Heart of the Wildfire

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SETUP

Put 3 Presenceicon.png and 2 Blighticon.png on your starting board in the highest-numbered Sands. (Blighticon.png comes from the box, not the Blight Card)

PLAY STYLE

Starts with good offense and gets better from there, buyt lays down Blight as it grows. The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted. The Wildfire can heal the land where it is, but may benefit from other Blight removal Powers so it can add Presence to problem lands without triggering Blight cascade. Removing Blight from its own lands limits its "Firestorm" innate power, however.
In the Reprint, the complexity was changed from Moderate to High

COMPLEXITY

HIGH

GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
Gaincardicon.png
Gain Power Card
Energy Plus 1.png
Gain 1 Energy
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

3
Rangeicon.png

Add Presence
+ Presenceicon.png

1
Rangeicon.png

Add Presence
Energy Plus 2.png
Gain 2 Energy
Oneenergyfire.png
and +1 more per Fire Showing
PRESENCE
Energy 0.png

Energy/Turn
Fireenergy.png

Fire
Energy 1.png

1
Energy 2.png

2
Fireplantenergy.png

Fire and Plant
Energy 3.png

3

Cardplay1.png

Card Plays
Fireelement.png

Fire
Cardplay2.png

2
Cardplay3.png

3
Fireelement.png

Fire
Cardplay4.png

4


SPECIAL POWERS

BLAZING PRESENCE

When you add or move Presenceicon.png after Setup, in the land it goes to:

  • For each Fireelement.png showing on your Presenceicon.png tracks, do 1 Damage.
  • If 2 Fireelement.png or more are showing on your Presenceicon.png tracks, add 1 Blighticon.png.
  • Push all Beasticon.png and any number of Dahanicon.png.

If you add multiple Presenceicon.png into a land at the same time, only do the above effects once.

DESTRUCTIVE NATURE

Blighticon.png added due to Spirit Effects (Powers, Special Rules, Scenario-based Rituals, ect) does not destroy your Presenceicon.png. (This includes cascades.)

FIRESTORM

SPEED RANGE TARGET LAND
Fasticon.png
0
Rangeicon.png
Blighticon.png

1 Plantelement.png 1 Damage per 2 Fireelement.png you have.

3 Plantelement.png Instead, 1 damage per 1Fireelement.png you have.

4 Fireelement.png 2 Airelement.png You may split this Power's damage among any number of lands with Blighticon.png where you have Presenceicon.png.

7 Fireelement.png In a land with Blighticon.png where you have Presenceicon.png, Push all Dahanicon.png. Destroy all Invaders and Beasticon.png. 1 Blighticon.png.

THE BURNED LAND REGROWS

SPEED RANGE TARGET LAND
Slowicon.png
0
Rangeicon.png
ANY

4 Fireelement.png 1 Plantelement.png If target land has 2 Blighticon.png or more, remove 1 Blighticon.png

4 Fireelement.png 2 Plantelement.png Instead, remove 1 Blighticon.png.

5 Fireelement.png 2 Plantelement.png 2 Earthelement.png Remove another Blighticon.png.



SUMMARY OF POWERS

         
         
         
         
         
Offense Control Fear Defense Utility



Lore

Burning, blazing, rising, consuming - Heart of the Wildfire is quite fond of humans, in a general sense: they keep hearths and use fire as a tool all the time, and those sparks give birth to so many lovely conflagrations! It is the nature of Spirits to be true to what they are, so even though Wildfire knows on some level that too much fire is bad for the land, it just doesn't think about that aspect of things very much. It is also, after all, a spirit of renewal after the blaze, so it implicitly assumes that everything will regrow eventually. (Its strong ties to A Spread of Rampant Green probably contribute to this point of view.)

It fights the Invaders partly due to the exhortations of other Spirits, but more for the sake of the Dahan, as it's become clear that the Invaders have no compunctions about putting them to the sword. (The Dahan and it have a long and storied history together, beginning with the very first Dahan settlements.) It is also, it should be said, somewhat gleeful over the chance to really cut loose without the other Spirits getting all riled up and putting out its firestorms.

From the Playmat

A spirit of natural destruction... and renewal after destruction, though those whose lands have been scoured by flame don't usually much appreciate the latter. Thrives near human habitations, glorying in their fires and sparks, but has existed on the island since long before the Dahan arrived, a child of the Volcano and the Green.

The Wildfire is a long-standing friend of the Dahan: the early slash-and-burn agriculture which turned most Spirits against them gave it the best decades it had had in centuries. It later supported the Dahan during the Second Reckoning, backing their threats of reprisal. It doesn't interact with the Dahan often these years, but spares their villages as best it can, and fights the Invaders in large part for them.


Starting Cards


Fireelement.pngAirelement.pngPlantelement.png

SPEED RANGE TARGET LAND
Slowicon.png
Sacredsiteicon.png
2
Rangeicon.png
ANY
1 Fearicon.png.
Destroy 1 Townicon.png.
Push 1 Dahanicon.png.

Fireelement.pngAirelement.png

SPEED RANGE TARGET LAND
Slowicon.png
1
Rangeicon.png
ANY
1 Fearicon.png.
1 Damage.
If you have:
2 Airelement.png:
This Power is Fasticon.png.

Sunelement.pngFireelement.pngPlantelement.png

SPEED RANGE TARGET
Fasticon.png
No Range.png
ANYSpiriticon.png
Target Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use this turn. (Powers which damage multiple lands or each Invader only get 1 extra damage total. Repeated Powers keep the +1 boost. Destroy effects don't get any bonus.)

Fireelement.pngPlantelement.png

SPEED RANGE TARGET LAND
Fasticon.png
0
Rangeicon.png
Blighticon.png+ INVADERS
2 Fearicon.png.
Push 1 Explorericon.png/Townicon.png per Terror Level from target land to adjacent lands without your Presenceicon.png. If there are no such adjacent lands, +2 Fearicon.png.






General Strategy

  • Growth: That third Growth choice grants more Energy the more Fire is uncovered on Wildfire's Presence track, granting ever-greater rewards as the game goes on. Its Energy track is relatively modest, but it'll be able to boost that substantially with Growth.
  • Special Rules - Blazing Presence: Every time Wildfire adds Presence, it damages Invaders - and the land. Once it uncovers 2 Fire, it'll be Blighting the land with every Presence it puts onto the board. (Fortunately, Destructive Nature keeps that Blight from destroying the Presence.) In smaller games, it'll have to be very careful about adding Presence too quickly, lest it blow through the Blight pool!
  • Innate Power - Firestorm: It doesn't just do damage when it adds Presence - with a small primer of Plant, Heart of the Wildfire can do Fire-based damage at one of its Presence. (Or, with more Fire and some Air, in multiple lands where it has Presence.) But those lands have to be Blighted - its fires must still be burning.
  • Innate Power - The Burned Land Regrows: Fortunately, it has a way to remove Blight. It's not easy, though - Heart of the Wildfire's regrowth aspect is definitely secondary to its destructive aspect - and when it heals a land, it stops being able to use Firestorm there!

What about its Unique Powers?

  • Unsurprisingly, all of them have Fire. Most have Plant, and a couple have Air. Triggering its Innate Powers shouldn't be too hard, once it can play enough cards.
  • Two of them are pretty expensive, but the other two are cheap. Heart of the Wildfire can probably make do with low Energy income, but will benefit from more.

The specific effects:

  • Flash-fires: fear and 1 damage, possibly Fast. This looks good for picking off Explorers.
  • Asphyxiating Smoke: Fear and destruction at good range - but it requires a Sacred Site, which may be tricky to set up without causing Blight cascades. (It does start with one, though.)
  • Threatening Flames: Frightens the Invaders, driving them away from its flames - or terrifying them even more if they're trapped! This Power is very powerful for the cost, but requires the same very specific setup as the Firestorm innate: a Blighted land where Heart of the Wildfire has Presence.
  • Flame's Fury: Boosts the damage of every damaging Power a Spirit uses - card or innate. This seems best as a boon for fast-and-furious lots-of-Powers spirits over slower, big-hammer allies.

Overall: Heart of the Wildfire is a high-complexity spirit. It has excellent offensive power, but its fires bring Blight to the land - and require some of that Blight to stay out in order for several of its offensive powers to work. In smaller games, it will have to be careful to avoid tainting the land (or outright losing), as the Blight it brings can be a substantial fraction of the available pool. In larger games, it'll have more leeway on Blight, but will face the problem of dilution: either the lands it sets up as deathtraps will be much sparser, or it'll concentrated be over in one corner and won't be able to help much in other portions of the board.

Links to Guides

Sacredsiteicon.png None Yet!