Sun-Bright Whirlwind
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).
| Field | Value |
|---|---|
| Expansion | Horizons of Spirit Island |
| Complexity | Low |
| 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 Elements | Sun, 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)
| Growth | Effects |
|---|---|
| G1 | first=reclaim, second=gain1p, third=energy1 |
| G2 | first=addpresence1, second=energy4 |
| G3 | first=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 /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
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | Push up to 1 Explorer |
| 2 | 2 | 1 Fear |
| 3 | 2 | For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to. |
| 4 | 3 | 4 Damage (in target land). |
Unique Cards (all, Wiki-verified)
Card Priority Ratings
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)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Twilight Fog Brings Madness | 0 | Slow | Sun, Moon, Air, Water | Add 1 Strife. Push 1 Dahan | elements air+sun → 9.9 |
| 2 | Call to Guard | 0 | Fast | Sun, Air, Earth | Gather up to 1 Dahan | elements air+sun → 9.9 |
| 3 | Call to Isolation | 0 | Fast | Sun, Air, Animal | Push 1 Explorer | elements air+sun → 9.9 |
| 4 | Enticing Splendor | 0 | Fast | Sun, Air, Plant | Gather 1 Explorer | elements air+sun → 9.9 |
| 5 | Birds Cry Warning | 1 | Fast | Sun, Air, Animal | The next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push… | elements air+sun → 9.9 |
| 6 | Delusions of Danger | 1 | Fast | Sun, Moon, Air | Push 1 Explorer | elements air+sun → 9.9 |
| 7 | Purifying Flame | 1 | Slow | Sun, Fire, Air, Plant | 1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig… | elements air+sun → 9.9 |
| 8 | Portents of Disaster | 0 | Fast | Sun, Moon, Air | 2 Fear | elements air+sun → 9.9 |
| 9 | Reaching Grasp | 0 | Fast | Sun, Air, Water | Target Spirit gets +2 Range with all their Powers. | elements air+sun → 9.9 |
| 10 | Spur on with Words of Fire | 1 | Fast | Sun, Fire, Air | If 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)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Sweep into the Sea | 4 | Slow | Sun, Air, Water | Push all Explorers and Towns one land towards the nearest Ocean. OR If target land is… | elements air+sun → 9.9 |
| 2 | Voice of Command | 3 | Fast | Sun, Air | 1 Damage per Dahan/Explorer, to Towns/Cities only. Defend 2. During Ravage Actions, Explo… | elements air+sun → 9.9 |
| 3 | Irresistible Call | 6 | Fast | Sun, Air, Plant | Gather 5 Towns | elements air+sun → 9.9 |
| 4 | Wrap in Wings of Sunlight | 3 | Fast | Sun, Air, Animal | Move up to 5 Dahan | elements air+sun → 9.9 |
| 5 | Twisted Flowers Murmur Ultimatums | 5 | Slow | Sun, Moon, Air, Earth, Plant | 4 Fear | elements air+sun → 9.9 |
HoSI Beginner Deck Bundle — for reference only
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.
| Card | Type | Cost | Speed | Elements | Effect (truncated) |
|---|---|---|---|---|---|
| Gift of Living Energy | Minor | 0 | Fast | Sun, Fire, Plant | Target Spirit gains 1 Energy. If you have at least 2 Sacred Sites, target Spirit gains 1 … |
| Elemental Boon | Minor | 1 | Fast | Target Spirit gains 3 different Elements of their choice. If you target another Spirit, y… | |
| Reaching Grasp | Minor | 0 | Fast | Sun, Air, Water | Target Spirit gets +2 Range with all their Powers. |
| Powerstorm | Major | 3 | Fast | Sun, Fire, Air | Target Spirit gains 3 Energy. Once this turn, target Spirit may Repeat a Power Card by pa… |
| Enticing Splendor | Minor | 0 | Fast | Sun, Air, Plant | Gather 1 Explorer |
| Wrap in Wings of Sunlight | Major | 3 | Fast | Sun, Air, Animal | Move up to 5 Dahan |
| Call to Isolation | Minor | 0 | Fast | Sun, Air, Animal | Push 1 Explorer |
Cards to Avoid (anti-synergy flagged)
| Card | Reason(s) |
|---|---|
| Land of Haunts and Embers | adds Blight |
| Scour the Land | adds Blight |
| Skies Herald the Season of Return | destroys Presence |
| Renewing Boon | destroys Presence |
| Devouring Ants | destroys Dahan |
| Solidify Echoes of Majesty Past | destroys Presence |
| Insatiable Hunger of the Swarm | adds Blight |
| Pyroclastic Flow | adds Blight |
| Pillar of Living Flame | adds Blight |
| Draw Towards a Consuming Void | destroys Presence |
| Blazing Renewal | destroys Presence |
| The Jungle Hungers | destroys Dahan |
| Tsunami | destroys Dahan |
| Poisoned Land | destroys Dahan, adds Blight |
| Volcanic Eruption | destroys Dahan, adds Blight |
Key Strategic Principles
[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.
- Use the Special Rule to its fullest (see above for exact text).
- Element thresholds drive innate firing — see the innate tables above.
- Suggested draft cards are Wiki-recommended; pattern-match to your matchup.
Opener Mechanics — starter reference
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 + 2
Air: Push up to 1 Explorer .
- L2 — 2
Sun + 3
Air: 1 Fear . Push up to 2 Explorer
/Town.
- L3 — 2
Sun + 4
Air: For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to. - L4 — 3
Sun + 5
Air: 4 Damage (in target land).
- L1 — 1
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)
| Turn | Explore | Build | Ravage | Notes |
|---|---|---|---|---|
| 1 | ✓ | — | — | Ravage-protection effects are dormant T1. |
| 2 | ✓ | ✓ | — | First Build; Ravage-protection still dormant. |
| 3 | ✓ | ✓ | ✓ | First 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
- Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
- Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
- 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).
- 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.
- 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.
| Adversary | L0 | L3 | L5 | L6 | Notes [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
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
[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.
Source Notes
- Authoritative mechanics (this chapter):
data/references/wiki/sun-bright-whirlwind.json— parsed viascripts/wiki-fetch.py. - Spirit Island Wiki — Sun-Bright Whirlwind.
- Cross-reference: Archetype Index.
- Related skill: si-wiki-fetch.
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.