
It's also Keeper's only +Fire to start with, so Towering Wrath will pair with Punish Those Who Trespass - Keeper's going to have some big stompy turns when it gets mad.

Fortunately, Keeper has the Energy income to support that. But it only has one Fire, so the higher level of Punish Those Who Trespass will require drafting more Fire, and has no Air, so the Air-based Range boost to Spreading Wilds isn't an option at first. It's very strong in Sun and (especially) Plant.Spreading Wilds can't affect lands with Blight, so we see that Keeper has a hard time spreading to blighted lands - as one might expect, for a guardian of untainted wild places. Innate Power - Spreading Wilds: We'd expect to see some easy way for Keeper to add Wilds, given that it relies on them to spread.With more wrath (Fire), Keeper brings extra damage commensurate to its core elements (Plant + Sun), wiping out Cities and more. Innate Power - Punish Those Who Trespass: Here we go: at base, this destroys a Town, but also a Dahan.This can be inconvenient, as it deprives Keeper of some forms of Dahan assistance, but also lets it get the Dahan out of the way of some of its Powers - which will be important, as we'll see in a moment. Special Rule - Forbidden Ground: The Dahan will evacuate anyplace where Keeper sets up a Sacred Site, and not return unless a Spirit explicitly gives them the OK to do so.(Though that same effort could also get it a lot more Energy.) Its Plays are more or less average: no strong help for play-heavy strategies, but it can get up to 3-4 card plays with some work. Presence Tracks: It has very good Energy, starting at 2 and rising all the way up to 9 - a higher top-out than even Vital Strength of the Earth, though it takes several more placements to get there.Keeper has two ways to add Presence, but one of them costs 3 Energy to make use of, and both are restricted: it grows most readily where there are Wilds or its own Presence, but in a pinch can expand anywhere there isn't Blight.


It serves spirits of deep root and ancient branch which foresaw the need for a more energetic guardian, being immensely slow in their age and great power. Keeper of the Forbidden Wilds is a guardian-spirit, charged with maintaining the sanctity of the deepest wilds of Spirit Island. Nobody much cares to test the truth of the matter.
THE KEEPER OF 4 ELEMENTS LEVEL 9 HARD HOW TO
The Dahan know how to listen, and stay well away.Ī few spirit-seekers claim that these wild-spirits (powerful as they are) are merely custodians and wardens for other more powerful, spirits of ancient trees and deep roots who wake neither frequently nor easily.

The leaves there whisper words of forbiddance, of warnings, of wrath for those who trespass. A few have a spirit of sanctity about them. Spread throughout Spirit Island are pockets of deep wilderness, untouched by human hands.
