Vital Strength of the Earth
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 | Base Game |
| Complexity | Low |
| 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 Elements | Earth, 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)
| Growth | Effects |
|---|---|
| G1 | first=reclaim, second=addpresence2 |
| G2 | first=gain1p, second=addpresence0 |
| G3 | first=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
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | Once this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less. |
| 2 | 2 | Instead, the Energy cost limit is 3 or less. |
| 3 | 2 | Instead, 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
. 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
, +3 Damage and 2 Fear
.
Card Priority Ratings
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)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Absorb Corruption | 1 | Slow | Sun, Earth, Plant | Gather 1 Blight | elements earth+plant+sun → 11.4 |
| 2 | Carapaced Land | 0 | Fast | Earth, Plant, Animal | If targeting a land with Beasts, this Power has +1 Range. Defend 3. | elements earth+plant → 8.7 |
| 3 | Drift Down into Slumber | 0 | Fast | Air, Earth, Plant | Defend 1. If target land is a Jungle or Sands, instead Defend 4. | elements earth+plant → 8.7 |
| 4 | Entrap the Forces of Corruption | 1 | Fast | Earth, Plant, Animal | Gather up to 1 Blight | elements earth+plant → 8.7 |
| 5 | Dark and Tangled Woods | 1 | Fast | Moon, Earth, Plant | 2 Fear | elements earth+plant → 8.7 |
| 6 | Nature’s Resilience | 1 | Fast | Earth, Plant, Animal | Defend 6. | elements earth+plant → 8.7 |
| 7 | Call to Guard | 0 | Fast | Sun, Air, Earth | Gather up to 1 Dahan | elements earth+sun → 7.5 |
| 8 | Hazards Spread Across the Island | 0 | Fast | Fire, Air, Earth, Plant | Choose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace… | elements earth+plant → 8.7 |
| 9 | Call to Trade | 1 | Fast | Air, Water, Earth, Plant | You may Gather 1 Dahan | elements earth+plant → 8.7 |
| 10 | Renewing Boon | 1 | Slow | Sun, Earth, Plant | Choose 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)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | The Trees and Stones Speak of War | 2 | Fast | Sun, Earth, Plant | For each Dahan, 1 Damage and Defend 2. | elements earth+plant+sun → 11.4 |
| 2 | Walls of Rock and Thorn | 4 | Fast | Sun, Earth, Plant | 2 Damage. Defend 8. Add 1 Wilds. Isolate target land. | elements earth+plant+sun → 11.4 |
| 3 | Forests of Living Obsidian | 4 | Slow | Sun, Fire, Earth, Plant | Add 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr… | elements earth+plant+sun → 11.4 |
| 4 | Unlock the Gates of Deepest Power | 4 | Fast | Sun, Moon, Fire, Air, Water, Earth, Plant, Animal | Target Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an… | elements earth+plant+sun → 11.4 |
| 5 | Twisted Flowers Murmur Ultimatums | 5 | Slow | Sun, Moon, Air, Earth, Plant | 4 Fear | elements earth+plant+sun → 11.4 |
HoSI Beginner Deck Bundle — for reference only
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.
| Card | Type | Cost | Speed | Elements | Effect (truncated) |
|---|---|---|---|---|---|
| Rouse the Trees and Stones | Minor | 1 | Slow | Fire, Earth, Plant | 2 Damage. Push 1 Explorer |
| Call to Migrate | Minor | 1 | Slow | Fire, Air, Animal | Gather up to 3 Dahan |
| Poisoned Land | Major | 3 | Slow | Earth, Plant, Animal | 1 Fear |
| Devouring Ants | Minor | 1 | Slow | Sun, Earth, Animal | 1 Fear |
| Vigor of the Breaking Dawn | Major | 3 | Fast | Sun, Animal | 2 Damage per Dahan. |
| Voracious Growth | Minor | 1 | Slow | Water, Plant | 2 Damage. OR Remove 1 Blight |
| Savage Mawbeasts | Minor | 0 | Slow | Fire, Animal | If target land is a Jungle or Wetland, 1 Fear |
Cards to Avoid (anti-synergy flagged)
| Card | Reason(s) |
|---|---|
| Renewing Boon | destroys Presence |
| Skies Herald the Season of Return | destroys Presence |
| Devouring Ants | destroys Dahan |
| Scour the Land | adds Blight |
| Land of Haunts and Embers | adds Blight |
| Blazing Renewal | destroys Presence |
| Solidify Echoes of Majesty Past | destroys Presence |
| Poisoned Land | destroys Dahan, adds Blight |
| Pyroclastic Flow | adds Blight |
| Insatiable Hunger of the Swarm | adds Blight |
| Tsunami | destroys Dahan |
| The Jungle Hungers | destroys Dahan |
| Volcanic Eruption | destroys Dahan, adds Blight |
| Pillar of Living Flame | adds Blight |
| Draw Towards a Consuming Void | destroys Presence |
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/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 + 2
Earth + 2
Plant: Once this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less. - L2 — 2
Sun + 3
Earth + 2
Plant: Instead, the Energy cost limit is 3 or less. - L3 — 2
Sun + 4
Earth + 3
Plant: Instead, the Energy cost limit is 6 or less.
- 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: Sun ×1, Water ×1, Earth ×2, Plant ×1
- Fast-phase L1 ceiling from Uniques alone is insufficient — need 2
Plant, Uniques give 1. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).
Unique Power Cards
| Card | Cost | Speed | Range | Target | Elements | Effect |
|---|---|---|---|---|---|---|
| A Year of Perfect Stillness | 3 | Fast | 1 | Any Land | sun, earth | Invaders skip all Actions in target land this turn. |
| Draw of the Fruitful Earth | 1 | Slow | 1 | Any Land | earth, plant, animal | Gather up to 2 [[Explorers]]. Gather up to 2 [[Dahan]]. |
| Guard the Healing Land | 3 | Fast | 1, from your Sacred Site | Any Land | water, earth, plant | Remove 1 Blight |
| Rituals of Destruction | 3 | Slow | 1, from your Sacred Site | Land with Dahan | sun, moon, fire, earth, plant | 2 Damage. If target land has at least 3 Dahan |
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 Vital Strength of the Earth’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 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
[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/vital-strength-of-the-earth.json— parsed viascripts/wiki-fetch.py. - Spirit Island Wiki — Vital Strength of the Earth.
- 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.