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River Surges in Sunlight

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
ExpansionBase Game
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 5 · Fear 1 · Defense 1 · Utility 4
Primary ElementsSun, Water, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

While capable of some direct offense, River Surges in Sunlight is best at flooding out Explorers and Towns, displacing them from lands where they might Build or Ravage. The ability to get free Sacred Sites makes a wide range of Powers more useful.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in the highest-numbered Wetlands.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence1, second=addpresence1
G3first=gain1p, second=addpresence2

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, energy2, energy2, energy3, energy4, energy4, energy5
  • Card-play track: card1, card2, card2, card3, reclaim1, card4, card5

Core Mechanics & Special Rules

Special Rule

RIVER’S DOMAIN Your Presence in Wetlands counts as Sacred Site.

Innate: MASSIVE FLOODING

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
11 Sun Sun + 2 Water WaterPush 1 Explorer Explorer / Town.
22 Sun Sun + 3 Water WaterInstead, 2 Damage. Push up to 3 Explorer Explorer / Town.
33 Sun Sun + 4 Water Water + 1 Earth EarthInstead, 2 Damage to each Invader.

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 River Surges in Sunlight’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/river-surges-in-sunlight.json for full scoring + reasons.

  • Primary elements (innate-weighted): Water (wt 4.8), Sun (wt 3.0), Earth (wt 0.3)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 4 · Control 5 · Fear 1 · Defense 1 · Utility 4

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements sun+water → 7.8
2Strong and Constant Currents0FastSun, Water, EarthPush 1 Explorer Explorer/Town to an adjacent Coastal land. OR Move up to 2 Dahan Dahan between targe…elements earth+sun+water → 8.1
3Like Calls to Like1SlowSun, Water, PlantIf target land has Explorer, Gather up to 1 Explorer Explorer. Do likewise for Town, Dahan, Blight…elements sun+water → 7.8
4Song of Sanctity1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.elements sun+water → 7.8
5Sunset’s Fire Flows Across the Land1SlowSun, Moon, Fire, Water1 Fear Fear. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land.elements sun+water → 7.8
6Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements sun+water → 7.8
7Elusive Ambushes1FastSun, Fire, Water1 Damage. OR Defend 4.elements sun+water → 7.8
8Reaching Grasp0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.elements sun+water → 7.8
9Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements sun+water → 7.8
10Uncanny Melting1SlowSun, Moon, WaterIf Invaders are present, 1 Fear Fear. If target land is a Sands or Wetland, Remove 1 Blight Blight.elements sun+water → 7.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sweep into the Sea4SlowSun, Air, WaterPush all Explorers and Towns one land towards the nearest Ocean. OR If target land is…elements sun+water → 7.8
2Inspire the Release of Stolen Lands4SlowSun, Water, Plant, AnimalGather up to 3 Dahan Dahan. Remove up to 3 Health worth of Invaders per Dahan.elements sun+water → 7.8
3Accelerated Rot4SlowSun, Water, Plant2 Fear Fear. 4 Damage.elements sun+water → 7.8
4Cleansing Floods5SlowSun, Water4 Damage. Remove 1 Blight Blight.elements sun+water → 7.8
5Unrelenting Growth4SlowSun, Fire, Water, PlantTarget Spirit adds 2 Presence and 1 Wilds to a land at Range 1 of their Presence.elements sun+water → 7.8

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with River Surges in Sunlight 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)
Uncanny MeltingMinor1SlowSun, Moon, WaterIf Invaders are present, 1 Fear Fear. If target land is a Sands or Wetland, Remove 1 Blight Blight.
Nature's Resilience(fetch error: Wiki API error for ‘Nature's_Resilience’: {‘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.’})
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…
Accelerated RotMajor4SlowSun, Water, Plant2 Fear Fear. 4 Damage.
Song of SanctityMinor1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.
TsunamiMajor6SlowWater, Earth2 Fear Fear. 8 Damage. Destroy 2 Dahan Dahan.
Encompassing WardMinor1FastSun, Water, EarthTarget Spirit provides Defend 2 in each of its lands.

Cards to Avoid (anti-synergy flagged)

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

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/river-surges-in-sunlight.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 the highest-numbered Wetlands.
  • 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); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • 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))

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

Card-play track

card1 · card2 · card2 · card3 · reclaim1 · card4 · card5 — CP as slots reveal: 1 → 2 → 2 → 3 → reclaim1 → 4 → 5

Innate Powers

  • MASSIVE FLOODING (Speed: Slow · Range: 1 · Target: any)
    • L1 — 1 Sun Sun + 2 Water Water: Push 1 Explorer Explorer / Town.
    • L2 — 2 Sun Sun + 3 Water Water: Instead, 2 Damage. Push up to 3 Explorer Explorer / Town.
    • L3 — 3 Sun Sun + 4 Water Water + 1 Earth Earth: Instead, 2 Damage to each Invader.

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 River Surges in Sunlight’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 River Surges in Sunlight’s profile (Fear 1, Offense 4, Control 5, Defense 1, Utility 4).

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 River Surges in Sunlight: 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 River Surges in Sunlight: Front-load coastal defense or disruption before T3’s first Ravage.

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 River Surges in Sunlight: 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 River Surges in Sunlight: 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.