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Sharp Fangs Behind the Leaves

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 3 · Control 3 · Fear 4 · Defense 2 · Utility 1
Primary ElementsAnimal, Moon, Plant, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

All about Beasts and Jungles. Can be very fast out of the gate, but doesn’t have the late-game power that some spirits do, and is likely to have some difficulty with Blighted areas. “Ranging Hunt” is a critical Innate ability, particularly in early-game: it simultaneously gives Beasts mobility and permits picking off a stray Explorers or Towns on most turns.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Beast on your starting board in the highest-numbered Jungle. Put 1 Presence in a land of your choice with Beast anywhere on the island.

Growth Options (two)

GrowthEffects
G1first=Sharp1, second=gain1p
G2first=Sharp
G3first=gain1p, second=energy1
G4first=energy3

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, animal, plant, energy2, animal, energy3, energy4
  • Card-play track: card2, card2, card3, reclaim1, card4, card5reclaim1

Core Mechanics & Special Rules

Special Rule

ALLY OF THE BEASTS Your Presence may move with Beast. (Whenever a Beast moves from 1 of your lands to another land, you may move 1 Presence along with it.) CALL FORTH PREDATORS During each Spirit Phase, you may replace 1 of your Presence with 1 Beast. The replaced Presence leaves the game. (It was not destroyed, so things which return destroyed Presence cannot bring it back.)

Innate: RANGING HUNT

  • Speed: fast · Range: 1 · Target: noblight
LevelThresholdsEffect
12 Animal AnimalYou may Gather 1 Beast.
22 Plant Plant + 3 Animal Animal1 Damage per Beast.
32 Animal AnimalYou may Push up to 2 Beast.

Innate: FRENZIED ASSAULT

  • Speed: slow · Range: 1 · Target: beast
LevelThresholdsEffect
11 Moon Moon + 1 Fire Fire + 4 Animal Animal1 Fear Fear and 2 Damage. Remove 1 Beast.
21 Moon Moon + 2 Fire Fire + 5 Animal Animal+1 Fear Fear and +1 Damage.

Unique Cards (all, Wiki-verified)

Prey on the Builders

  • 1 Energy · Fast · Range 0 · Any Land · Moon, Fire, Animal
  • You may Gather 1 Beasts. If target land has Beasts, Invaders do not Build there this turn.

Teeth Gleam from Darkness

  • 1 Energy · Slow · Range 1, from a Jungle · Land with no Blight · Moon, Plant, Animal
  • 1 Fear Fear. Add 1 Beasts. OR If target land has both Beasts and Invaders: 3 Fear Fear.

Terrifying Chase

  • 1 Energy · Slow · Range 0 · Any Land · Sun, Animal
  • Push 2 Explorers Explorer/Towns/Dahan. Push another 2 Explorers Explorer/Towns/Dahan per Beasts in target land. If you Pushed any Invaders, 2 Fear Fear.

Too Near the Jungle

  • 0 Energy · Slow · Range 1, from a Jungle · Any Land · Plant, Animal
  • 1 Fear Fear. Destroy 1 Explorer Explorer.

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 Sharp Fangs Behind the Leaves’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/sharp-fangs-behind-the-leaves.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 10.8), Fire (wt 2.1), Moon (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 3.5E
  • Power summary: Offense 3 · Control 3 · Fear 4 · Defense 2 · Utility 1

Uniques

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

  • Prey on the Builders
  • Teeth Gleam from Darkness
  • Terrifying Chase
  • Too Near the Jungle

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Inflame the Fires of Life1SlowMoon, Fire, Plant, AnimalAdd 1 Disease. OR 1 Fear Fear. Add 1 Strife.elements animal+fire+moon+plant → 15.6
2Domesticated Animals Go Berserk1FastMoon, Fire, Animal1 Fear Fear. Defend 5.elements animal+fire+moon → 14.4
3Prowling Panthers1SlowMoon, Fire, Animal1 Fear Fear. Add 1 Beasts. OR If target land has Beasts, Destroy 1 Explorer Explorer/Town.elements animal+fire+moon → 14.4
4Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements animal+fire+moon → 14.4
5Savage Mawbeasts0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.elements animal+fire → 12.9
6Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.elements animal+fire → 12.9
7Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements animal+fire → 12.9
8Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+fire → 12.9
9Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements animal+fire → 12.9
10Here 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 animal+moon → 12.3

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Settle Into Hunting-Grounds3FastMoon, Fire, Plant, AnimalYour Presence may count as Badlands and Beasts. (Decide per Presence, per Action.) Your P…elements animal+fire+moon+plant → 15.6
2Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements animal+fire+moon+plant → 15.6
3Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements animal+fire+moon → 14.4
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 animal+fire+moon+plant → 15.6
5Vengeance of the Dead3FastMoon, Fire, Animal3 Fear Fear. After Towns/Cities/Dahan are Destroyed in target land, 1 Damage per Town/City/Dah…elements animal+fire+moon → 14.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Sharp Fangs Behind the Leaves 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)
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Poisoned Landdestroys Dahan, adds Blight
Blazing Renewaldestroys Presence
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
The Jungle Hungersdestroys Dahan
Draw Towards a Consuming Voiddestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
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/sharp-fangs-behind-the-leaves.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 Beast on your starting board in the highest-numbered Jungle. Put 1 Presence in a land of your choice with Beast anywhere on the island.
  • 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)); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: Sharp ((spirit-specific: Sharp — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G4: energy3 ((+3 Energy this turn — growth effect, not track reveal))

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 · animal · plant · energy2 · animal · energy3 · energy4 — income as slots reveal: 1 → animal → plant → 2 → animal → 3 → 4

Card-play track

card2 · card2 · card3 · reclaim1 · card4 · card5reclaim1 — CP as slots reveal: 2 → 2 → 3 → reclaim1 → 4 → 5

Innate Powers

  • RANGING HUNT (Speed: Fast · Range: 1 · Target: noblight)
    • L1 — 2 Animal Animal: You may Gather 1 Beast.
    • L2 — 2 Plant Plant + 3 Animal Animal: 1 Damage per Beast.
    • L3 — 2 Animal Animal: You may Push up to 2 Beast.
  • FRENZIED ASSAULT (Speed: Slow · Range: 1 · Target: beast)
    • L1 — 1 Moon Moon + 1 Fire Fire + 4 Animal Animal: 1 Fear Fear and 2 Damage. Remove 1 Beast.
    • L2 — 1 Moon Moon + 2 Fire Fire + 5 Animal Animal: +1 Fear Fear and +1 Damage.

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

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Prey on the Builders1Fast0Any Landmoon, fire, animalYou may Gather 1 Beasts. If target land has Beasts, Invaders do not Build there this turn.
Teeth Gleam from Darkness1Slow1, from a JungleLand with no Blightmoon, plant, animal1 Fear Fear. Add 1 Beasts. OR If target land has both Beasts and Invaders: 3 Fear Fear.
Terrifying Chase1Slow0Any Landsun, animalPush 2 Explorers Explorer/Towns/Dahan. Push another 2 Explorers Explorer/Towns/Dahan per Beasts in target land. If yo…
Too Near the Jungle0Slow1, from a JungleAny Landplant, animal1 Fear Fear. Destroy 1 Explorer Explorer.

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 Sharp Fangs Behind the Leaves’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 Sharp Fangs Behind the Leaves’s profile (Fear 4, Offense 3, Control 3, Defense 2, Utility 1).

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 Sharp Fangs Behind the Leaves: 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 Sharp Fangs Behind the Leaves: 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 Sharp Fangs Behind the Leaves: 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 Sharp Fangs Behind the Leaves: 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 Sharp Fangs Behind the Leaves: 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 Sharp Fangs Behind the Leaves: 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 Sharp Fangs Behind the Leaves: 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.