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Sun-Bright Whirlwind

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 5 · Fear 1 · Defense 1 · Utility 3
Primary ElementsSun, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Incredibly good at handling Explorer, clearing newly-Explored lands of Invaders so they don’t Build there. Not nearly so good at dealing with Town/City. Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 Presence per turn, so there won’t be time to do it all.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence1, second=energy4
G3first=gain1p, second=addpresence4

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, sun, energy3, energy4air, energy6
  • Card-play track: card1, card2, card3, airX, card4, card5sun

Core Mechanics & Special Rules

Special Rule

A STIFF WIND AT THEIR BACKS After you Add Presence during Growth, Push up to 1 Explorer Explorer/Dahan from that land. (Let other players know this is due to your Special Rule, so they know you’re still in the Spirit Phase and not using a Fast power.)

Innate: VIOLENT WINDSTORMS

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
11 Sun Sun + 2 Air AirPush up to 1 Explorer Explorer.
22 Sun Sun + 3 Air Air1 Fear Fear. Push up to 2 Explorer Explorer/Town.
32 Sun Sun + 4 Air AirFor each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.
43 Sun Sun + 5 Air Air4 Damage (in target land).

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 Sun-Bright Whirlwind’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/sun-bright-whirlwind.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 6.3), Sun (wt 3.6)
  • Mid-game energy estimate (T3–T5 avg): 4.33E
  • Power summary: Offense 3 · Control 5 · Fear 1 · Defense 1 · Utility 3

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 air+sun → 9.9
2Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+sun → 9.9
3Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+sun → 9.9
4Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+sun → 9.9
5Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+sun → 9.9
6Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+sun → 9.9
7Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+sun → 9.9
8Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+sun → 9.9
9Reaching Grasp0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.elements air+sun → 9.9
10Spur on with Words of Fire1FastSun, Fire, AirIf you target a Spirit other than yourself, they gain +1 Energy. Target Spirit may immedi…elements air+sun → 9.9

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 air+sun → 9.9
2Voice of Command3FastSun, Air1 Damage per Dahan/Explorer, to Towns/Cities only. Defend 2. During Ravage Actions, Explo…elements air+sun → 9.9
3Irresistible Call6FastSun, Air, PlantGather 5 Towns Town, 5 Dahan Dahan, 5 Beasts, and 15 Explorers Explorer.elements air+sun → 9.9
4Wrap in Wings of Sunlight3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…elements air+sun → 9.9
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+sun → 9.9

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Sun-Bright Whirlwind 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)
Gift of Living EnergyMinor0FastSun, Fire, PlantTarget Spirit gains 1 Energy. If you have at least 2 Sacred Sites, target Spirit gains 1 …
Elemental BoonMinor1FastTarget Spirit gains 3 different Elements of their choice. If you target another Spirit, y…
Reaching GraspMinor0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.
PowerstormMajor3FastSun, Fire, AirTarget Spirit gains 3 Energy. Once this turn, target Spirit may Repeat a Power Card by pa…
Enticing SplendorMinor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.
Wrap in Wings of SunlightMajor3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…
Call to IsolationMinor0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Tsunamidestroys 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/sun-bright-whirlwind.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 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.
  • 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)); energy4 (+4 Energy this turn (growth effect))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence4 (Place 1 Presence from a track (Range 4))

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 · sun · energy3 · energy4air · energy6 — income as slots reveal: 1 → 2 → sun → 3 → 4 → 6

Card-play track

card1 · card2 · card3 · airX · card4 · card5sun — CP as slots reveal: 1 → 2 → 3 → airX → 4 → 5

Innate Powers

  • VIOLENT WINDSTORMS (Speed: Slow · Range: 1 · Target: any)
    • L1 — 1 Sun Sun + 2 Air Air: Push up to 1 Explorer Explorer.
    • L2 — 2 Sun Sun + 3 Air Air: 1 Fear Fear. Push up to 2 Explorer Explorer/Town.
    • L3 — 2 Sun Sun + 4 Air Air: For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.
    • L4 — 3 Sun Sun + 5 Air Air: 4 Damage (in target land).

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 Sun-Bright Whirlwind’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 Sun-Bright Whirlwind’s profile (Fear 1, Offense 3, Control 5, Defense 1, Utility 3).

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 Sun-Bright Whirlwind: 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 Sun-Bright Whirlwind: 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 Sun-Bright Whirlwind: 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 Sun-Bright Whirlwind: 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.