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Stone’s Unyielding Defiance

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 2 · Fear 1 · Defense 5 · Utility 2
Primary ElementsEarth, Plant (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Most of its special rules and innates require being where the Invaders are - particularly in the worst, most-overrun lands, so it can mitigate incoming Blight and (eventually) destroy the Invaders with their own Ravages. Does best with the patience to build up a position over time, and the temperance to hold some Energy in reserve so it can take advantage of Hold the Island Fast With a Bulwark of Will.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in the lowest-numbered Mountain without Dahan; 1 in an adjacent land that has Blight (if possible) or is Sands (if not).

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain2earth, third=Stone
G2first=addpresence2, second=energy3
G3first=gain1p, second=addpresence1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy2, energy3, card+1stone, energy4, card+1stone, energy6, card+1stone
  • Card-play track: card1, earthX, earthX, earthreclaimX, earthanyX, card2earth

Core Mechanics & Special Rules

Special Rule

BESTOW THE ENDURANCE OF BEDROCK When Blight is added to one of your lands, unless the Blight then outnumbers your Presence, it does not cascade or destroy Presence (yours or others’). DEEP LAYERS EXPOSED TO THE SURFACE The first time you uncover each of your “+1 Card Play” Presence spaces, gain a Minor Power. (They’re marked with [[Image:Minorsymbol.png|15px]] as a reminder.)

Innate: HOLD THE ISLAND FAST WITH A BULWARK OF WILL

  • Speed: fast · Range: None · Target: you
LevelThresholdsEffect
12 Earth EarthWhen Blight is added to one of your lands, you may pay 2 Energy per Blight to take it from the box instead of the Blight Card. (Handle any cascade separately.)
24 Earth EarthThe cost is 1 Energy instead of 2.
36 Earth Earth + 1 Plant PlantWhen an Event or Blight card directly destroys Presence (yours or others’), you may prevent any number of Presence from being destroyed by paying 1 Energy each. (“Directly” means “not by adding Blight”.)

Innate: LET THEM BREAK THEMSELVES AGAINST THE STONE

  • Speed: fast · Range: 0 · Target: any

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Stone’s Unyielding Defiance’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/stone-unyielding-defiance.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 6.0), Plant (wt 0.3)
  • Mid-game energy estimate (T3–T5 avg): 5.0E
  • Power summary: Offense 4 · Control 2 · Fear 1 · Defense 5 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements earth → 6.0
2Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements earth → 6.0
3Carapaced Land0FastEarth, Plant, AnimalIf targeting a land with Beasts, this Power has +1 Range. Defend 3.elements earth+plant → 6.3
4Drift Down into Slumber0FastAir, Earth, PlantDefend 1. If target land is a Jungle or Sands, instead Defend 4.elements earth+plant → 6.3
5Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth → 6.0
6Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth → 6.0
7Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+plant → 6.3
8Entrap the Forces of Corruption1FastEarth, Plant, AnimalGather up to 1 Blight Blight. Isolate target land. When Blight is added to target land, it doesn…elements earth+plant → 6.3
9Nature’s Resilience1FastEarth, Plant, AnimalDefend 6.elements earth+plant → 6.3
10Encompassing Ward1FastSun, Water, EarthTarget Spirit provides Defend 2 in each of its lands.elements earth → 6.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements earth+plant → 6.3
2Walls of Rock and Thorn4FastSun, Earth, Plant2 Damage. Defend 8. Add 1 Wilds. Isolate target land.elements earth+plant → 6.3
3Bloodwrack Plague4FastWater, Earth, AnimalAdd 2 Disease. For each Disease in target land, Defend 1 in target and all adjacent lands.elements earth → 6.0
4Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth → 6.0
5Bargains of Power and Protection2FastSun, Water, Earth, AnimalRemove 1 of your Presence on the island from the game, setting it on the Reminder Card. F…elements earth → 6.0

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Stone’s Unyielding Defiance in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Scour the Landadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/stone-unyielding-defiance.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board: 1 in the lowest-numbered Mountain without Dahan; 1 in an adjacent land that has Blight (if possible) or is Sands (if not).
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card1): 2 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain2earth ((spirit-specific: gain2earth — consult spirit panel)); Stone ((spirit-specific: Stone — consult spirit panel))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2)); energy3 ((+3 Energy this turn — growth effect, not track reveal))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy2 · energy3 · card+1stone · energy4 · card+1stone · energy6 · card+1stone — income as slots reveal: 2 → 3 → card+1stone → 4 → card+1stone → 6 → card+1stone

Card-play track

card1 · earthX · earthX · earthreclaimX · earthanyX · card2earth — CP as slots reveal: 1 → earthX → earthX → earthreclaimX → earthanyX → 2

Innate Powers

  • HOLD THE ISLAND FAST WITH A BULWARK OF WILL (Speed: Fast · Range: ? · Target: you)
    • L1 — 2 Earth Earth: When Blight is added to one of your lands, you may pay 2 Energy per Blight to take it from the box instead of the Blight Card. (Handle any cascade separately.)
    • L2 — 4 Earth Earth: The cost is 1 Energy instead of 2.
    • L3 — 6 Earth Earth + 1 Plant Plant: When an Event or Blight card directly destroys Presence (yours or others’), you may prevent any number of Presence from being destroyed by paying 1 Energy each. (“Directly” means “not by adding Blight”.)
  • LET THEM BREAK THEMSELVES AGAINST THE STONE (Speed: Fast · Range: 0 · Target: any)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Earth Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Stone’s Unyielding Defiance’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Stone’s Unyielding Defiance’s profile (Fear 1, Offense 4, Control 2, Defense 5, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Stone’s Unyielding Defiance: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Stone’s Unyielding Defiance: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Stone’s Unyielding Defiance: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.