Keyboard shortcuts

Press or to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Thunderspeaker

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
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 5 · Fear 3 · Defense 2 · Utility 1
Primary ElementsAir, Sun, Fire, Animal (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Has a keen interest in where the Dahan are - partly because so many of its starting powers work through them partly because its Presence can move along with them. When picking new Power Cards, it will often want to take good Dahan-centric Powers, but it can also branch out into other areas.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in each of the 2 lands with the most Dahan.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=gain1p
G2first=Thunder2, second=Thunder1
G3first=addpresence1, second=energy4

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, air, energy2, fire, sun, energy3
  • Card-play track: card1, card2, card2, card3, reclaim1, card3, card4

Core Mechanics & Special Rules

Special Rule

ALLY OF THE DAHAN Your Presence may move with Dahan. (Whenever a Dahan moves from 1 of your lands to another land, you may move 1 Presence along with it.) SWORN TO VICTORY After a Ravage Action destroys 1 or more Dahan, for each Dahan Destroyed, Destroy 1 of your Presence within Range 1.

Innate: GATHER THE WARRIORS

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
14 Air AirThis Power may be Fast.
21 Animal AnimalGather up to 1 Dahan Dahan per Air you have. Push up to 1 Dahan Dahan per Sun you have.

Innate: LEAD THE FURIOUS ASSAULT

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
14 Air AirThis Power may be Fast.
22 Sun Sun + 1 Fire FireDestroy 1 Town Town for every 2 Dahan Dahan in target land.
34 Sun Sun + 3 Fire FireDestroy 1 City City for every 3 Dahan Dahan in target land.

Unique Cards (all, Wiki-verified)

Manifestation of Power and Glory

  • 3 Energy · Slow · Range 0 · Land with Dahan · Sun, Fire, Air
  • 1 Fear Fear. Each Dahan deals Damage equal to the number of your Presence in target land.

Sudden Ambush

  • 2 Energy · Fast · Range 1 · Any Land · Fire, Air, Animal
  • You may Gather 1 Dahan Dahan. Each Dahan Destroys 1 Explorer Explorer.

Voice of Thunder

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Air
  • Push up to 4 Dahan Dahan. OR If Invaders are present, 2 Fear Fear.

Words of Warning

  • 1 Energy · Fast · Range 1 · Land with Dahan · Sun, Air, Animal
  • Defend 3. During Ravage, Dahan in target land deal Damage simultaneously with Invaders.

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 Thunderspeaker’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/thunderspeaker.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 7.2), Sun (wt 2.4), Fire (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 4 · Control 5 · Fear 3 · Defense 2 · Utility 1

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Manifestation of Power and Glory
  • Sudden Ambush
  • Voice of Thunder
  • Words of Warning

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+sun → 11.1
2Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+sun → 9.6
3Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+animal+sun → 10.2
4Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+sun → 9.6
5Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+animal+sun → 10.2
6Fire in the Sky1FastSun, Fire, Air2 Fear Fear. Add 1 Strife.elements air+fire+sun → 11.1
7Spur on with Words of Fire1FastSun, Fire, AirIf you target a Spirit other than yourself, they gain +1 Energy. Target Spirit may immedi…elements air+fire+sun → 11.1
8Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+sun → 9.6
9Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+sun → 9.6
10Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+animal+fire → 9.3

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Instruments of Their Own Ruin4FastSun, Fire, Air, AnimalAdd 1 Strife. Each Invader with Strife deals Damage to other Invaders in target land.elements air+animal+fire+sun → 11.7
2Unlock 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 air+animal+fire+sun → 11.7
3Sweep into the Sea4SlowSun, Air, WaterPush all Explorers and Towns one land towards the nearest Ocean. OR If target land is…elements air+sun → 9.6
4Powerstorm3FastSun, Fire, AirTarget Spirit gains 3 Energy. Once this turn, target Spirit may Repeat a Power Card by pa…elements air+fire+sun → 11.1
5Voice of Command3FastSun, Air1 Damage per Dahan/Explorer, to Towns/Cities only. Defend 2. During Ravage Actions, Explo…elements air+sun → 9.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Thunderspeaker 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.

No HoSI beginner-deck bundle for this spirit.

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
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Tsunamidestroys Dahan
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/thunderspeaker.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: 1 in each of the 2 lands with the most Dahan.
  • 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)); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: Thunder2 ((spirit-specific: Thunder2 — consult spirit panel)); Thunder1 ((spirit-specific: Thunder1 — consult spirit panel))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy4 (+4 Energy this turn (growth effect))

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 · air · energy2 · fire · sun · energy3 — income as slots reveal: 1 → air → 2 → fire → sun → 3

Card-play track

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

Innate Powers

  • GATHER THE WARRIORS (Speed: Slow · Range: 1 · Target: any)
    • L1 — 4 Air Air: This Power may be Fast.
    • L2 — 1 Animal Animal: Gather up to 1 Dahan Dahan per Air you have. Push up to 1 Dahan Dahan per Sun you have.
  • LEAD THE FURIOUS ASSAULT (Speed: Slow · Range: 0 · Target: any)
    • L1 — 4 Air Air: This Power may be Fast.
    • L2 — 2 Sun Sun + 1 Fire Fire: Destroy 1 Town Town for every 2 Dahan Dahan in target land.
    • L3 — 4 Sun Sun + 3 Fire Fire: Destroy 1 City City for every 3 Dahan Dahan 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: Sun ×1, Fire ×1, Air ×2, Animal ×2

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Manifestation of Power and Glory3Slow0Land with Dahansun, fire, air1 Fear Fear. Each Dahan deals Damage equal to the number of your Presence in target land.
Sudden Ambush2Fast1Any Landfire, air, animalYou may Gather 1 Dahan Dahan. Each Dahan Destroys 1 Explorer Explorer.
Voice of Thunder0Slow1Any Landsun, airPush up to 4 Dahan Dahan. OR If Invaders are present, 2 Fear Fear.
Words of Warning1Fast1Land with Dahansun, air, animalDefend 3. During Ravage, Dahan in target land deal Damage simultaneously with Invaders.

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 Thunderspeaker’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 Thunderspeaker’s profile (Fear 3, Offense 4, Control 5, Defense 2, Utility 1).

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 Thunderspeaker: 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 Thunderspeaker: 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 Thunderspeaker: 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 Thunderspeaker: 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 Thunderspeaker: 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 Thunderspeaker: 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

  • Authoritative mechanics (this chapter): data/references/wiki/thunderspeaker.json — parsed via scripts/wiki-fetch.py.
  • Spirit Island Wiki — Thunderspeaker.
  • 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.