Put 3 on your starting board: 2 in the highest-numbered Mountain, 1 in the highest-numbered Jungle.
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
Vital Strength of the Earth Official FAQ Entries
Defend 3 in every land where you have .
SUMMARY OF POWERS
A spirit of great and unhurried power. The life that earth yields up to roots, the ground supporting the life that lives upon it. The patience of seasons and of stone.
It is not usually a direct benefactor of the Dahan - rather than giving blessings it prefers to work in concert with them, lending power to joint undertakings.
Currently it is trying to rouse itself to fight against the Invaders, but this swift and direct action runs somewhat counter to its nature.
Vital Strength of the Earth is a spirit of the support and sustenance that growing life gains from the ground below. It finds animals (including humans) quite interesting, but they fall outside of its bailiwick. While it is not a Spirit born of sunlight, its cycle of life is ultimately nourished by the sun, and the sun's constancy and power align well with its nature.
Some things we see:
What do its Unique Powers look like?
Overall: Early in the game, Vital Strength of the Earth can completely handle whatever problem it focuses on, but only has the Energy and Card Plays to focus on one thing at a time. Rituals of Destruction is a big offensive hammer, and is also key in triggering Gift of Strength easily, but needs a little more Dahan movement than Vital Strength starts with, so will require either drafting Dahan-moving cards or coordinating with other Spirits, with the latter often preferable due to Vital Strength's constrained Card Plays. By late game, it will have most or all of its Presence out, and can gain 8-10 Energy/turn: enough for excellent defense with its starting Power Cards, or for an incredible beatdown if it's picked up some offense-oriented Major Powers.
Vital Strength of the Earth/Antistone's Opening
Vital Strength of the Earth/Phantaskippy's Guide
Vital Strength of the Earth/ThommyMann's Guide
After you gain a Major Power, gain a Minor Power.
In lands with your , it takes 8 additional Damage to add to the land. (So, usually, 10 Damage will add . This does not protect at all; Damage to them is unaffected.)
There are no rulings at this time.