Ember-Eyed Behemoth
Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.
Strategic framing paraphrased from latentoctopus Behemoth Openings 1–2. No Rei guide. No BGG-canonical opener thread.
| Field | Value |
|---|---|
| Expansion | Nature Incarnate |
| Complexity | Moderate |
| Play Difficulty | [VERIFY physical spirit panel] |
| Growth type | “one” — pick one growth per turn (bundled) |
| Power summary (1–5) | Offense 5 · Control 1 · Fear 1 · Defense 1 · Utility 2 |
| Primary Elements | Fire (everything — Special Rule + innate all tiers) · Earth (Smash L1/L2/L3/L4) · Plant (L2/L3/L4) |
| Special Rules | The Behemoth Rises (Incarna push/move) + Unrelenting Strides (use Behemoth Rises twice on non-innate turns) |
| Aspects | None |
| Rei’s Guide | Not covered |
| latentoctopus | Opening 1 + Opening 2 |
Spirit Overview — Framing
Behemoth is a Fire-locked Incarna spirit — one of four Nature Incarnate spirits that field a named physical piece (the Behemoth) that walks the island delivering damage on the Smash, Stomp, and Flatten innate. Everything keys off Fire + Earth thresholds, and the Empowerment mechanic (G4, max once per game) is the central power spike.
Wiki-printed playstyle note:
Aggro Incarna spirit — flexible placement, Fire-scaling damage, Incarna movement via sacred-site teleport. High offense, low defense.
Identity capture (jyonker13, BGG):
Perhaps the most flexible and challenging Aggro Spirit the game has to offer.
The Fire-lock: Behemoth’s opening lives or dies on hitting 2 Fire + 1 Earth by end of T1 to unlock Smash L1 (2 Damage). Without a Fire Minor drafted or a Fire-Unique played, the innate lies dormant and Behemoth falls a turn behind.
Complexity signal: Moderate — 4 Uniques, 1 innate with 4 tiers, 2 Special Rules. But the Incarna-movement planning adds decision-load: every sacred site is a Behemoth-teleport target, so sacred-site placement is a damage-targeting decision.
Starting Setup
Put 2 Presence and {Behemoth, Unempowered side up} in the highest-numbered Wetland on your starting board that is adjacent to any Jungle. You start with your 4 Unique Power Cards.
Behemoth the incarna piece sits on that starting Wetland. Empowerment happens later via G4.
Growth Options (growthtype: “one” — pick one per turn)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Gain 1 Power Card | Hand depleted; mid-game Reclaim cycle |
| G2 | Add Presence (R3 Jungle-presence path) + Add Presence (Range 0) | Spread reach to Jungle-accessible lands |
| G3 | Gain 1 Power Card + Add Presence (Range 1) + +3 Energy + discard-fire-power | Default opening — biggest energy jump + card draw (cost: discard Fire card) |
| G4 | MAX 1/GAME — Reclaim-all-Fire + Empower Behemoth + Move Behemoth | The single biggest power spike in Behemoth’s arc |
G4 is the transformational turn. Empowers Behemoth (unlocks the “you may Repeat Smash once each turn” clause) + reclaims all Fire cards + moves Behemoth to any sacred site.
G3’s “discard-fire-power” cost: you must discard one Fire-element Power card from hand to take the +3E. Plan Fire-card selection T1–T2 around this constraint.
Presence Tracks
- Energy track (7 slots):
energy0 → energy1 → energy2fire → energy3 → earth → energy4plant → energy5fire- 0E → 1E → 2E + Fire marker → 3E → +Earth marker → 4E + Plant marker → 5E + Fire marker
- Card-play track (6 slots):
card1 → card2 → card2 → card3 → fireX → card4- 1 CP → 2 CP → 2 CP → 3 CP → Fire scaling → 4 CP
Starting income: 0 Energy, 1 Card Play.
Core Mechanics & Special Rules
Special Rule: The Behemoth Rises
You have an Incarna (Behemoth). Once per turn, during the Spirit, Fast, or Slow phase, you may either:
- Push Behemoth; or
- Add or Move Behemoth to any of your Sacred Sites on the island.
Free sacred-site teleport per turn. Every sacred site is a valid Smash target as long as you can move Behemoth there.
Special Rule: Unrelenting Strides
On any turn that you don’t use Innate Powers, you may use The Behemoth Rises an additional time.
On innate-idle turns, double the Incarna movement. Useful for T1–T2 pre-positioning before the Fire-element threshold is online.
Innate: Smash, Stomp, and Flatten
- Speed: Slow · Range: — · Target: Behemoth (the incarna land)
Text: If Behemoth is Empowered, you may Repeat this Power once each turn.
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | 2 Damage. |
| 2 | 3 | 1 Damage. Push 1 Dahan. |
| 3 | 4 | 1 Fear. 1 Damage. |
| 4 | 5 | 2 Damage. 2 Damage to Dahan. |
Cumulative: L1+L2+L3+L4 = 2+1+1+2 = 6 Damage + 1 Fear + Push Dahan + 2 Dahan damage. Empowered Repeat = 12 Damage per round of play. The Repeat clause makes G4 the single biggest turn of a Behemoth game.
Unique Cards (all 4, Wiki-verified)
Blazing Intimidation
- 2 Energy · Fast · Range 1 · Any Land · Fire, Plant, Animal
- 1 Fear. Push up to 2 Invaders.
Fast push + Fear; Fire + Plant for innate thresholds. Repositioning tool before Smash cycles.
Surging Lahar
- 2 Energy · Slow · Range 1 from your Sacred Site · Any Land · Fire, Water, Earth
- Add 1 Badlands. 1 Damage to each Invader per Badlands in target land.
Badlands-adder + Badlands-scaling damage. 1 Badlands → 1 damage per Invader; 2 Badlands → 2 damage per Invader. Pairs with Behemoth’s Smash-scaling pattern.
Exaltation of Grasping Roots
- 0 Energy · Slow · No Range · Any Spirit · Moon, Fire, Earth, Plant
- Target Spirit gains 1 Power Card. Forget a Power Card. If it’s a Major Power, target Spirit may pay 2 Energy instead of Forgetting a Power Card.
Ally-gift; 0E Slow. Self-target gives +1 card gain (useful on card-light turns). Elements cover Earth + Plant for innate.
Terrifying Rampage
- 1 Energy · Fast · Range 1 · Any Land · Moon, Fire, Earth
- Push 1 Explorer/Town. 1 Fear per Presence of yours adjacent to target land.
Presence-scaled Fear. Fire + Earth for innate thresholds. Note: “useless T1 — no triggers and no Energy” (latentoctopus warning).
Key Strategic Principles
- Fire > Earth > Plant in draft priority. Every Smash tier needs Fire first.
- Don’t play Terrifying Rampage T1. Useless without adjacent presence.
- G4 is the power spike. Plan the Empowerment turn on T3–T4 — that’s the spike moment.
- Behemoth teleports to sacred sites. Sacred-site placement = Smash target selection.
- Bottom track first. Skip top-track Energy — 3 CP is the goal.
- Keep Fire+Plant cards in hand T2 for next-turn L2 threshold.
- Hold Major in hand on non-Fire turns for the right Fire-innate-unlock turn.
Possible Openings
Shared starting state
- 2 Presence + Behemoth (Unempowered) on starting Wetland adjacent to Jungle.
- 4 Uniques in hand: Blazing Intimidation (2E Fast, Fire/Plant/Animal), Surging Lahar (2E Slow, Fire/Water/Earth), Exaltation of Grasping Roots (0E Slow, Moon/Fire/Earth/Plant), Terrifying Rampage (1E Fast, Moon/Fire/Earth).
- Starting income: 0 Energy, 1 Card Play.
Opening A — Standard (Early Badlands + Innate lock-on) 🟨 (default)
From latentoctopus Opening 1.
T1 · Growth: G3 bottom — Gain 1 Minor (Fire/Earth priority) + Presence (R1) + +3E (discard a Fire card as cost).
- Income: 3E from G3.
T1 · Play (3E, 1 CP — but 4 plays avail from track): unlock Smash L1 via 2 Fire + 1 Earth.
- Preferred: Surging Lahar + Exaltation of Grasping Roots (if a valid Lahar target exists). Covers Fire+Earth+Moon+Plant.
- Alternative: Blazing Intimidation + Exaltation of Grasping Roots. Covers Fire+Earth+Plant.
- Pause-point: Terrifying Rampage is useless T1; don’t pick.
T2 · Growth: G2 top — Add Presence (R3 Jungle-presence) + R0. T2 · Play: 2 cards — may unlock Innate L2 (3 Fire + 1 Earth + 1 Plant) depending on drafts.
T3 · Growth: G4 — Reclaim-all-Fire + Empower Behemoth + Move Behemoth.
- This is the transformational turn. Every Fire card returns to hand; Behemoth becomes Empowered (Smash now Repeats).
T3 · Play (income + G4-reclaimed hand): Play 2 cards. Smash fires once + Repeats once = 4 Damage baseline.
T4 · Growth: G2 bottom — reach 3 CP for future turns.
- Even without a Fire-element card this turn, prioritize 3 CP.
T4 end state (audit):
- Behemoth Empowered; Smash firing twice per turn.
- 3 CP baseline.
- Fire + Plant cards staged in hand for L2+ thresholds.
Confidence: 🟨 latentoctopus primary.
Opening B — Early Major 🟥
From Opening 2.
T1 · Growth: G2 top — Add Presence; start 2E / 4 cards / 4 plays. T1 · Play: Surging Lahar (unlocks Innate via Fire+Earth).
T2 · Growth: G3 bottom (discard/gain Minor or Major). T2 · Play: 2 cards. “If the Major does not have Fire element, keep it in hand and play the other two cards to unlock your Innate level 2.”
T3 · Branch:
- Fire-Major route: G4, Empower Behemoth, play 2.
- Non-Fire-Major route: G3 top, gain Major from discard, play both Majors.
T4 · Branch:
- Fire route: G3 top.
- Non-Fire route: G4 Empower.
The Fire-element check on the drafted Major is the central pivot.
Opening Decision
- Default Opening A — reliable across most matchups.
- Opening B when the Major draft lands with Fire or Moon elements; riskier.
Card Priority Ratings
Uniques — Behemoth-specific ranking
- Surging Lahar — Badlands engine + Fire/Earth threshold.
- Exaltation of Grasping Roots — 0E flex + ally-gift + four primary elements.
- Blazing Intimidation — Fast push; Fire/Plant.
- Terrifying Rampage — situational; presence-scaled Fear.
Top 10 Minor Draft Picks (Fire > Earth > Plant)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Pyroclastic Friction | 1 | Fast | Fire, Earth | Fire + Earth double-prime |
| 2 | Call of the Dahan Ways | 1 | Slow | Moon, Earth | Earth-feeder |
| 3 | Call to Migrate | 0 | Fast | Air, Animal | 0-cost flex |
| 4 | Rain of Blood | 1 | Slow | Moon, Fire, Water | Fire-feeder |
| 5 | Quicken the Earth’s Struggles | 0 | Slow | Earth, Plant, Animal | 0-cost Earth + Plant |
| 6 | Visions of Fiery Doom | 1 | Slow | Moon, Fire | Fire + Moon |
| 7 | Unrelenting Growth | 0 | Slow | Sun, Plant | 0-cost Plant |
| 8 | Drift Down to Rest | 0 | Slow | Sun, Air, Plant | 0-cost Plant |
| 9 | Sap Their Strength | 1 | Fast | Moon, Earth, Plant | Earth + Plant |
| 10 | Gift of Constancy | 0 | Fast | Sun, Plant, Animal | 0-cost Plant |
Top 5 Major Draft Picks
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Pyroclastic Flow | 6 | Slow | Fire, Earth | Fire-Earth multi-land |
| 2 | Volcanic Eruption | 8 | Slow | Moon, Fire, Earth | Late-game closer |
| 3 | Tigers Hunting | 3 | Fast | Fire, Animal | Cheap Fire |
| 4 | Infinite Vitality | 4 | Fast | Fire, Water, Plant | Fire + Plant |
| 5 | Pillar of Living Flame | 4 | Fast | Sun, Fire, Air | Fire-element flex |
Cards to Avoid
| Card | Reason |
|---|---|
| Non-Fire 2-cost Minors | Can’t amortize through G3 discard-Fire |
| Defense-only Powers | Behemoth kit is aggro-only |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Brandenburg-Prussia | A | ★★★★☆ | Direct damage fits Prussia ravages |
| Sweden | A | ★★★☆☆ | Build-spam can outpace Behemoth clears |
| France-Plantation | A | ★★★☆☆ | [VERIFY] |
| Russia | A | ★★★☆☆ | [VERIFY] |
| Scotland | A | ★★★☆☆ | [VERIFY] |
| England | B | ★★☆☆☆ | Damage-resistant; Major route only |
| Habsburg Mining | A | ★★★☆☆ | [VERIFY] |
| Habsburg Livestock | A | ★★☆☆☆ | [VERIFY] |
Board / Map Configuration
[VERIFY — latentoctopus no per-board ratings]. Heuristic: boards with Mountains/Sands adjacent to Wetlands reward Lahar’s Badlands scaling. Board E/F have good terrain mix.
Game-Phase Strategy
Early (T1–3)
- T1: Surging Lahar / Blazing Intimidation to unlock Smash L1.
- T2: stack Fire + Plant cards in hand for L2.
- T3: G4 Empowerment — the power spike.
Mid (T4–6)
- Empowered Smash firing twice per turn.
- 3 CP baseline.
- Major integration (Opening B variant).
Late (T7+)
- Smash L2/L3/L4 cycle (6+ damage per round).
- Volcanic/Pyroclastic Major for board-wide closes.
Synergy Partners (Multiplayer)
- Badlands/Blight-tolerant partners — Wildfire, Volcano.
- Defense partners — cover Behemoth’s ravage lands.
- Fire-element donors — Lightning, Wildfire (via repeat of Fire Minors).
Common Mistakes
- Playing Terrifying Rampage T1. Useless without triggers and no Energy.
- Dropping a non-Fire Major T2 instead of holding it to unlock Innate L2 via starting Uniques.
- Skipping Incarna empowerment on T3. The G4 option IS the build curve.
- Top-track chase. 3 CP is the real priority.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G3 bottom + Surging Lahar/Exaltation; Smash L1 live |
| 2 | G2 top + 2 cards; L2 reachable with Plant draft |
| 3 | G4 — Empower Behemoth; Smash Repeat active |
| 4 | G2 bottom → 3 CP; Empowered Smash firing twice per turn |
| 5–7 | Smash L2/L3 cycle; Major integration (if Opening B) |
| 8+ | Smash L4 + Major board-wide closes |
Source Notes
- Mechanics:
data/references/wiki/ember-eyed-behemoth.json(Wiki-parsed 2026-04-23). - Openings: latentoctopus Opening 1 + Opening 2.
- Note: No Rei guide; no BGG-canonical opener thread. Strategic framing thin compared to older spirits.