which would happen instead of Damage/Destruction (e.g., Bringer of Dreams and Nightmares' "To Dream a Thousand Deaths")
Ritual of the Destroying Flame: Each turn, after all Growth is done, one or more Spirits may perform the Ritual of the Destroying Flame. Each Spirit performing the Ritual Forgets a Power card that grants and chooses a land where they have .
Get out the Scenario Markers; these are used as Flame Markers, marking lands where the Ritual of the Destroying Flame has been performed.
Any strategy tips. (Wiki Text Acceptable).