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Fathomless Mud of the Swamp

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 3 · Control 2 · Fear 3 · Defense 3 · Utility 2
Primary ElementsWater, Moon, Earth, Plant (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Likes having Sacred Site where Invaders will Build, but may need to re-create those Sacred Site after oozing outwards with its Innate Power. In smaller games, might be able to cut off the most Inland lands from Explore actions by Destroying Inland Town/City and stopping new ones from being built. Causes a fair bit of Fear, much of which represents unpleasantness, hardship, and disgust.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board, in the lowest-numbered Wetland. You start with your 4 Unique Powers and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=addpresence1, second=addpresence1
G3first=gain1p, second=addpresence2, third=energy2

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: energy1, plant, energy2, energy3, water, energy4, energy5
  • Card-play track: card1, card2, earthX, card3, moonX, card4

Core Mechanics & Special Rules

Special Rule

OFFER NO FIRM FOUNDATIONS At your Sacred Site, Build actions add Explorer instead of Town/City.

Innate: SPREADING AND DREADFUL MIRE

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: invaders
LevelThresholdsEffect
11 Water WaterMove 1 Presence from the origin Sacred Site to target land. (This is required.)
21 Moon Moon + 2 Water Water + 1 Earth Earth1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
32 Moon Moon + 3 Water Water + 2 Earth Earth1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
43 Moon Moon + 4 Water Water + 3 Earth Earth + 2 Plant Plant2 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 Fathomless Mud of the Swamp’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/fathomless-mud-of-the-swamp.json for full scoring + reasons.

  • Primary elements (innate-weighted): Water (wt 4.2), Moon (wt 2.1), Earth (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 3 · Control 2 · Fear 3 · Defense 3 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+plant+water → 9.0
2Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements earth+moon+water → 8.4
3Pull Beneath the Hungry Earth1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…elements earth+moon+water → 8.4
4Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon+water → 8.4
5Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements moon+plant+water → 6.9
6The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+plant+water → 6.9
7Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements moon+water → 6.3
8Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements moon+water → 6.3
9Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements earth+water → 6.3
10Renewing Rain1SlowWater, Earth, PlantIf target land is a Jungle or Sands, Remove 1 Blight Blight.elements earth+plant+water → 6.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth+moon+water → 8.4
2Dream of the Untouched Land6FastMoon, Water, Earth, Plant, AnimalRemove up to 3 Blight Blight and up to 3 Health worth of Invaders.elements earth+moon+plant+water → 9.0
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 earth+moon+plant+water → 9.0
4Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements earth+moon+water → 8.4
5Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements earth+moon+water → 8.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Fathomless Mud of the Swamp 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)
Steam VentsMinor1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.
Entrancing ApparitionsMinor1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.
Uncanny MeltingMinor1SlowSun, Moon, WaterIf Invaders are present, 1 Fear Fear. If target land is a Sands or Wetland, Remove 1 Blight Blight.
Cleansing FloodsMajor5SlowSun, Water4 Damage. Remove 1 Blight Blight.
Pull Beneath the Hungry EarthMinor1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…
The Land Thrashes in Furious PainMajor4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).
Gift of PowerMinor0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.

Cards to Avoid (anti-synergy flagged)

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

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/fathomless-mud-of-the-swamp.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, in the lowest-numbered Wetland. You start with your 4 Unique Powers and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 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: addpresence1 (Place 1 Presence from a track (Range 1)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2)); energy2 ((track slot showing 2 Energy))

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

energy1 · plant · energy2 · energy3 · water · energy4 · energy5 — income as slots reveal: 1 → plant → 2 → 3 → water → 4 → 5

Card-play track

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

Innate Powers

  • SPREADING AND DREADFUL MIRE (Speed: Slow · Range: 1 · Target: invaders)
    • L1 — 1 Water Water: Move 1 Presence from the origin Sacred Site to target land. (This is required.)
    • L2 — 1 Moon Moon + 2 Water Water + 1 Earth Earth: 1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
    • L3 — 2 Moon Moon + 3 Water Water + 2 Earth Earth: 1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
    • L4 — 3 Moon Moon + 4 Water Water + 3 Earth Earth + 2 Plant Plant: 2 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 Fathomless Mud of the Swamp’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 Fathomless Mud of the Swamp’s profile (Fear 3, Offense 3, Control 2, Defense 3, 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 Fathomless Mud of the Swamp: 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 Fathomless Mud of the Swamp: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Fathomless Mud of the Swamp: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Fathomless Mud of the Swamp: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Fathomless Mud of the Swamp: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

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 Fathomless Mud of the Swamp: 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.