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A Spread of Rampant Green

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Phantaskippy’s Wiki Guide (canonical) + BGG openings thread 1965751.

At a Glance

FieldValue
ExpansionBase Game
ComplexityModerate
Play Difficulty2 [VERIFY physical spirit panel]
Growth type“many” — pick multiple growth options per turn
Power summary (1–5)Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4
Primary ElementsPlant (both innates all tiers) · Moon (Creepers) · Water (All-Enveloping)
Special RulesChoke the Land with Green (destroy presence to prevent Ravage/Build) + Steady Regeneration (destroyed Presence returns via Growth)
Aspects (JE)Tangles · Regrowth [VERIFY]
Rei’s GuideNot covered
latentoctopusNot listed
Phantaskippy’s GuideWiki page

Spirit Overview — Framing

Green is the multi-tasker — built to affect 3+ lands every turn rather than clear one. Phantaskippy:

You can frequently deal with 3 or more lands every turn… when that is done well, Green is one of the most effective spirits at contributing to a victory.

Wiki-printed playstyle note:

Multi-land support via Choke the Land with Green (sacrifice presence to cancel a Ravage or Build at a sacred site) + element-greedy innates.

Identity in one line: blight control + multi-land juggling, not direct clearing.

Complexity signal: Moderate. Per-turn decision load is high (which land to choke, which Ravages to eat, which Minors to draft) but mechanics are clean.

Starting Setup

Put 2 Presence on your starting board: 1 in the highest-numbered Wetland, and 1 in the Jungle without any Dahan. (If there is more than 1 such Jungle, you may choose.)

Growth Options (growthtype: “many” — pick multiple per turn)

GrowthEffectsBest when
G1Spread (Green-specific bundle — place presence + other effects)Early-game spread
G2Reclaim + Gain 1 Power CardReclaim cycle turn
G3Add Presence (Range 1) + Old-slot +1 Card PlaySpread + play-track advance
G4Gain 1 Power Card + +3 EnergyEnergy spike + card

Presence Tracks

  • Energy track (7 slots): energy0 → energy1 → plant → energy2 → energy2 → plant → energy3
  • Card-play track (6 slots): card1 → card1 → card2 → card2 → card3 → card4

Starting income: 0 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Choke the Land with Green

Whenever Invaders would Ravage or Build in a land with your Sacred Site, you may prevent it by destroying one of your Presence in that land.

The signature rule: sacrifice 1 Presence → cancel 1 Ravage or Build at a sacred site.

Special Rule: Steady Regeneration

When adding Presence to the board via Growth, you may optionally use your destroyed Presence. If the island is Healthy, do so freely. If the island is Blighted, do so at an Energy cost.

Destroyed Presence recoverable at Growth. Green’s Choke economy only works because of this loop.

Innate: Creepers Tear Into Mortar

  • Speed: Slow · Range: 0 · Target: Any
LevelThresholdsEffect
11 Moon Moon + 2 Plant Plant1 Damage to 1 Town / City.
22 Moon Moon + 3 Plant PlantRepeat this Power.
33 Moon Moon + 4 Plant PlantRepeat this Power again.

Innate: All-Enveloping Green

  • Speed: Fast · Range: 1 · Target: Any
LevelThresholdsEffect
11 Water Water + 3 Plant PlantDefend 2.
22 Water Water + 4 Plant PlantInstead, Defend 4.
33 Water Water + 1 Earth Earth + 5 Plant PlantAlso, remove 1 Blight.

Unique Cards (all 4, Wiki-verified)

Fields Choked with Growth

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Water, Plant
  • Push 1 Town. OR Push 3 Dahan.

0-cost push. Dahan push sets up counterattacks.

Gift of Proliferation

  • 1 Energy · Fast · No Range · Another Spirit · Moon, Plant
  • Target Spirit adds 1 Presence up to 1 Range from their Presence.

Ally-presence gift. Accelerates slow-ramping partners — Keeper is canonical target.

Overgrow in a Night

  • 2 Energy · Fast · Range 1 · Any Land · Moon, Plant
  • Add 1 Presence. OR If target land has your Presence and Invaders, 3 Fear.

Fast presence-add — combined with Choke’s destroy-to-cancel, this is a cycle engine.

Stem the Flow of Fresh Water

  • 0 Energy · Slow · Range 1 from Sacred Site · Any Land · Water, Plant
  • 1 Damage to 1 Town/City. If target land is a Mountain or Sands, instead, 1 Damage to each Town/City.

0-cost Town-damage + Mountain/Sands AOE clause.

Key Strategic Principles

  1. Minor-first, elements-first. Phantaskippy priority:
    1. Gift of Power / Growth Through Sacrifice (0-cost, all elements)
    2. Moon+Water (both innates)
    3. Moon+Plant (Creepers)
    4. Water+Plant (All-Enveloping)
    5. Damage adders
    6. Explorer-destroyers (weakest gap)
  2. Multi-task, don’t clear. 3+ lands per turn is the win condition.
  3. Never Choke a land that needs other Powers. Phantaskippy: “Never use Choke the Land on a land that will require you to then use other powers to keep it from Blighting.”
  4. Clear tracks before placing destroyed Presence. Late-game flex only.
  5. Green + Lightning T1 combo is the canonical “devastating start.”

Possible Openings

Shared starting state

  • 2 Presence on starting Wetland + Jungle.
  • 4 Uniques in hand: Fields Choked with Growth (0E Slow, Sun/Water/Plant), Gift of Proliferation (1E Fast, Moon/Plant), Overgrow in a Night (2E Fast, Moon/Plant), Stem the Flow of Fresh Water (0E Slow, Water/Plant).
  • Starting income: 0 Energy, 1 Card Play.

Opening A — Phantaskippy’s canonical 🟨 (default)

T1 · Growth: G2 (top + bottom + Always).

  • Place 1 from top (uncover +1 Energy).
  • Place 1 from bottom (progress toward 2 plays sustained).
  • Plus “Always” presence.

T1 · Play (0E + G2 energy; 2 CP via track): Gift of Proliferation + Stem the Flow of Fresh Water.

  • Stem + Creepers L1 = destroy a Town.

T2 · Growth: G3 (+3 energy, +1 Minor, +1 Presence).

T2 · Play: Overgrow in a Night (place presence; uncover free Plant → All-Enveloping L1 Defend 2), then Fields Choked with Growth (push 1 Town or 3 Dahan).

  • Phantaskippy: “That’s 6 presence on the map before the invaders ravage.”
  • Choke a Ravage if geometry demands.

T2 variant: If T2 Minor has Plant+Moon+Water (Gift of Power, Elemental Boon, Growth through Sacrifice), play it instead of Fields to hit Creepers L2 — destroys a Town without combo.

T3 · Growth: G2 Reclaim All. Pick up everything for T4 re-deploy.

T4 target: 2 CP sustained, 6+ presence, comfortable with one Choke per round without panic. Major-power pivot via G4 (+3 Energy).

Opening Decision

  • Default Opening A — Phantaskippy canonical, works across matchups.
  • + Lightning T1 combo: Gift to Lightning + Stem; Lightning plays Lightning’s Boon on you + Shatter Homesteads. Both back-Towns destroyed T1.

Card Priority Ratings

Uniques — Green-specific ranking

  1. Gift of Proliferation — ally amplifier.
  2. Overgrow in a Night — Fast Presence-add = Choke-cycle engine.
  3. Stem the Flow of Fresh Water — 0-cost Town-damage.
  4. Fields Choked with Growth — 0-cost push.

Top 10 Minor Draft Picks (Moon+Plant, Water+Plant)

#CardCostSpeedElementsWhy
1Gift of Power1FastMoonPhantaskippy: “dream minor”
2Growth Through Sacrifice0SlowMoon, Fire, Plant“Dream minor”
3Elemental Boon0FastSun, Moon, Fire, AirFour-element 0-cost
4Drifting Into Stillness1SlowMoon, PlantMoon + Plant
5Strange Tales of the Sky1FastMoon, AirMoon-feeder
6Absorb Essence0FastWater0-cost Water
7Purify the Land0SlowMoon, Water, Plant0-cost triple-prime
8Sap Their Strength1FastMoon, Earth, PlantPlant + Moon
9Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Plant + Earth
10Unrelenting Growth0SlowSun, Plant0-cost Plant

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthPlant + multi-element
2Vigor of the Breaking Dawn4FastSun, PlantPlant + multi-land
3Insatiable Hunger of the Swarm3FastAnimal, PlantPlant + multi-land
4Dream of the Untouched Land4FastMoon, Sun, PlantMoon + Plant
5The Jungle Hungers6SlowMoon, PlantPlant late-game closer

Cards to Avoid

CardReason
Fire-heavy MinorsOff-axis
Pure-damage MajorsGreen clears via Creepers-Repeat
Presence-destroyersCompounds Choke losses

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★☆☆Build-pressure — Choke Builds, not Ravages
EnglandA★★★☆☆Town/City win-conditions limit juggling
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Green shines on maps where one “juggled” land can be safely let-go. Land 2 (coast) is Phantaskippy’s default juggle target.

Game-Phase Strategy

Early (T1–3)

  • G2 + G3 cadence. Overgrow + Stem + Fields.
  • Creepers L1 T1 via Stem.

Mid (T4–6)

  • 2 CP sustained; Creepers L2 (Repeat) reliable.
  • All-Enveloping L2 (2 Water + 4 Plant) Defend 4.

Late (T7+)

  • Creepers L3 (Repeat-again).
  • All-Enveloping L3 Defend + Blight-remove.

Synergy Partners (Multiplayer)

  • Lightning’s Swift Strike — Phantaskippy’s canonical T1 combo.
  • Keeper of the Forbidden Wilds — Gift of Proliferation accelerates Keeper’s slow ramp.
  • Shadows — push + damage combo.
  • Explorer-destroyers (Lightning, Sharp Fangs) — cover Green’s worst gap.

Common Mistakes

Phantaskippy named mistakes

  1. Using 2 powers on one land. Never Choke a land that needs other Powers to prevent Blight.
  2. Sacrificing a sacred site you needed for a Slow Power. Stack to 3 presence in trouble lands.
  3. Placing destroyed Presence while tracks still have Presence. “Never ever.” Clear tracks first.
  4. Trying to clear every land. Green juggles.
  5. Not spreading wide. 3 concentrated presence = 60% of real Green.

Tempo Profile

TurnTarget state
1G2 + Gift + Stem; Creepers L1 destroys a Town
2G3 + Overgrow + Fields; 6 presence + All-Enveloping L1
3G2 Reclaim All; redeploy
4+2 CP sustained; Creepers L2 Repeat; one Choke/round

Source Notes