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Grinning Trickster Stirs Up Trouble

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

Spirit Overview — Framing

Wiki-printed playstyle note:

Requires some comfort with risk: both Overenthusiastic Arson and Let’s See What Will Happen involve uncertainty about how the Fast Powers phase will pan out. Can be effective from the get-go, but benefits greatly from not working too hard, instead improving its capacity for mischief by adding Presence and gaining Power Cards. Bonus Energy from Let’s See What Will Happen can be extremely helpful in avoiding the distraction of gaining Energy elsewhere.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4.

Growth Options (two)

GrowthEffects
G1first=Sharp1, second=movepresence1
G2first=addpresence2
G3first=gain1p
G4first=energycardplays

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, moon, energy2, any, fire, energy3
  • Card-play track: card2, pushdahan, card3, card3, card4, airX, card5

Core Mechanics & Special Rules

Special Rule

A REAL FLAIR FOR DISCORD After one of your Powers adds Strife in a land, you may pay 1 Energy to add 1 Strife within Range 1 of that land. CLEANING UP MESSES IS A DRAG After one of your Powers Removes Blight, Destroy 1 of your Presence. Ignore this rule for Let’s See What Happens.

Innate: LET’S SEE WHAT HAPPENS

  • Speed: fast · Range: 1 · Target: invaders
LevelThresholdsEffect
11 Moon Moon + 1 Fire Fire + 2 Air AirDiscard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range/Targeting restrictions. All “up to” instructions must be used at max. value. Treat all “OR“s as “AND“s. (It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)
22 Moon Moon + 1 Fire Fire + 2 Air AirYou may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.

Innate: WHY DON’T YOU AND THEM FIGHT

  • Speed: fast · Range: 0 · Target: invaders
LevelThresholdsEffect
13 Moon MoonThis Power may be Slow.
23 Air AirAdd 1 Strife.
33 Sun Sun + 3 Fire Fire1 Invader and 1 Dahan Dahan deal Damage to each other.
43 Animal AnimalIf target land has Beast, 2 Damage. Otherwise, you may Gather 1 Beast.

Unique Cards (all, Wiki-verified)

Impersonate Authority

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Air, Animal
  • Add 1 Strife.

Incite the Mob

  • 1 Energy · Slow · Range 1 · Land with 1 or more Invaders · Moon, Fire, Air, Animal
  • 1 Invader with Strife deals Damage to other Invaders (not to each Invader). 1 Fear Fear per Invader this Power Destroyed.

Overenthusiastic Arson

  • 1 Energy · Fast · Range 1 · Any Land · Fire, Air
  • Destroy 1 Town Town. Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear Fear, 2 Damage, and add 1 Blight Blight.

Unexpected Tigers

  • 0 Energy · Slow · Range 1 · Any Land · Moon, Fire, Animal
  • 1 Fear Fear if Invaders are present. If you can gather 1 Beasts, do so, then push 1 Explorer Explorer. Otherwise, add 1 Beasts.

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 Grinning Trickster Stirs Up Trouble’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/grinning-trickster.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 4.8), Moon (wt 4.8), Fire (wt 2.4)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4

Uniques

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

  • Impersonate Authority
  • Incite the Mob
  • Overenthusiastic Arson
  • Unexpected Tigers

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire+moon → 12.0
2Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…elements air+fire+moon → 12.0
3Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun → 10.5
4Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+animal+moon → 10.5
5Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 10.5
6Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…elements air+animal+moon → 10.5
7Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 10.5
8Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon → 9.6
9Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+animal+moon → 10.5
10Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements air+animal+moon → 10.5

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock 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+moon+sun → 13.8
2Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+fire+moon → 12.0
3Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun → 10.5
4Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+sun → 10.5
5Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+animal+moon → 10.5

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Grinning Trickster Stirs Up Trouble 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
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan

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/grinning-trickster.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 the highest-numbered land with Dahan, and 1 in land #4.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card2): 1 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: two — (see spirit panel)

Growth options

  • G1: Sharp1 ((spirit-specific: Sharp1 — consult spirit panel)); movepresence1 (Move 1 Presence (Range 1))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G4: energycardplays ((spirit-specific: energycardplays — consult spirit panel))

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 · moon · energy2 · any · fire · energy3 — income as slots reveal: 1 → moon → 2 → any → fire → 3

Card-play track

card2 · pushdahan · card3 · card3 · card4 · airX · card5 — CP as slots reveal: 2 → pushdahan → 3 → 3 → 4 → airX → 5

Innate Powers

  • LET’S SEE WHAT HAPPENS (Speed: Fast · Range: 1 · Target: invaders)
    • L1 — 1 Moon Moon + 1 Fire Fire + 2 Air Air: Discard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range/Targeting restrictions. All “up to” instructions must be used at max. value. Treat all “OR“s as “AND“s. (It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)
    • L2 — 2 Moon Moon + 1 Fire Fire + 2 Air Air: You may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.
  • WHY DON’T YOU AND THEM FIGHT (Speed: Fast · Range: 0 · Target: invaders)
    • L1 — 3 Moon Moon: This Power may be Slow.
    • L2 — 3 Air Air: Add 1 Strife.
    • L3 — 3 Sun Sun + 3 Fire Fire: 1 Invader and 1 Dahan Dahan deal Damage to each other.
    • L4 — 3 Animal Animal: If target land has Beast, 2 Damage. Otherwise, you may Gather 1 Beast.

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: Fire ×1, Air ×1
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 1 Moon Moon, Uniques give 0; need 2 Air Air, Uniques give 1. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Impersonate Authority0Slow1Any Landsun, air, animalAdd 1 Strife.
Incite the Mob1Slow1Land with 1 or more Invadersmoon, fire, air, animal1 Invader with Strife deals Damage to other Invaders (not to each Invader). 1 Fear Fear per Invader this…
Overenthusiastic Arson1Fast1Any Landfire, airDestroy 1 Town Town. Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear Fear, 2 Damage…
Unexpected Tigers0Slow1Any Landmoon, fire, animal1 Fear Fear if Invaders are present. If you can gather 1 Beasts, do so, then push 1 Explorer Explorer. Otherwise,…

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 Grinning Trickster Stirs Up Trouble’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 Grinning Trickster Stirs Up Trouble’s profile (Fear 2, Offense 4, Control 3, Defense 5, Utility 4).

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 Grinning Trickster Stirs Up Trouble: 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 Grinning Trickster Stirs Up Trouble: 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 Grinning Trickster Stirs Up Trouble: 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 Grinning Trickster Stirs Up Trouble: 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


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.