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Heart of the Wildfire

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

Spirit Overview — Framing

Wiki-printed playstyle note:

Starts with good offense and gets better from there, but lays down Blight as it grows. The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted. The Wildfire can heal the land where it is, but may benefit from other Blight removal Powers so it can add Presence to problem lands without triggering Blight cascade. Removing Blight from its own lands limits its “Firestorm” innate power, however. In the Reprint, the complexity was changed from Moderate to High

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence and 2 Blight Blight on your starting board in the highest-numbered Sands. (Blight comes from the box, not the Blight Card)

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=gain1p, second=addpresence3
G3first=addpresence1, second=energy2, third=Wildfire

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: energy0, fire, energy1, energy2, fireplant, energy3
  • Card-play track: card1, fireX, card2, card3, fireX, card4

Core Mechanics & Special Rules

Special Rule

BLAZING PRESENCE Post-Setup, after your Presence is added/moved, in the land it goes to: * For each Simplefire showing on your Presence Tracks, do 1 Damage. * If 2 Simplefire or more are showing on your Presence Tracks, add 1 Blight Blight. * Push all Beast and any number of Dahan. If you add multiple Presence into a land at the same time, only do the above effects once. DESTRUCTIVE NATURE Blight added due to Spirit effects (Powers, Special Rules, Scenario-based Rituals, etc) does not destroy your Presence. (This includes cascades.)

Innate: FIRESTORM

  • Speed: fast · Range: 0 · Target: blight
LevelThresholdsEffect
11 Plant Plant1 Damage per 2 Fire Fire you have.
23 Plant PlantInstead, 1 Damage per Fire you have.
34 Fire Fire + 2 Air AirSplit this Power’s Damage however desired between target land and any number of your lands with Blight.
47 Fire FireIn a land with Blight where you have Presence, Push all Dahan. Destroy all Invaders and Beast. Add 1 Blight Blight.

Innate: THE BURNED LAND REGROWS

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
14 Fire Fire + 1 Plant PlantIf target land has 2 Blight Blight or more, remove 1 Blight Blight
24 Fire Fire + 2 Plant PlantInstead, remove 1 Blight Blight.
35 Fire Fire + 2 Earth Earth + 2 Plant PlantRemove another Blight.

Unique Cards (all, Wiki-verified)

Asphyxiating Smoke

  • 2 Energy · Slow · Range 2, from your Sacred Site · Any Land · Fire, Air, Plant
  • 1 Fear Fear. Destroy 1 Town Town. Push 1 Dahan Dahan.

Flame’s Fury

  • 0 Energy · Fast · Range No Range · Any Spirit · Sun, Fire, Plant
  • Target Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use this turn. (Powers which Damage multiple lands or each Invader only get 1 extra Damage total. Repeated Powers keep the +1 boost. Destroy effects don’t get any bonus.)

Flash-Fires

  • 2 Energy · Slow · Range 1 · Any Land · Fire, Air

  • 1 Fear Fear. 1 Damage.

  • Threshold: 2 Air Air — 2 Air Air: This Power is Fast.

Threatening Flames

  • 0 Energy · Fast · Range 0 · Land with 1 or more Blight and 1 or more Invaders · Fire, Plant
  • 2 Fear Fear. Push 1 Explorer Explorer/Town per Terror Level from target land to adjacent lands without your Presence. If there are no such adjacent lands, +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 Heart of the Wildfire’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/heart-of-the-wildfire.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 10.8), Plant (wt 5.4), Air (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 2.5E
  • Power summary: Offense 5 · Control 3 · Fear 4 · Defense 1 · Utility 2

Uniques

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

  • Asphyxiating Smoke
  • Flame’s Fury
  • Flash-Fires
  • Threatening Flames

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire+plant → 17.4
2Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire+plant → 16.8
3Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear. Destroy 1 Explorer Explorer. OR Add 1 Wilds.elements fire+plant → 16.2
4Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.elements fire+plant → 16.2
5Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire+plant → 16.8
6Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire+plant → 16.8
7Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements fire+plant → 16.2
8Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+plant → 16.8
9Shadows of the Burning Forest0SlowMoon, Fire, Plant2 Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer and 1 Town Town.elements fire+plant → 16.2
10The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+fire+plant → 16.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+fire+plant → 16.8
2Settle Into Hunting-Grounds3FastMoon, Fire, Plant, AnimalYour Presence may count as Badlands and Beasts. (Decide per Presence, per Action.) Your P…elements fire+plant → 16.2
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+fire+plant → 16.8
4The Wounded Wild Turns on its Assailants4SlowFire, Plant, AnimalAdd 2 Badlands. Gather up to 2 Beasts. 1 Damage per Blight/Beasts/Wilds.elements fire+plant → 16.2
5Unlock 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+earth+fire+plant → 17.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Heart of the Wildfire 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
Renewing Boondestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Blazing Renewaldestroys Presence
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Insatiable Hunger of the Swarmadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
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/heart-of-the-wildfire.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 and 2 Blight Blight on your starting board in the highest-numbered Sands. (Blight comes from the box, not the Blight Card)
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 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: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3 (Place 1 Presence from a track (Range 3))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy)); Wildfire ((spirit-specific: Wildfire — 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

energy0 · fire · energy1 · energy2 · fireplant · energy3 — income as slots reveal: 0 → fire → 1 → 2 → fireplant → 3

Card-play track

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

Innate Powers

  • FIRESTORM (Speed: Fast · Range: 0 · Target: blight)
    • L1 — 1 Plant Plant: 1 Damage per 2 Fire Fire you have.
    • L2 — 3 Plant Plant: Instead, 1 Damage per Fire you have.
    • L3 — 4 Fire Fire + 2 Air Air: Split this Power’s Damage however desired between target land and any number of your lands with Blight.
    • L4 — 7 Fire Fire: In a land with Blight where you have Presence, Push all Dahan. Destroy all Invaders and Beast. Add 1 Blight Blight.
  • THE BURNED LAND REGROWS (Speed: Slow · Range: 0 · Target: any)
    • L1 — 4 Fire Fire + 1 Plant Plant: If target land has 2 Blight Blight or more, remove 1 Blight Blight
    • L2 — 4 Fire Fire + 2 Plant Plant: Instead, remove 1 Blight Blight.
    • L3 — 5 Fire Fire + 2 Earth Earth + 2 Plant Plant: Remove another Blight.

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 ×2, Plant ×2
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Asphyxiating Smoke2Slow2, from your Sacred SiteAny Landfire, air, plant1 Fear Fear. Destroy 1 Town Town. Push 1 Dahan Dahan.
Flame’s Fury0FastNo RangeAny Spiritsun, fire, plantTarget Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use …
Flash-Fires2Slow1Any Landfire, air1 Fear Fear. 1 Damage.
Threatening Flames0Fast0Land with 1 or more Blight and 1 or more Invadersfire, plant2 Fear Fear. Push 1 Explorer Explorer/Town per Terror Level from target land to adjacent lands without your Prese…

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 Heart of the Wildfire’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 Heart of the Wildfire’s profile (Fear 4, Offense 5, Control 3, Defense 1, Utility 2).

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 Heart of the Wildfire: 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 Heart of the Wildfire: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Heart of the Wildfire: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

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 Heart of the Wildfire: 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 Heart of the Wildfire: 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 Heart of the Wildfire: 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 Heart of the Wildfire: 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.