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Keeper of the Forbidden Wilds

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

Spirit Overview — Framing

Wiki-printed playstyle note:

A slowly growing wall - expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself. In larger games, it may be useful to spread to one of the two far-distant lands early on, to have multiple points from which to slowly grow.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Wilds on your starting board in the highest-numbered Jungle.

Growth Options (two)

GrowthEffects
G1first=reclaim, second=energy1
G2first=gain1p
G3first=Keeper, second=energy1
G4first=Keeper3, second=noblight

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, sun, energy4, energy5, plant, energy7, energy8, energy9
  • Card-play track: card1, card2, card2, card3, card4, card5reclaim1

Core Mechanics & Special Rules

Special Rule

FORBIDDEN GROUND After you create a Sacred Site, Push all Dahan from that land. Dahan Events never move Dahan to your Sacred Site, but Powers can do so.

Innate: PUNISH THOSE WHO TRESPASS

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
12 Sun Sun + 1 Fire Fire + 2 Plant Plant2 Damage. Destroy 1 Dahan Dahan.
22 Sun Sun + 2 Fire Fire + 3 Plant Plant+1 Damage per SunPlant you have.
34 Plant PlantSplit this Power’s Damage however desired between target land and another 1 of your lands.

Innate: SPREADING WILDS

  • Speed: slow · Range: 1 · Target: noblight
LevelThresholdsEffect
12 Sun SunPush 1 Explorer Explorer from target land per 2 Sun Sun you have.
21 Plant PlantIf target land has no Explorer, add 1 Wilds.
33 Plant PlantThis Power has Range +1.
41 Air AirThis Power has Range +1.

Unique Cards (all, Wiki-verified)

Boon of Growing Power

  • 1 Energy · Slow · Range No Range · Any Spirit · Sun, Moon, Plant
  • Target Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.

Regrow from Roots

  • 1 Energy · Slow · Range 1 · Jungle or Wetland · Water, Earth, Plant
  • If there are 2 Blight Blight or fewer in target land, Remove 1 Blight Blight.

Sacrosanct Wilderness

  • 2 Energy · Fast · Range 1 · Land with no Blight · Sun, Earth, Plant
  • Push 2 Dahan Dahan. 2 Damage per Wilds in target land. OR Add 1 Wilds.

Towering Wrath

  • 3 Energy · Slow · Range 1, from your Sacred Site · Any Land · Sun, Fire, Plant
  • 2 Fear Fear. For each of your Sacred Site in/adjacent to target land, 2 Damage. Destroy all Dahan.

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 Keeper of the Forbidden Wilds’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/keeper-of-the-forbidden-wilds.json for full scoring + reasons.

  • Primary elements (innate-weighted): Plant (wt 6.3), Sun (wt 4.8), Fire (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 6.67E
  • Power summary: Offense 5 · Control 2 · Fear 1 · Defense 4 · 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):

  • Boon of Growing Power
  • Regrow from Roots
  • Sacrosanct Wilderness
  • Towering Wrath

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sear 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+sun → 13.2
2Purifying 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+sun → 13.5
3Gift of Living Energy0FastSun, Fire, PlantTarget Spirit gains 1 Energy. If you have at least 2 Sacred Sites, target Spirit gains 1 …elements fire+plant+sun → 13.2
4Pact of the Joined Hunt1SlowSun, Plant, AnimalTarget Spirit Gathers 1 Dahan Dahan into one of their lands. 1 Damage in that land per Dahan pr…elements plant+sun → 11.1
5Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+plant+sun → 11.4
6Favor of the Sun and Star-lit Dark1FastSun, Moon, PlantDefend 4. Push up to 1 Blight Blight.elements plant+sun → 11.1
7Absorb Corruption1SlowSun, Earth, PlantGather 1 Blight Blight. OR Pay 1 Energy to Remove 1 Blight Blight.elements plant+sun → 11.1
8Like Calls to Like1SlowSun, Water, PlantIf target land has Explorer, Gather up to 1 Explorer Explorer. Do likewise for Town, Dahan, Blight…elements plant+sun → 11.1
9Song of Sanctity1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.elements plant+sun → 11.1
10Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements plant+sun → 11.1

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements fire+plant+sun → 13.2
2Unrelenting Growth4SlowSun, Fire, Water, PlantTarget Spirit adds 2 Presence and 1 Wilds to a land at Range 1 of their Presence.elements fire+plant+sun → 13.2
3Unlock 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+fire+plant+sun → 13.5
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+plant+sun → 11.4
5The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements plant+sun → 11.1

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Keeper of the Forbidden Wilds 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)
Renewing Boondestroys Presence
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pillar of Living Flameadds Blight
Pyroclastic Flowadds 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/keeper-of-the-forbidden-wilds.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 1 Presence and 1 Wilds on your starting board 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: two — (see spirit panel)

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); energy1 ((track slot showing 1 Energy))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G3: Keeper ((spirit-specific: Keeper — consult spirit panel)); energy1 ((track slot showing 1 Energy))
  • G4: Keeper3 ((spirit-specific: Keeper3 — consult spirit panel)); noblight ((spirit-specific: noblight — 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

energy2 · sun · energy4 · energy5 · plant · energy7 · energy8 · energy9 — income as slots reveal: 2 → sun → 4 → 5 → plant → 7 → 8 → 9

Card-play track

card1 · card2 · card2 · card3 · card4 · card5reclaim1 — CP as slots reveal: 1 → 2 → 2 → 3 → 4 → 5

Innate Powers

  • PUNISH THOSE WHO TRESPASS (Speed: Slow · Range: 0 · Target: any)
    • L1 — 2 Sun Sun + 1 Fire Fire + 2 Plant Plant: 2 Damage. Destroy 1 Dahan Dahan.
    • L2 — 2 Sun Sun + 2 Fire Fire + 3 Plant Plant: +1 Damage per SunPlant you have.
    • L3 — 4 Plant Plant: Split this Power’s Damage however desired between target land and another 1 of your lands.
  • SPREADING WILDS (Speed: Slow · Range: 1 · Target: noblight)
    • L1 — 2 Sun Sun: Push 1 Explorer Explorer from target land per 2 Sun Sun you have.
    • L2 — 1 Plant Plant: If target land has no Explorer, add 1 Wilds.
    • L3 — 3 Plant Plant: This Power has Range +1.
    • L4 — 1 Air Air: This Power has Range +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, Earth ×1, Plant ×1

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Boon of Growing Power1SlowNo RangeAny Spiritsun, moon, plantTarget Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.
Regrow from Roots1Slow1Jungle or Wetlandwater, earth, plantIf there are 2 Blight Blight or fewer in target land, Remove 1 Blight Blight.
Sacrosanct Wilderness2Fast1Land with no Blightsun, earth, plantPush 2 Dahan Dahan. 2 Damage per Wilds in target land. OR Add 1 Wilds.
Towering Wrath3Slow1, from your Sacred SiteAny Landsun, fire, plant2 Fear Fear. For each of your Sacred Site in/adjacent to target land, 2 Damage. Destroy all Dahan.

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 Keeper of the Forbidden Wilds’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 Keeper of the Forbidden Wilds’s profile (Fear 1, Offense 5, Control 2, Defense 4, Utility 3).

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 Keeper of the Forbidden Wilds: 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 Keeper of the Forbidden Wilds: Front-load coastal defense or disruption before T3’s first Ravage.

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 Keeper of the Forbidden Wilds: 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.