Wandering Voice Keens Delirium
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.
| Field | Value |
|---|---|
| Expansion | Nature Incarnate |
| Complexity | Very 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 Elements | Air (mandatory Mind-Shattering) · Moon + Sun (paired tiers) |
| Special Rules | Clarion Voice Given Form (Incarna Isolates if Empowered) + Spread Tumult & Delusion (Incarna adds Strife + Dahan can’t Ravage near Incarna) |
| Aspects | None |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
| Wiki Builds | Wiki 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)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Reclaim + Add/Move Incarna + +1 Energy | Reclaim All cycle |
| G2 | Add Presence (R3) + Add Presence (R1) | Double-spread |
| G3 | Gain 1 Power Card + Add Presence (R2) + +1 Energy | Card + 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
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | 1 Fear per Moon you have. |
| 2 | 1 | 1 Damage per Sun you have, to Invaders with Strife only. |
| 3 | 1 | For 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
- Air is mandatory — every Mind-Shattering tier.
- Moon and Sun are paired — each pair destroys one more Strifed Invader at L3.
- Reclaim Loop build (Wiki) wants to stay at 4 starter cards — intentionally tight.
- Top Track (TheLordSet) broadens card choice; Sun/Moon track node is pivotal.
- 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:
| # | Card | Why |
|---|---|---|
| 1 | Call to Migrate | 0-cost Air |
| 2 | Strange Tales of the Sky | Moon + Air |
| 3 | Drift Down to Rest | Sun + Air + Plant |
| 4 | Travel Unsuspected | Air + Water |
| 5 | Bats Scout for Raids | Moon + Air + Animal |
| 6 | Entrancing Apparitions | Moon + Air |
| 7 | Gift of Power | Moon |
| 8 | Elemental Boon | 0-cost four-element |
| 9 | Predatory Nightmares | 0-cost Moon |
| 10 | Song of Sanctity | 0-cost Sun |
Top 5 Major Draft Picks
| # | Card | Why |
|---|---|---|
| 1 | Terrifying Nightmares | Moon + Air |
| 2 | Bargains of Power and Protection | Sun + Moon + Fire + Air |
| 3 | Sky Stretches to Shore | Sun + Moon + Air |
| 4 | Instruments of Their Own Ruin | Air + Fire + Animal |
| 5 | Wrap in Wings of Sunlight | Sun + Air |
Adversary Matchup Matrix
| Adversary | Rating | Note |
|---|---|---|
| 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
- Treating Strife as defensive. Dahan-suppression means your Dahan can’t retaliate near Incarna.
- Bouncing the Incarna back and forth on your own board. Leaves Dahan permanently sidelined.
- Missing the right-innate tempo. Without Air, you deal zero damage.
- 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.