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Vengeance as a Burning Plague

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

Spirit Overview — Framing

Wiki-printed playstyle note:

Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: Blight adds to its Damage and its Presence being Destroyed adds Disease. It may even want to engineer these situations, which can make other Spirits nervous (and be risky if things go poorly).

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Dahan.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=Vengeance, second=Vengeance
G3first=gain1p, second=addpresencedisease1, third=energy1

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, energy2, animal, energy3, energy4
  • Card-play track: card1, card2, fireX, card2, card3, card3, card4

Core Mechanics & Special Rules

Special Rule

THE TERROR OF A SLOWLY UNFOLDING PLAGUE When Disease would prevent a Build on a board with your Presence, you may let the Build happen (removing no Disease). If you do, 1 Fear Fear. LINGERING PESTILENCE When your Presence is destroyed by anything except a Spirit action, add 1 Disease where each destroyed Presence was. WREAK VENGEANCE FOR THE LAND’S CORRUPTION Your actions treat Blight on the island as also being Badlands.

Innate: EPIDEMICS RUN RAMPANT

  • Speed: fast · Range: 1 · Target: disease

(no thresholds listed in Wiki)

Innate: SAVAGE REVENGE

  • Speed: slow · Range: 0 · Target: building
LevelThresholdsEffect
13 Air AirThis Power has Range +1.
23 Fire Fire + 1 Animal Animal1 Damage.
34 Fire Fire + 2 Animal Animal+2 Damage.
45 Fire Fire + 2 Air Air + 2 Animal Animal+3 Damage.

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 Vengeance as a Burning Plague’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/vengeance-burning-plague.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 4.5), Air (wt 3.3), Animal (wt 1.8)
  • Mid-game energy estimate (T3–T5 avg): 3.5E
  • Power summary: Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements air+animal+fire → 9.6
2Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements air+animal+fire → 9.6
3Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+animal+fire → 9.6
4Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+fire → 7.8
5Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire → 7.8
6Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+fire → 7.8
7Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire → 7.8
8Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+fire → 7.8
9Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire → 7.8
10Fire in the Sky1FastSun, Fire, Air2 Fear Fear. Add 1 Strife.elements air+fire → 7.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements air+animal+fire → 9.6
2Instruments of Their Own Ruin4FastSun, Fire, Air, AnimalAdd 1 Strife. Each Invader with Strife deals Damage to other Invaders in target land.elements air+animal+fire → 9.6
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+animal+fire → 9.6
4Talons of Lightning6FastFire, Air3 Fear Fear. 5 Damage.elements air+fire → 7.8
5Storm-Swath3SlowFire, Air, Water2 Fear Fear. In both origin land and target land: 1 Damage to each Invader.elements air+fire → 7.8

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Vengeance as a Burning Plague 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
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
Poisoned Landdestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
The Jungle Hungersdestroys 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/vengeance-burning-plague.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: 1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Dahan.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 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: Vengeance ((spirit-specific: Vengeance — consult spirit panel)); Vengeance ((spirit-specific: Vengeance — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresencedisease1 ((spirit-specific: addpresencedisease1 — consult spirit panel)); energy1 ((track slot showing 1 Energy))

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

Card-play track

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

Innate Powers

  • EPIDEMICS RUN RAMPANT (Speed: Fast · Range: 1 · Target: disease)
  • SAVAGE REVENGE (Speed: Slow · Range: 0 · Target: building)
    • L1 — 3 Air Air: This Power has Range +1.
    • L2 — 3 Fire Fire + 1 Animal Animal: 1 Damage.
    • L3 — 4 Fire Fire + 2 Animal Animal: +2 Damage.
    • L4 — 5 Fire Fire + 2 Air Air + 2 Animal Animal: +3 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: (no Fast Uniques — all innate firings require drafted Fast cards)
  • 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

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????

Strategy Cliffs — per-adversary-level shifts that change Vengeance as a Burning Plague’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 Vengeance as a Burning Plague’s profile (Fear 3, Offense 5, Control 2, Defense 1, 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 Vengeance as a Burning Plague: 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 Vengeance as a Burning Plague: Front-load coastal defense or disruption before T3’s first Ravage.

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 Vengeance as a Burning Plague: 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 Vengeance as a Burning Plague: 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 Vengeance as a Burning Plague: 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 Vengeance as a Burning Plague: 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.