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Sun-Bright Whirlwind

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 from taurunti’s notes + BGG thread 2907137. No Rei / latentoctopus / Phantaskippy.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 3 · Control 5 · Fear 1 · Defense 1 · Utility 3
Primary ElementsAir (all tiers) · Sun (scaling) · Minor Moon/Earth
Special RulesA Stiff Wind at Their Backs (Growth-placement Pushes 1 Explorer/Dahan)
AspectsNone
HoSIYes
Wiki Guidestaurunti Standard + BGG 2907137

Spirit Overview — Framing

Sun-Bright Whirlwind is an Explorer-control and tempo-utility spirit — the ur-anti-Explore build. A Stiff Wind at Their Backs pushes 1 Explorer/Dahan from any land where you add presence during Growth — a free board-wipe each turn.

Wiki-printed playstyle note:

Explorer-control specialist. Weakness: struggles vs. Towns/Cities.

Teaching role: placement-as-attack; “prevent the Build” timing.

Starting Setup

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

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Add Presence (R1) + +4 EnergyEnergy spike
G3Gain 1 Power Card + Add Presence (R4)Card + far-reach spread

Presence Tracks

  • Energy: energy1 → energy2 → sun → energy3 → energy4air → energy6
  • CP: card1 → card2 → card3 → airX → card4 → card5sun

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: A Stiff Wind at Their Backs

After you Add Presence during Growth, Push up to 1 Explorer/Dahan from that land.

Free Push per Growth-placement. The Wiki literally warns players to announce this (fires in Spirit Phase, not as a Fast power).

Innate: Violent Windstorms

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
11 Sun Sun + 2 Air AirPush up to 1 Explorer.
22 Sun Sun + 3 Air Air1 Fear. Push up to 2 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).

L3 is the payoff — cascades into T2 pushes for damage.

Unique Cards (all 4, Wiki-verified names)

  • Tempest of Leaves and Branches
  • Scatter to the Winds
  • Exaltation of the Incandescent Sky
  • Gift of the Sunlit Air (shared HoSI unique) — ally Fast-conversion utility.

Key Strategic Principles

  1. Air at 2× the rate of Sun. Cheapest Air-element Minor beats situationally-better non-Air Minors.
  2. Stiff Wind fires in Spirit Phase, not as Fast power. Announce to table.
  3. Underplay T3/T4 — plan Energy forward for T5 power spike.
  4. T5 is the big turn — need 2 Sun + 3 Air in card-plays to reach L3 innate.
  5. Don’t try to solo kill Towns/Cities — Whirlwind is an Explorer specialist.

Possible Openings

Shared starting state

  • 3 Presence (1 Sands + 2 Mountain).
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — taurunti Standard 🟨

T1 · Growth: G3 bot + cheapest Air Minor → Gift of Sunlit Air target.

  • Every Growth-add also Pushes.

T2 · Growth: G2 bot. T2 · Play: Drop Gift of Wind + Scatter to the Winds + Tempest.

T3 · Growth: Reclaim. T3 · Play: Underplay — save plays for T5.

T4 · Growth: G3 bot + Minor. T4 · Play: 2 additional cards.

T5 · Growth: G3 if enough energy (tier-4 goal: 4 Damage in target land); G2 for max plays. T5 · Play: Big turn. 2 Sun + 3 Air in card-plays → tier-3 innate.

T6+ · Growth: Reclaim + adapt.

Opening Decision

  • Default Opening A — consistent T5 power spike.

Card Priority Ratings

Top 10 Minor Draft Picks (Air > Sun)

#CardWhy
1Call to Migrate0-cost Air + Animal
2Drift Down to Rest0-cost Air + Sun + Plant
3Strange Tales of the SkyAir + Moon
4Travel UnsuspectedAir + Water
5Bats Scout for RaidsAir + Moon + Animal
6Entrancing ApparitionsMoon + Air
7Gift of ConstancySun + Plant + Animal
8Song of Sanctity0-cost Sun + Plant
9Unrelenting Growth0-cost Sun + Plant
10Elemental Boon0-cost four-element flex

Top 5 Major Draft Picks

#CardWhy
1Wrap in Wings of SunlightSun + Air
2Sky Stretches to ShoreSun + Moon + Air
3Terrifying NightmaresMoon + Air
4Instruments of Their Own RuinFire + Air + Animal
5Trees Radiate Ancient SanctitySun + multi-land Defend

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Explore-heavy — Whirlwind shines
Russia★★★☆☆Explore-heavy
Sweden★★☆☆☆Coast-heavy — fewer inland Explores to push
France-Plantation★★★☆☆Coast-heavy
Others★★★☆☆[VERIFY]

Board / Map Configuration

Boards with connected Sands/Mountain clusters. G excellent, H workable.

Common Mistakes

Named mistakes

  1. Using Stiff Wind as a Fast Push power. Fires in Spirit Phase; new players mis-time it.
  2. Over-spending T3/T4 instead of underplaying toward T5. Plan energy forward.
  3. Drafting Sun-heavy cards ignoring Air. Air is the scarce resource.
  4. Trying to solo kill Towns/Cities. Partner with a heavy-hitter.

Synergy Partners (Multiplayer)

  • Volcano — Whirlwind Push-into-land + Volcano damage ticks.
  • Ocean’s Hungry Grasp — Push Explorers into coastline for drowning.
  • Lightning — shared Air, speeds up Slow innate.
  • Any Major-reliant spirit — Gift of Sunlit Air / Wind-Sped Steps ally amps.
  • Avoid pairing with another Explorer-killer — redundant.

Source Notes