Put 2 on your starting board, in the highest-numbered Sands.
You start with your 4 Unique Power Cards and 0 Energy.
Weaken-and-Destroy. Likes having where there's /, as it makes all Spirits' Damage more effective there.
Has an easier time setting up in Sands and Mountains, but can do so in any terrain with a bit more time.
Rising Heat of Stone and Sand Official FAQ Entries
At your , Invaders have -1 Health (min. 1).
(Innate Powers perform all thresholds reached, in order, on the same target land.)
SUMMARY OF POWERS
Dahan herders are very familiar with Rising Heat of Stone and Sand: the signs of its presence are passed down from generation to generation, so it can be acknowledged and thanked for safe passage across its scorching domain. Even after centuries, the Spirit remains a bit unclear on why living things get so unhappy about fatal desiccation, but the Dahan make such pleasant patterns across its sands that it's happy to forbear.
There are no rulings at this time.