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Devouring Teeth Lurk Underfoot

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
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 2 · Fear 2 · Defense 1 · Utility 1
Primary ElementsFire, Animal, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Likes being in the same lands as Invaders, so it can use Range 0 offensive and defensive Powers. The first of its Innate Power can give some mobility, if needed. Has a poor Plays track and potent but expensive Unique Powers, so can be better at handling fewer large threats than lots of little ones.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board, in land #5. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=gain1p, second=addpresence1
G3first=addpresence2, second=energy3

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, fire, energy3, energy4, animal, energy6, energy7
  • Card-play track: card1, card2, animalX, fireX, card3, earthX, card4

Core Mechanics & Special Rules

Special Rule

TERRITORIAL AGGRESSION Your Damage-Dealing Powers do +1 Damage. (This adds +1 Damage total for the Power, even if the Power Damages multiple Invaders or “each Invader”. It can boost Minor/Major Power Cards, too, not just your Uniques + Innate.)

Innate: DEATH APPROACHES FROM BENEATH THE SURFACE

  • Speed: slow · Range: 1 · Target: invaders
LevelThresholdsEffect
11 Fire Fire + 1 Animal AnimalIf you don’t have Presence in target land, Gather 1 of your Presence. (This is required.)
22 Fire Fire + 1 Earth Earth + 2 Animal Animal1 Damage. (+1 for your “Territorial Aggression” Special Rule)
33 Fire Fire + 1 Earth Earth + 3 Animal Animal2 Damage.
44 Fire Fire + 2 Earth Earth + 5 Animal Animal2 Fear Fear. 4 Damage.

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 Devouring Teeth Lurk Underfoot’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/devouring-teeth-lurk-underfoot.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 4.5), Fire (wt 4.2), Earth (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 5.67E
  • Power summary: Offense 5 · Control 2 · Fear 2 · Defense 1 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements animal+earth+fire → 10.2
2Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements animal+earth+fire → 10.2
3Savage Mawbeasts0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.elements animal+fire → 8.7
4Territorial Strife0SlowSun, Fire, Animal3 Damage to Explorers/Towns. OR Add 1 Strife.elements animal+fire → 8.7
5Call to Bloodshed1SlowSun, Fire, Animal1 Damage per Dahan. OR Gather up to 3 Dahan Dahan.elements animal+fire → 8.7
6Prowling Panthers1SlowMoon, Fire, Animal1 Fear Fear. Add 1 Beasts. OR If target land has Beasts, Destroy 1 Explorer Explorer/Town.elements animal+fire → 8.7
7Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.elements animal+fire → 8.7
8Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+fire → 8.7
9Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements animal+fire → 8.7
10Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements animal+fire → 8.7

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements animal+earth+fire → 10.2
2Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements animal+earth+fire → 10.2
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements animal+earth+fire → 10.2
4Angry Bears3SlowSun, Fire, Animal2 Fear Fear. 2 Damage. If no Beasts are present, add 1 Beasts. Otherwise, +2 Damage, and Push …elements animal+fire → 8.7
5The Wounded Wild Turns on its Assailants4SlowFire, Plant, AnimalAdd 2 Badlands. Gather up to 2 Beasts. 1 Damage per Blight/Beasts/Wilds.elements animal+fire → 8.7

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Devouring Teeth Lurk Underfoot 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.

CardTypeCostSpeedElementsEffect (truncated)
Devouring AntsMinor1SlowSun, Earth, Animal1 Fear Fear. 1 Damage. Destroy 1 Dahan Dahan. If target land is a Jungle or Sands, +1 Damage.
Gnawing RootbitersMinor0SlowEarth, AnimalPush up to 2 Towns Town.
Quicken the Earth's Struggles(fetch error: Wiki API error for ‘Quicken_the_Earth's_Struggles’: {‘code’: ‘missingtitle’, ‘info’: “The page you specified doesn’t exist.”, ‘docref’: ‘See https://spiritislandwiki.com/api.php for API usage. Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes.’})
Pillar of Living FlameMajor5SlowFire3 Fear Fear. 5 Damage. If target land is a Jungle or Wetland, add 1 Blight Blight.
Rouse the Trees and StonesMinor1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.
Poisoned LandMajor3SlowEarth, Plant, Animal1 Fear Fear. 7 Damage. Add 1 Blight Blight. Destroy all Dahan.
Savage MawbeastsMinor0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Renewing Boondestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Pillar of Living Flameadds Blight
Insatiable Hunger of the Swarmadds Blight
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Tsunamidestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
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/devouring-teeth-lurk-underfoot.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 1 Presence on your starting board, in land #5. You start with your 4 Unique Power Cards and 0 Energy.
  • 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); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: addpresence2 (Place 1 Presence from a track (Range 2)); energy3 ((+3 Energy this turn — growth effect, not track reveal))

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 · fire · energy3 · energy4 · animal · energy6 · energy7 — income as slots reveal: 2 → fire → 3 → 4 → animal → 6 → 7

Card-play track

card1 · card2 · animalX · fireX · card3 · earthX · card4 — CP as slots reveal: 1 → 2 → animalX → fireX → 3 → earthX → 4

Innate Powers

  • DEATH APPROACHES FROM BENEATH THE SURFACE (Speed: Slow · Range: 1 · Target: invaders)
    • L1 — 1 Fire Fire + 1 Animal Animal: If you don’t have Presence in target land, Gather 1 of your Presence. (This is required.)
    • L2 — 2 Fire Fire + 1 Earth Earth + 2 Animal Animal: 1 Damage. (+1 for your “Territorial Aggression” Special Rule)
    • L3 — 3 Fire Fire + 1 Earth Earth + 3 Animal Animal: 2 Damage.
    • L4 — 4 Fire Fire + 2 Earth Earth + 5 Animal Animal: 2 Fear Fear. 4 Damage.

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)

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 Devouring Teeth Lurk Underfoot’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 Devouring Teeth Lurk Underfoot’s profile (Fear 2, Offense 5, Control 2, Defense 1, Utility 1).

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 Devouring Teeth Lurk Underfoot: 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 Devouring Teeth Lurk Underfoot: 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 Devouring Teeth Lurk Underfoot: 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.