Mother Hydra Edit
How to Awaken Mother Hydra (Cost 4):
1) Your controlled Gate is in an Area with your Great Old One.
2) Pay 4 Power, and place Mother Hydra in the Area containing the Gate.
Combat: 6 minus the number of enemy units in the Area (minimum 1).
The Agony Sting: (Action: Cost 1) Choose any Ocean Area. All enemy Cultists in that Area must be moved into Adjacent Land Areas by their owners (your Cultists are immune). In a dispute over who moves first, you decide.
Spellbook Requirement Edit
Choose one: EITHER control no Great Old Ones in Ocean Areas OR enemy factions control no Great Old Ones in Ocean Areas
The Zygote (Action: Cost 1)
Take all Acolyte Cultists in your Pool and place them on the map in any Areas in which you have a Unit.
Any: Neutral Spellbook Combo w/ The Mao Ceremony - Sacrafice every cultist for 6 power, and get them all back with Mother Hydra for 1. Make sure you go first, otherwise your gates will be open for capture until your turn comes around.
Black Goat: Use Zygote to replace cultists from awakening Shub, Spellbook Requirements, and Blood Sacrifice. Use Agony Sting to harass various ocean gates on the cheap.
Great Cthulhu: Have extra cultists? Absorb every last one for +3 dice each, then summon them all back for 1 power with Mother Hydra's Zygote. Devolve all the cultists hanging out in R'leh to combat intruders, then summon all the cultists back when the coast is clear. NS: Undimensioned - Maximize the Devolve / Absorb combos with Undimensioned to make sure your units are in the right places at the right times.
Opener of the Way: Opener can make great use of Zygote to replace upgraded units.
Sleeper: Save your power using Lethargy, then empty ocean areas you wish to capture. Burrow will let you cheaply move your forces into position.
Tcho-Tcho: You have the unique ability (aside from Sleeper) to have a lot of power after everyone else is out when you sacrifice your High Priests. Use this power to empty gates with The Agony Sting and move your own units in to capture.