Lightning's Swift Strike

low Base Game
Lightning's Swift Strike spirit panel

Lightning's Swift Strike

Growth (Pick One)

1
Reclaim All Reclaim All + Gain Power Card Gain Power Card + Gain 1 Energy Gain 1 Energy
2
Add Presence at Range 2 2 Range Add Presence at Range 2 + Add Presence at Range 0 0 Range Add Presence at Range 0
3
Add Presence at Range 1 1 Range Add Presence at Range 1 + Gain 3 Energy Gain 3 Energy

Presence

Energy
1 Energy
1
1 Energy
1
2 Energy
2
2 Energy
2
3 Energy
3
4 Energy
4
4 Energy
4
5 Energy
5
Cards
2 Card Plays
2
3 Card Plays
3
4 Card Plays
4
5 Card Plays
5
6 Card Plays
6

Special Rules

SWIFTNESS OF LIGHTNING
For every Air you have, you may use 1 Slow speed Power as if it were Fast speed. (Power Cards or your Innate Powers.)

Innate Powers

slow THUNDERING DESTRUCTION
Speed slow | Range sacredsite 1 Range | Target Any
3 fire 2 air
Destroy 1 Town.
4 fire 3 air
You may instead destroy 1 City.
5 fire 4 air 1 water
Also, Destroy 1 Town / City.
5 fire 5 air 2 water
Also, Destroy 1 Town / City.

Setup

Put 2 Presence on your starting board in the highest-numbered Sands.

Play Style

Virtually all offense to start with: without a more defensive teammate, Blight may become a problem. Excellent at destroying buildings, less good at containing Explorers. Using Thundering Destruction tends to be a burst affair: a turn or two of position and build up Energy, followed by a really big turn.
Starting Powers are extremely focused on Air and Fire: good for Thundering Destruction, bad for Major Power versatility.

Power Summary

5
offense
2
control
3
fear
1
defense
2
utility

Unique Power Cards

Suggested Cards

Strategy

General Strategy

Some things of note:
  • Growth: It can play two Presence/turn. Not all Spirits can manage this! Lightning can spread quickly, setting up a new Sacred Site (two Presence in one land) in a single turn, even 2 lands away.
  • Growth: It only gains new Power Cards when Reclaiming / not placing new Presence. So it’s not going to be gaining huge numbers of new Powers unless it Reclaims a lot - which would limit its expansion.
  • Presence track: It has a slow Energy ramp-up, but incredible Card Plays - better than any other Spirit in the game.
  • Special Rules: Swiftness of Lightning - For every Air it has, Lightning’s Swift Strike can make one of its Powers Fast - that is, use it before the Invaders go rather than afterwards. That seems pretty good, but we’ll have to see how many of its unique powers are Air-aspected before we know how often it’ll be useful in practice.
  • Innate Power: Thundering Destruction - That’s a lot of wrecked buildings at higher levels! It’ll take playing 4-5 Fire to reach the best effects, but Lightning has that awesome Plays track, so playing 4-5 Power Cards in one turn isn’t as distant a feat for it as for others. The targeting is a bit restrictive, though: it must strike from a Sacred Site, and can only reach a single land away. And we don’t know how readily it has access to Air and Fire - so let’s look at its Unique Power Cards!

Before we go into specific cards, we can see two things right off the bat:

  • Every single Power has both Air and Fire - which makes sense; that’s Lightning for you. That means it’ll have a really easy time finding the Elements to use Swiftness of Lightning and Thundering Destruction!
  • A couple of those Power Cards cost 2 or 3 Energy to play - destructive power takes some oomph! Playing both of those together would require 5 Energy, far more than Lightning starts out getting in a single turn. So Lightning is going to be somewhat Energy-hungry, and may want to occasionally hold some Energy in reserve to build up for a massive strike the following turn.

The cards themselves:

  • Shatter Homesteads is a workhouse power, destroying those Towns that crop up all over the place in a particularly intimidating fashion. Like the Thundering Destruction innate, it must be used from a Sacred Site, but has better range.
  • Raging Storm hurts every Invader in a land, damaging buildings and wiping out Explorers entirely. The more Invaders there are, the more Lightning can pound on them - but it’s not cheap to do. It can be used from any of Lightning's Presence, though.
  • Lightning’s Boon grants Lightning’s overwhelming speed to other spirits, amping up their ability to pre-empt the Invaders. It could in theory self-target, but with Swiftness of Lightning, that’ll rarely be necessary!
  • Harbingers of the Lightning asks some Dahan to warn the Invaders about what Lightning’s Swift Strike is going to do to them if they stick around. It also asks the Dahan to move, setting up shop near the Invaders - perhaps simply a threatening gesture, perhaps a setup for a counterattack.

Overall: Most of Lightning’s Powers do a small amount of Fear, plus any Fear caused by destroying Towns and Cities - so we can expect that Lightning will be decent at helping frighten the Invaders. The only way it has to destroy Explorers is Raging Storm, which is expensive: Lightning isn’t good at wiping out small groups of people hidden away in the jungle. But while it has a hard time stopping the Invaders from Building, it’s really good at wrecking those buildings once they show up! It can do this best in bursts - playing lots of Power Cards to trigger Thundering Destruction - but setting those up may take a turn of gathering strength.

Links to Guides

Sacredsite Antistone's Opening[↗]

Sacredsite Phantaskippy's Guide[↗]

Sacredsite 4 Plays Reclaim Loop

Opening Guides

by Antistone · 3 turns

A 3-turn opening for Lightning's Swift Strike that establishes a second sacred site early, triggers Thundering Destruction on turn 2, and reclaims on turn 3 to maintain pressure.

openingbase-gamelow-complexity

by u/HunterIV4 · 3 turns Source ↗

A major-power-focused opening for the Immense aspect. Alternates G2 for the first two turns to build presence, then reclaims on turn 3 to pick up majors. From turn 4 onward, repeat the cycle aiming for 5 plays and two pairs of strong majors with good thresholds.

openingimmense-aspectmajor-powers

Lore

From the Spirit Panel

The child of a passing storm-spirit, Lightning's Swift Strike danced off the shores of the island many ages ago, and liked it enough to stay. It spends much of its time resting and quiet, waking up to dance through the sky when the winds blow strong.

It only concerns itself occasionally with the Dahan, usually appearing out of nowhere to send them off on some obscure errand. The Dahan cooperate - partly out of wary respect for Lightning's power, but as much for the sake of the Thunderspeaker - Lightning's child - who is a patron and ally of their people.

=

Design Lore=

Most spirits of storm travel the sky, never touching down or staying in any one place for too long, but a few find a place they’re sufficiently drawn to to stay - often a site with high winds or violent weather. Spirits of lightning are especially prone to this, finding the earth below more interesting than their cloud-formed bretheren.

Lightning’s Swift Strike was born long ago, of a storm-spirit off the shores of Spirit Island. It decided to stay in the instant it first struck ground, and has remained ever since. Lightning destroys with a fierce and glorious joy, not for the sake of destruction itself, but for the exultation of swiftness-in-power.

Aspects

Immense

Immense

Higher Complexity
Pandemonium

Pandemonium

Higher Complexity

Replaces: Innate Power: Thundering Destruction

Wind

Wind

Higher Complexity

Replaces: Special Rule: Swiftness of Lightning

High Synergy Cards

Type
Elements
Sort

Fleshrot Fever
Fleshrot Fever
slow 1 Minor fireairwateranimal
Provides: Fire, Air, Water
Steam Vents
Steam Vents
fast 1 Minor fireairwaterearth
Provides: Fire, Air, Water
Call to Migrate
Call to Migrate
slow 1 Minor fireairanimal
Provides: Fire, Air
Desiccating Winds
Desiccating Winds
slow 1 Minor fireairearth
Provides: Fire, Air
Dry Wood Explodes in Smoldering Splinters
Dry Wood Explodes in Smoldering Splinters
slow 1 Minor fireairplant
Provides: Fire, Air
Fire in the Sky
Fire in the Sky
fast 1 Minor sunfireair
Provides: Fire, Air
Hazards Spread Across the Island
Hazards Spread Across the Island
fast 0 Minor fireairearthplant
Provides: Fire, Air
Land of Haunts and Embers
Land of Haunts and Embers
fast 0 Minor moonfireair
Provides: Fire, Air
Lure of the Unknown
Lure of the Unknown
fast 0 Minor moonfireairplant
Provides: Fire, Air
Purifying Flame
Purifying Flame
slow 1 Minor sunfireairplant
Provides: Fire, Air
Spur on with Words of Fire
Spur on with Words of Fire
fast 1 Minor sunfireair
Provides: Fire, Air
Swarming Wasps
Swarming Wasps
fast 0 Minor fireairanimal
Provides: Fire, Air
Blood Draws Predators
Blood Draws Predators
fast 1 Minor sunfirewateranimal
Provides: Fire, Water
Elusive Ambushes
Elusive Ambushes
fast 1 Minor sunfirewater
Provides: Fire, Water
Poisoned Dew
Poisoned Dew
slow 1 Minor firewaterplant
Provides: Fire, Water
Roiling Bog and Snagging Thorn
Roiling Bog and Snagging Thorn
fast 0 Minor moonfirewaterplant
Provides: Fire, Water
Sunset's Fire Flows Across the Land
Sunset's Fire Flows Across the Land
slow 1 Minor sunmoonfirewater
Provides: Fire, Water
The Shore Seethes with Hatred
The Shore Seethes with Hatred
slow 1 Minor firewaterearthplant
Provides: Fire, Water
Treacherous Waterways
Treacherous Waterways
fast 0 Minor firewaterearth
Provides: Fire, Water
Weep for What is Lost
Weep for What is Lost
slow 0 Minor firewateranimal
Provides: Fire, Water
Animated Wrackroot
Animated Wrackroot
slow 0 Minor moonfireplant
Provides: Fire
Call to Bloodshed
Call to Bloodshed
slow 1 Minor sunfireanimal
Provides: Fire
Call to Ferocity
Call to Ferocity
slow 0 Minor sunfireearth
Provides: Fire
Domesticated Animals Go Berserk
Domesticated Animals Go Berserk
fast 1 Minor moonfireanimal
Provides: Fire
Drought
Drought
slow 1 Minor sunfireearth
Provides: Fire
Gift of Living Energy
Gift of Living Energy
fast 0 Minor sunfireplant
Provides: Fire
Gold's Allure
Gold's Allure
slow 0 Minor fireearthanimal
Provides: Fire
Inflame the Fires of Life
Inflame the Fires of Life
slow 1 Minor moonfireplantanimal
Provides: Fire
Storm-Swath
Storm-Swath
slow 3 Major fireairwater
Provides: Fire, Air, Water Threshold reachable (93%)
Pyroclastic Flow
Pyroclastic Flow
fast 3 Major fireairearth
Provides: Fire, Air Threshold reachable (86%)
Exaltation of the Incandescent Sky
Exaltation of the Incandescent Sky
fast 7 Major sunfireairwater
Provides: Fire, Air, Water Threshold reachable (79%)
Plague Ships Sail to Distant Ports
Plague Ships Sail to Distant Ports
fast 4 Major fireairwateranimal
Provides: Fire, Air, Water Threshold reachable (75%)
Transform to a Murderous Darkness
Transform to a Murderous Darkness
slow 6 Major moonfireairwaterplant
Provides: Fire, Air, Water Threshold reachable (71%)
Fire and Flood
Fire and Flood
slow 7 Major sunfirewater
Provides: Fire, Water Threshold reachable (100%)
Unleash a Torrent of the Self's Own Essence
Unleash a Torrent of the Self's Own Essence
fast 2 Major sunmoonfirewater
Provides: Fire, Water Threshold reachable (90%)
Spill Bitterness Into the Earth
Spill Bitterness Into the Earth
fast 5 Major firewaterearth
Provides: Fire, Water Threshold reachable (75%)
Pent-Up Calamity
Pent-Up Calamity
fast 3 Major moonfireearthplantanimal
Provides: Fire Threshold reachable (80%)
Transformative Sacrifice
Transformative Sacrifice
fast 3 Major moonfirewaterplant
Provides: Fire, Water Threshold reachable (71%)
Forests of Living Obsidian
Forests of Living Obsidian
slow 4 Major sunfireearthplant
Provides: Fire Threshold reachable (69%)
Volcanic Eruption
Volcanic Eruption
slow 8 Major fireearth
Provides: Fire Threshold reachable (64%)

Design & Extras

Spirit Spotlight

Theme Music