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Shifting Memory of Ages

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“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsEarth, Air, Moon (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Starts with little ability to influence the board - most of what it does in that regard will come from new Power Cards. Extremely good with Major Powers and usually wants to take them early and often. Can either try sprinting towards victory with its phenomenal Energy Growth or build up towards becoming a late-game powerhouse.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board in the highest-numbered land that is Sands or Mountain. Prepare 1 Simplemoon, 1 Simpleair, and 1 Simpleearth marker (put them by your Special Rules).

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=gain1p, second=addpresence2
G3first=addpresence1, second=energy2
G4first=energy9

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, energy1, energy2, energy3marker, energy4, reclaim1E, energy5, energy6marker
  • Card-play track: card1, card2, card2, markersforplay, card3

Core Mechanics & Special Rules

Special Rule

LONG AGES OF KNOWLEDGE AND FORGETFULNESS When you would Forget a Power Card from your hand, you may instead discard it. (Max. once per Action.) INSIGHTS INTO THE WORLD’S NATURE Some of your Actions let you Prepare Element Markers, which are kept here until used. Choose the Elements freely. (I.e., you are not limited to Elements you have at the time.) Each Element Marker spent grants 1 of that Element for a single Action. (E.g., one Power use.)

Innate: LEARN THE INVADERS’ TACTICS

  • Speed: fast · Range: 1 · Target: invaders
LevelThresholdsEffect
12 Earth EarthDefend 2.
21 Air Air + 2 Earth EarthInstead, Defend 3.
32 Moon Moon + 3 Air Air + 4 Earth EarthInstead, Defend 2 per card in the Invader discard pile.

Innate: OBSERVE THE EVER-CHANGING WORLD

  • Speed: fast · Range: 1 · Target: any
LevelThresholdsEffect
11 Moon MoonPrepare 1 Element Marker.
22 Moon Moon + 1 Air AirInstead, after each of the next three Actions that change which pieces are in target land, Prepare 1 Element Marker. (You can stack the markers you intend to take here or on the target land so you don’t need to ponder on what to take mid-turn. Any Action can trigger Preparing a marker, not just your own.)

Unique Cards (all, Wiki-verified)

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 Shifting Memory of Ages’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/shifting-memory-of-ages.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 4.2), Moon (wt 2.7), Air (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 1 · Control 2 · Fear 2 · Defense 4 · Utility 5

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements air+earth+moon → 9.0
2Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements air+earth+moon → 9.0
3Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon → 6.9
4Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+moon → 6.9
5Guardian Serpents1FastSun, Moon, Earth, AnimalAdd 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that …elements earth+moon → 6.9
6Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+moon → 6.9
7Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+earth → 6.3
8Drift Down into Slumber0FastAir, Earth, PlantDefend 1. If target land is a Jungle or Sands, instead Defend 4.elements air+earth → 6.3
9Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon → 6.9
10Rites of the Land’s Rejection1FastMoon, Fire, EarthInvaders do not Build in target land this turn. 1 Fear Fear per Town/City or 1 Fear Fear per Dahan,…elements earth+moon → 6.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weave 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+earth+moon → 9.0
2Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+earth+moon → 9.0
3Sleep 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+earth+moon → 9.0
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 air+earth+moon → 9.0
5Twisted 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+earth+moon → 9.0

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Shifting Memory of Ages 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)
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
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/shifting-memory-of-ages.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 in the highest-numbered land that is Sands or Mountain. Prepare 1 Simplemoon, 1 Simpleair, and 1 Simpleearth marker (put them by your Special Rules).
  • 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); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy))
  • G4: energy9 (+9 Energy this turn (growth effect))

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 · energy1 · energy2 · energy3marker · energy4 · reclaim1E · energy5 · energy6marker — income as slots reveal: 0 → 1 → 2 → 3 → 4 → reclaim1E → 5 → 6

Card-play track

card1 · card2 · card2 · markersforplay · card3 — CP as slots reveal: 1 → 2 → 2 → markersforplay → 3

Innate Powers

  • LEARN THE INVADERS’ TACTICS (Speed: Fast · Range: 1 · Target: invaders)
    • L1 — 2 Earth Earth: Defend 2.
    • L2 — 1 Air Air + 2 Earth Earth: Instead, Defend 3.
    • L3 — 2 Moon Moon + 3 Air Air + 4 Earth Earth: Instead, Defend 2 per card in the Invader discard pile.
  • OBSERVE THE EVER-CHANGING WORLD (Speed: Fast · Range: 1 · Target: any)
    • L1 — 1 Moon Moon: Prepare 1 Element Marker.
    • L2 — 2 Moon Moon + 1 Air Air: Instead, after each of the next three Actions that change which pieces are in target land, Prepare 1 Element Marker. (You can stack the markers you intend to take here or on the target land so you don’t need to ponder on what to take mid-turn. Any Action can trigger Preparing a marker, not just your own.)

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: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Earth Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

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????

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.