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Reclaim Economy

Reclaim is the quietest Growth option in Spirit Island and the one most often discussed by its community-canonical terms — reclaim cycle, reclaim loop, cumulative energy. When you internalize Reclaim as an economy rather than a button you press when you run out of cards, whole spirit archetypes open up.

This chapter codifies that economy.

The rule

Reclaim (Growth option on most spirits): retrieve all your played Power Cards back into your hand.

That’s the whole rule text. The strategic depth is in when you Reclaim — which determines how often each Unique can fire across a game.

Key terms (community notation)

From latentoctopus’s canonical glossary, lifted into this book:

  • Reclaim cycle: the turns between one Reclaim (inclusive) and the next Reclaim (exclusive). A 4-turn reclaim cycle means you Reclaim on T1, play cards T1–T4, Reclaim again T5.
  • Reclaim loop: a reclaim cycle of length 1 — you Reclaim every turn. Lightning and Grinning Trickster can sustain this; most spirits cannot.
  • Cumulative Energy (CE): total energy you’ve gained via Growth across the game. Track this — it’s the denominator for every Reclaim-amortization calculation.

Why Reclaim is an economy, not a button

Each card you play is “spent” — it lives in your discard until Reclaim brings it back. So the number of times you can fire a given Unique over a game is bounded by:

Plays per game = (total turns) ÷ (reclaim cycle length) × (CP available those turns, capped at hand size)

Working example — Shadows on an 8-turn game:

Reclaim cyclePlays of Concealing Shadows
4 turns (reclaim T1, T5)2 full Reclaims × 4 CP ≈ 6–7 plays (capped by CP each turn)
2 turns (reclaim T1, T3, T5, T7)4 Reclaims × 2 CP each ≈ 8 plays, but you gave up a Growth slot 3 extra times
1 turn (loop)8 plays, but every turn burned on Reclaim Growth

The faster you Reclaim, the more times each card fires — but the fewer Growth slots you have for energy, presence placement, and new card gains. Reclaim cycle is a resource allocation, not a convenience.

The four reclaim archetypes

Spirits cluster by how they approach Reclaim economy:

1. Reclaim-loopers

Every turn is Reclaim + 1 CP (or 2 CP if the spirit has a Growth branch that stacks Reclaim with other gains). The Uniques fire every single turn.

Spirits: Lightning’s Swift Strike (classic — 1-CP plays, all Fast, fires every turn), Grinning Trickster (loop opening variant), Shadows on specific openings.

Draft consequence: Majors that you play once per loop cycle are devastating. Powerstorm’s “Repeat a card you played this turn” with a 1-turn loop means every turn Powerstorm doubles another card. Minors are underdrafted — you don’t need volume when each card fires 6–8 times.

2. Short-cycle reclaim (2–3 turns)

Reclaim every 2nd or 3rd turn. The dominant pattern for moderate-complexity spirits.

Spirits: Downpour Drenches the World (opening 1), many Shroud openings, Keeper variants.

Draft consequence: Minors that add elements matter, because you play them multiple times per cycle. Majors are viable but you need ≥2 cycles left to amortize them (see Forget Economy in Major vs. Minor).

3. Long-cycle reclaim (4+ turns)

Reclaim once or twice in the entire game. You’re playing a slow, card-accumulation strategy — the Reclaim happens only after the hand is fully depleted.

Spirits: Vital Strength of the Earth, Stone’s Unyielding Defiance, most heavy-Major shoppers.

Draft consequence: Each card played matters a lot — maybe it fires twice the whole game. Forget cost is enormous (you’ll rarely re-play a forgotten Unique). Majors here need to be game-closing; a Major played once and never again is exactly the “just take the shiny” trap the Major vs. Minor chapter warns against.

4. No-reclaim (or reclaim-irrelevant)

Some spirits rarely Reclaim because their card economy is structured elsewhere. Shifting Memory of Ages can re-gain Forgotten cards (a Reclaim analogue); Fractured Days can replay other spirits’ cards; Serpent has its own card-slot math around being Dormant.

Draft consequence: the Reclaim cycle math doesn’t apply — use the spirit’s specific card-economy chapter.

When to Reclaim

The decision usually reduces to three questions, answered in order:

  1. Am I about to be handlocked? If you’ve played 3 of 4 cards and the one in hand doesn’t match next turn’s needs, Reclaim now rather than wasting a turn drawing air.
  2. Does the Growth slot have a better alternative this turn? Energy gains, presence placement, and card gains all compete with Reclaim. If the board state or adversary cliff demands one of the others, Reclaim later.
  3. Am I at the end of my reclaim cycle anyway? If your cycle is 4 turns and you’re on turn 4, Reclaim and get on with it. Don’t squeeze an extra turn out of a cycle that’s already paid.

The +1 rule

You should almost never Reclaim with more than 1 card still in hand. If you have 2 cards in hand and you Reclaim, you paid a Growth slot to “refresh” a hand that wasn’t empty — a ~50% Reclaim inefficiency on that cycle. Exceptions: the Growth branch bundles Reclaim with another gain that was worth taking on its own; you’re setting up a specific card-combination next turn.

Reclaim + Repeat stacking

Spirits with native Repeat access (Lightning’s Powerstorm, Gift of Strength in hand, Keeper’s Innate) see Reclaim’s effective card count multiply. A Lightning loop with Powerstorm means:

  • Reclaim (every turn) → 2 CP → Powerstorm + one target → target plays twice.

That’s effectively 3 card-firings per turn from a 2-CP slot. No spirit without this combination can match that per-turn throughput.

Draft consequence for loopers: Repeat-target cards are premium picks. A cheap Minor that enables Powerstorm’s Repeat is worth more than an expensive unique-effect Minor — because the Repeat doubles whatever you put on the other slot.

Common mistakes

Three patterns

  1. Reclaiming on autopilot when the Growth menu had a better option. Energy gains compound over the rest of the game; a Reclaim you didn’t need wastes the whole slot.
  2. Extending the cycle too long to “save” Growth slots. If your hand is empty and you skip Reclaim because you’re banking Growth slots for later, you wasted a turn on one card play. That lost play compounds worse than the Growth slot you saved.
  3. Ignoring the cycle when drafting. Drafting 3 Minors on a 4-turn-cycle spirit is fine — they each fire 2× per game. Drafting 3 Minors on a long-cycle spirit is bloated; you’ll only play each 1× and the slot pressure eats into your Uniques.

Further reading