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Vital Strength of the Earth

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 2 · Control 3 · Fear 1 · Defense 5 · Utility 3
Primary ElementsEarth, Plant, Sun, Animal (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Powerful but slow: has potent Power Cards and an excellent Energy income, but starts wtih only one card play per turn, and Growth is limited to adding one Presence per turn. Also slow to change: learning new Powers carries slightly more cost than reclaiming played Power Cards

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

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

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence2
G2first=gain1p, second=addpresence0
G3first=addpresence1, second=energy2

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: energy2, energy3, energy4, energy6, energy7, energy8
  • Card-play track: card1, card1, card2, card2, card3, card4

Core Mechanics & Special Rules

Special Rule

EARTH’S VITALITY Defend 3 in every land where you have Sacred Site.

Innate: GIFT OF STRENGTH

  • Speed: fast · Range: None · Target: anyspirit
LevelThresholdsEffect
11 Sun Sun + 2 Earth Earth + 2 Plant PlantOnce this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less.
22 Sun Sun + 3 Earth Earth + 2 Plant PlantInstead, the Energy cost limit is 3 or less.
32 Sun Sun + 4 Earth Earth + 3 Plant PlantInstead, the Energy cost limit is 6 or less.

Unique Cards (all, Wiki-verified)

A Year of Perfect Stillness

  • 3 Energy · Fast · Range 1 · Any Land · Sun, Earth
  • Invaders skip all Actions in target land this turn.

Draw of the Fruitful Earth

  • 1 Energy · Slow · Range 1 · Any Land · Earth, Plant, Animal
  • Gather up to 2 [[Explorers]]. Gather up to 2 [[Dahan]].

Guard the Healing Land

  • 3 Energy · Fast · Range 1, from your Sacred Site · Any Land · Water, Earth, Plant
  • Remove 1 Blight Blight. Defend 4.

Rituals of Destruction

  • 3 Energy · Slow · Range 1, from your Sacred Site · Land with Dahan · Sun, Moon, Fire, Earth, Plant
  • 2 Damage. If target land has at least 3 Dahan Dahan, +3 Damage and 2 Fear Fear.

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 Vital Strength of the Earth’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/vital-strength-of-the-earth.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 4.8), Plant (wt 3.9), Sun (wt 2.7)
  • Mid-game energy estimate (T3–T5 avg): 5.67E
  • Power summary: Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3

Uniques

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

  • A Year of Perfect Stillness
  • Draw of the Fruitful Earth
  • Guard the Healing Land
  • Rituals of Destruction

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Absorb Corruption1SlowSun, Earth, PlantGather 1 Blight Blight. OR Pay 1 Energy to Remove 1 Blight Blight.elements earth+plant+sun → 11.4
2Carapaced Land0FastEarth, Plant, AnimalIf targeting a land with Beasts, this Power has +1 Range. Defend 3.elements earth+plant → 8.7
3Drift Down into Slumber0FastAir, Earth, PlantDefend 1. If target land is a Jungle or Sands, instead Defend 4.elements earth+plant → 8.7
4Entrap the Forces of Corruption1FastEarth, Plant, AnimalGather up to 1 Blight Blight. Isolate target land. When Blight is added to target land, it doesn…elements earth+plant → 8.7
5Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+plant → 8.7
6Nature’s Resilience1FastEarth, Plant, AnimalDefend 6.elements earth+plant → 8.7
7Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements earth+sun → 7.5
8Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements earth+plant → 8.7
9Call to Trade1FastAir, Water, Earth, PlantYou may Gather 1 Dahan Dahan. If the Terror Level is 2 or lower, Gather 1 Town Town and the first Ra…elements earth+plant → 8.7
10Renewing Boon1SlowSun, Earth, PlantChoose a land where you and target Spirit both have Presence. In that land: Remove 1 Blig…elements earth+plant+sun → 11.4

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements earth+plant+sun → 11.4
2Walls of Rock and Thorn4FastSun, Earth, Plant2 Damage. Defend 8. Add 1 Wilds. Isolate target land.elements earth+plant+sun → 11.4
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements earth+plant+sun → 11.4
4Unlock 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 earth+plant+sun → 11.4
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 earth+plant+sun → 11.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Vital Strength of the Earth 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)
Rouse the Trees and StonesMinor1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.
Call to MigrateMinor1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.
Poisoned LandMajor3SlowEarth, Plant, Animal1 Fear Fear. 7 Damage. Add 1 Blight Blight. Destroy all Dahan.
Devouring AntsMinor1SlowSun, Earth, Animal1 Fear Fear. 1 Damage. Destroy 1 Dahan Dahan. If target land is a Jungle or Sands, +1 Damage.
Vigor of the Breaking DawnMajor3FastSun, Animal2 Damage per Dahan.
Voracious GrowthMinor1SlowWater, Plant2 Damage. OR Remove 1 Blight Blight.
Savage MawbeastsMinor0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.

Cards to Avoid (anti-synergy flagged)

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

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/vital-strength-of-the-earth.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: 2 in the highest-numbered Mountain, 1 in the highest-numbered Jungle.
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card1): 2 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); addpresence2 (Place 1 Presence from a track (Range 2))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy))

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

energy2 · energy3 · energy4 · energy6 · energy7 · energy8 — income as slots reveal: 2 → 3 → 4 → 6 → 7 → 8

Card-play track

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

Innate Powers

  • GIFT OF STRENGTH (Speed: Fast · Range: ? · Target: anyspirit)
    • L1 — 1 Sun Sun + 2 Earth Earth + 2 Plant Plant: Once this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less.
    • L2 — 2 Sun Sun + 3 Earth Earth + 2 Plant Plant: Instead, the Energy cost limit is 3 or less.
    • L3 — 2 Sun Sun + 4 Earth Earth + 3 Plant Plant: Instead, the Energy cost limit is 6 or less.

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, Water ×1, Earth ×2, Plant ×1
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Plant Plant, Uniques give 1. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
A Year of Perfect Stillness3Fast1Any Landsun, earthInvaders skip all Actions in target land this turn.
Draw of the Fruitful Earth1Slow1Any Landearth, plant, animalGather up to 2 [[Explorers]]. Gather up to 2 [[Dahan]].
Guard the Healing Land3Fast1, from your Sacred SiteAny Landwater, earth, plantRemove 1 Blight Blight. Defend 4.
Rituals of Destruction3Slow1, from your Sacred SiteLand with Dahansun, moon, fire, earth, plant2 Damage. If target land has at least 3 Dahan Dahan, +3 Damage and 2 Fear Fear.

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 Vital Strength of the Earth’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 Vital Strength of the Earth’s profile (Fear 1, Offense 2, Control 3, Defense 5, Utility 3).

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 Vital Strength of the Earth: 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 Vital Strength of the Earth: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

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.