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Wandering Voice Keens Delirium

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from the Wiki Builds section + Reddit Spotlight thread. High-complexity Incarna + Strife engine.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityVery High
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 5 · Fear 3 · Defense 1 · Utility 2
Primary ElementsAir (mandatory Mind-Shattering) · Moon + Sun (paired tiers)
Special RulesClarion Voice Given Form (Incarna Isolates if Empowered) + Spread Tumult & Delusion (Incarna adds Strife + Dahan can’t Ravage near Incarna)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
Wiki BuildsWiki Wandering Voice Builds section

Spirit Overview — Framing

Wandering Voice is a Very-High-complexity Incarna spirit weaponising Strife. Spread Tumult and Delusion adds 1 Strife when the Incarna arrives at an Invader land AND prevents Dahan in that land + adjacent from participating in Ravage.

The twist (TheLordSet, Reddit):

Strife stops being a defensive/counter-offensive tool, and turns into a control/offense tool.

Mind-Shattering Song’s top tier destroys 1 Invader with Strife per Sun+Moon pair.

echowing442:

It flips Strife to being more of a defensive tool, at least at first… as you gain more card plays and can use your innate powers to boost your incarna around the island, those setups become more viable.

Complexity signal: Very High. Wandering Voice is the one spirit Brett’s memory explicitly flags as tough.

Starting Setup

Put 2 Presence on your starting board: 1 in land #6 and 1 in land #7. Put Incarna (Unempowered) in land #6. You start with your 4 Unique Power Cards.

Growth Options (growthtype: “one” — pick one per turn)

GrowthEffectsBest when
G1Reclaim + Add/Move Incarna + +1 EnergyReclaim All cycle
G2Add Presence (R3) + Add Presence (R1)Double-spread
G3Gain 1 Power Card + Add Presence (R2) + +1 EnergyCard + energy

Presence Tracks

  • Energy: energy0 → energy1 → sunormoon → energy2 → air → energy4 → pushvoiceincarna
  • CP: card1 → card2 → card2 → card3 → reclaim1 → card4

Starting income: 0 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: A Clarion Voice Given Form

You have an Incarna. If Empowered, it Isolates its land.

Empowered Incarna = full land Isolation. Paired with Strife + Dahan-suppression, a very tight control lock.

Special Rule: Spread Tumult and Delusion

When your Actions add/move Incarna to a land with Invaders, Add 1 Strife in the destination land. In lands with or adjacent to Incarna: if Strife is present, Dahan do not participate in Ravage.

Incarna = mobile Strife + Dahan-silencer.

Innate: Inscrutable Journeying

  • Speed: Fast · Target: Yourself

Incarna movement utility. [VERIFY thresholds].

Innate: Mind-Shattering Song

  • Speed: Slow · Range: 1 · Target: Strife
LevelThresholdsEffect
11 Moon Moon + 2 Air Air1 Fear per Moon you have.
21 Sun Sun + 2 Air Air1 Damage per Sun you have, to Invaders with Strife only.
31 Moon Moon + 1 Sun Sun + 4 Air AirFor each Sun–Moon pair you have, Destroy 1 Invader with Strife.

Top tier is the closer — destroy Strifed Invaders per Sun+Moon pair.

Unique Cards (4, Wiki-verified names)

  • Frightful Keening
  • Turmoil’s Touch
  • Exhale Confusion and Delirium
  • Twist Perceptions

[VERIFY exact costs/text.]

Key Strategic Principles

  1. Air is mandatory — every Mind-Shattering tier.
  2. Moon and Sun are paired — each pair destroys one more Strifed Invader at L3.
  3. Reclaim Loop build (Wiki) wants to stay at 4 starter cards — intentionally tight.
  4. Top Track (TheLordSet) broadens card choice; Sun/Moon track node is pivotal.
  5. Without Air, “you really don’t deal any damage” (BobLoblawsLab).

Possible Openings

Shared starting state

  • 2 Presence + Incarna on land #6 + #7.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Reclaim Loop build (Wiki canonical) 🟨

T1 · Growth: G2 top/bottom (play 1 one-cost unique; push Incarna ×1).

T2 · Growth: G2 bottom/bottom (play 0 cards OR play Exhale Confusion; push Incarna ×1).

T3 · Growth: G3 bottom/bottom → reclaim played card via Turmoil’s Touch; play full hand; empower Incarna; max-tier Mind-Shattering Song (destroy 3 Strifed Invaders + 3 Fear + 3 Damage).

T4+ · Growth: G1 Reclaim All; max innate every turn.

Opening B — Top-track / Mixed (TheLordSet) 🟥

T1 · Growth: G2 top/bottom. T2 · Growth: G2 top/top. T3 · Growth: G3 top — Mind-Shattering Song tier 2.

Broader card choice; less reclaim-dependent. TheLordSet: “top track has Sun/Moon and Air — Sun/Moon + Air gives you the elements you would need from one more card play.”

Opening C — BobLoblawsLab G3 T1 🟥

G3 T1, then let draws dictate track.

Opening Decision

  • Default Opening A (Reclaim Loop) — Wiki canonical; intentionally tight.
  • Opening B (Mixed) for more card variety.
  • Opening C for experimental play.

Card Priority Ratings

Top 10 Minor Draft Picks (Air primary)

For the Reclaim Loop, don’t draft — stay at 4 starter cards. For Top Track / Mixed:

#CardWhy
1Call to Migrate0-cost Air
2Strange Tales of the SkyMoon + Air
3Drift Down to RestSun + Air + Plant
4Travel UnsuspectedAir + Water
5Bats Scout for RaidsMoon + Air + Animal
6Entrancing ApparitionsMoon + Air
7Gift of PowerMoon
8Elemental Boon0-cost four-element
9Predatory Nightmares0-cost Moon
10Song of Sanctity0-cost Sun

Top 5 Major Draft Picks

#CardWhy
1Terrifying NightmaresMoon + Air
2Bargains of Power and ProtectionSun + Moon + Fire + Air
3Sky Stretches to ShoreSun + Moon + Air
4Instruments of Their Own RuinAir + Fire + Animal
5Wrap in Wings of SunlightSun + Air

Adversary Matchup Matrix

AdversaryRatingNote
Habsburg Livestock★★★★☆Reclaim Loop friendly
Russia★★★★☆Reclaim Loop friendly
France-Plantation★★☆☆☆Early-pressure hurts Reclaim Loop
Brandenburg-Prussia★★☆☆☆Early-pressure
England (bot track)★★☆☆☆Push-blocks-build interactions wasted
Others★★★☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Land #6 + #7 starting placement — boards where these lands are well-positioned.

Common Mistakes

Named mistakes

  1. Treating Strife as defensive. Dahan-suppression means your Dahan can’t retaliate near Incarna.
  2. Bouncing the Incarna back and forth on your own board. Leaves Dahan permanently sidelined.
  3. Missing the right-innate tempo. Without Air, you deal zero damage.
  4. Attempting the Reclaim Loop without committing. Underplaying T1–T2 while also drafting cards wastes the plan.

Synergy Partners (Multiplayer)

  • Ocean combos strongly (Fotsalot): combo with Ocean to send endless waves of Invaders off to drown.
  • Dahan-protectors elsewhere — compensate for Voice’s Dahan-silencing near Incarna.
  • Air donors (Lightning, Sun-Bright Whirlwind) — extend Mind-Shattering Song range.
  • Greedy / aggressive partners — Voice contributes high fear + positional control.

Source Notes

  • Mechanics: data/references/wiki/wandering-voice.json (Wiki-parsed 2026-04-23).
  • Openings: Wiki Builds section + Reddit Spotlight.