Suit of Wands (Friends)
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Ace of Wands (Avatar)
A customizable rookie, the Avatar presents great potential to the Resistance’s cause as the Ace of Wands. Initially cowardly, joining the fight against the Eggman Empire allows them to grow into a take-action soldier that directly collaborates with Sonic and friends. After victory in The War to Take Back the Planet, the Avatar becomes inspired to begin new adventures elsewhere, now capable in their own right.
The road to heroism is a rocky one, seen when the Ace of Wands is reversed. Opportunities to prove themself initially went unanswered, as any intimidation from Infinite would cripple the Avatar in crucial moments. Only repeated team-ups with Sonic gave them a direction to fight back within instead of being distracted by fear.
The Ace of Wands is given many fruitful opportunities for glory, but must be guided to stay on track.
Upright Keywords: potential, growth, inspiration, new opportunities
Reversed Keywords: lack of initiative, roadblocks, cowardice, distraction
Two of Wands (Trip the Sungazer)
The Two of Wands, Trip the Sungazer is caught up between two sides in her initial appearance. Although loving and gentle in nature, she is forced into a partnership with Eggman and Fang during their stay at the Northstar Islands. Eventually fed up with the workplace harassment, she joins Sonic and friends against her former colleagues to protect her home from their plundering.
When the Two of Wands is reversed, however, Trip’s anxiety becomes more evident. Eggman and Fang’s abuse and doubt of her skills causes her to withdraw into herself, visualized by the heavy helmet she usually wears. Even when the Northstar Islands return to peace, Trip doesn’t completely let go of this safety blanket and still hides her face during uncomfortable moments.
The Two of Wands will eventually choose to do what’s right, but the fear of the unknown may threaten her decision.
Upright Keywords: contrasting paths, business partnerships, decisions, taking steps to improve
Reversed Keywords: withdrawal, inaction, staying in one place, self-doubt
Three of Wands (Belle the Tinkerer)
The surrogate daughter of an amnesiac Eggman, Belle the Tinkerer is a friendly Badnik and the Three of Wands. Timid and withdrawn when first becoming acquaintances with the Restoration, she soon finds purpose in helping Tails in the repair shop, even helping fix the heavily-damaged Omega. Eventually, Belle aims to liberate all Badniks from Eggman’s control, even succeeding in part with the help of Motobud.
Belle’s longing for the past takes over when the Three of Wands is reversed. For a long time, she refuses to consider Eggman and Mr. Tinker as the same people, and uncharacteristically lashes out at Starline—who reversed the amnesia—when given the chance. Even after accepting the truth, Belle seems to hold out hope that Eggman might return to his kindly ways and be her father once more.
The Three of Wands can build her own self-purpose if she doesn’t let the past haunt her.
Upright Keywords: growing confidence, hard work paying off, spreading one's wings, planning for the future
Reversed Keywords: clinging to the past, disappointment, frustration, holding out hope
Four of Wands (Marine the Raccoon and Ariem)
Marine the Raccoon and Ariem both represent alternate worlds as the Four of Wands. Marine hails from the Sol Dimension, and her spirited-if-reckless nature surely forms a “welcome home” that Blaze never expects. Meanwhile, Ariem’s guardianship of the Reverie, a "home away from home" where dreams come true, is a celebration of the imagination and the impossible.
Not everything is all smiles when the Four of Wands is reversed. Marine’s recklessness grates on the nerves of Blaze and friends, and feeling unwelcome causes her to face Captain Whisker alone. Furthermore, the Reverie can easily grant wishes for those with unstable or malicious dreams, which Ariem finds out once Eggman appears.
The Four of Wands represents the joy of the home and heart, but support is still needed in order to thrive.
Upright Keywords: a welcome home, community, surprises, celebration
Reversed Keywords: lack of support, not fitting in, conflict with others, unstable homelife
Five of Wands (Babylon Rogues: Jet the Hawk, Wave the Swallow, and Storm the Albatross)
The Babylon Rogues—Jet the Hawk, Wave the Swallow, and Storm the Albatross—are a volatile group of thieves and Extreme Gear experts. Although highly competent on the racetrack as the Five of Wands, they often come to rows over trivial matters, such as who gets to relay information or touch items like the Babylon Garden's key. This nasty attitude extends to others as well: Jet was willing to let the Metal Virus run rampant because he considered the task below his pay grade, only being talked out of it with flattery.
Despite their ill tempers, the Five of Wands reversed sees the Rogues often helping Sonic and friends’ cause. Eggman often forms a united point of annoyance for both groups, and they also work together to thwart SCR-HD's Ark of the Cosmos plot. Ultimately, even if many tournaments turn out to be a front for Eggman-related schemes, the Rogues first and foremost live for the thrill of the race against skilled opponents and each other.
The Five of Wands may be at each other's throats at times, but they always have their allies’ backs.
Upright Keywords: volatility, arguments, bad attitudes, competition
Reversed Keywords: compromise, cooperation, conflict avoidance, sportsmanship
Six of Wands (Barry the Quokka)
Barry the Quokka, the Six of Wands, stands testament to the importance of self-assurance. Initially anxious in their unglamorous microwaver position, their clue-solving partnership with Tails allows them to find the strength to believe in themself and their ideas, however unlikely they may seem. Eventually, their success in exposing the Mirage Express plot grants them esteem in the eyes of both his boss and Sonic and friends, leading to a bright future no matter what they choose.
Lacking confidence becomes Barry's vice when the Six of Wands is reversed. Despite deducing that Amy’s murder mystery party took a violent turn, they are unable to be firm in their assertions of that fact to Tails and Amy. In times of duress, Barry shuts down almost completely, needing Sonic's support—or an imagined version of it—to recover and refocus.
The Six of Wands always finds eventual success, but weak self-esteem often delays its arrival.
Upright Keywords: self-assurance, finding strength within, success, acclaim
Reversed Keywords: lack of confidence, poor assertiveness, following the pack, moments of weakness
Seven of Wands (Shahra)
The Seven of Wands is the determined Genie of the Ring, Shahra. Despite her intimate ties to Erazor Djinn, she recognizes the dangers of letting his plan come to fruition and ultimately puts into motion the plan that defeats him. Shahra’s latent magic aids Sonic at every turn, and her loyalty to him even led her taking a fatal blow to protect him.
But as the Seven of Wands reversed, Shahra’s willpower crumbles. Despite her discomfort, she nevertheless betrays Sonic to aid Erazor Djinn, their toxic relationship having become too important to her. Even upon resurrection, Shahra is too exhausted by her grief to properly express her emotions over Erazor Djinn’s defeat and her betrayal, instead wordlessly acquiescing to Sonic’s final request.
The Seven of Wands will not hesitate to protect those closest to her, but her resolve wavers when her loved ones come to blows.
Upright Keywords: determination, doing the right thing, standing up for one's beliefs, protection
Reversed Keywords: wavering resolve, giving in, lack of willpower, exhaustion
Eight of Wands (Mighty the Armadillo and Ray the Flying Squirrel)
Best buddies Mighty the Armadillo and Ray the Flying Squirrel are the Eight of Wands. As close compatriots to Sonic in his early days of adventuring, the duo are quick on their feet in both motion and thought, seen in their deft trap navigation of Eggman Island. Their energy extends to their positivity as well—Mighty and Ray are always excited to help their other friends and love hanging out at chili dog picnics.
Tardiness manifests in Mighty and Ray when the Eight of Wands is reversed. Many of Sonic’s later quests conspicuously lack the duo, with missing posters even cropping up during the Time Eater incident. Even when present for the fight, such as against the Hard Boiled Heavies, Mighty and Ray must be freed or otherwise found to be unrestricted enough to help their friends’ cause.
The Eight of Wands are fast-paced and ready for action, but some roadblocks must be cleared for it to happen.
Upright Keywords: fast-paced action, sharp minds, deftness, excitement
Reversed Keywords: slow to the draw, late starts, missed opportunities, unpreparedness
Nine of Wands (Princess Elise the Third)
The story of Princess Elise the Third, sovereign of Soleanna and the Nine of Wands, is one of resilience. As the center of a decades-long conspiracy, she constantly faces adversaries who wish to do her harm, ones she is ill-equipped to handle alone. However, Elise’s lack of martial prowess does not make her a weak person: she learns the importance of protecting her people against Eggman despite her fears, and this growing courage ultimately allows her to let Sonic go in order to save the world.
Elise’s initial lack of proactivity is found when the Nine of Wands is reversed. Despite repeated kidnappings by Eggman, she lacks the situational awareness to watch out for danger and lets her guard down frequently—culminating in the surprise attack by Mephiles against Sonic. Additionally, Elise often gives up on trying to escape herself, waiting on those like Sonic and Amy to rescue her instead of formulating a strategy herself.
The Nine of Wands gathers her inner strength in tough situations, but may not be proactive in setting plans into motion.
Upright Keywords: resilience, perseverance, gathering one's courage, growth
Reversed Keywords: lack of proactivity, not learning from the past, letting one's guard down, giving up
Ten of Wands (Merlina)
As the Ten of Wands, Merlina the Wizard is bound by her grandfather’s legacy. Privy to Camelot’s eventual downfall and King Arthur’s illusionary existence, her desire for all to remain as it is comes to blows with Sonic’s spontaneity, too focused on what will become to see the present as anything but obligated drudgery. This loss of spirit turns stopping the creeping hands of time into Merlina’s burden, one she succeeds in before Sonic’s intervention.
Letting go is integral to the Ten of Wands reversed. While Merlina views fate as an unavoidable enemy, Sonic helps her see that taking on the weight of the world is foolish, and that living and appreciating the moment makes its finiteness more poignant. Like a flower blooming after a long winter, she ultimately releases herself from upholding her grandfather’s insurmountable vision of a perfect kingdom.
The Ten of Wands holds the fate of the whole world as her responsibility, and may need help letting perfection go.
Upright Keywords: heavy responsibilities, misguided focus, obligation, burden
Reversed Keywords: letting go, living in the moment, release of burdens, insurmountable obstacles
Page of Wands (Chip and Yacker)
Chip and Yacker, former companions of Sonic on his adventures, are the Page of Wands. Both fun-loving and personable, they introduce and help Sonic discover the extents of his Werehog form and Wisp powers, respectively. Chip’s zeal for the culture of life can be seen in his childlike enjoyment of the Chocolate Chip Sundae Supreme, while Yacker’s translator-based communication and expressions display a hint of lovable free-spiritedness.
When the Page of Wands is reversed, Chip and Yacker’s brisk nature manifests as stubbornness. Once Chip discovers his true identity as Light Gaia, he becomes self-conscious of his importance in defeating Dark Gaia, even attempting to block Sonic from helping for fear of him getting hurt. Meanwhile, Yacker’s concern for his fellow Wisps leads to him recklessly wandering away from the protection Sonic and Tails offer without communication, culminating in him being captured by Eggman and requiring rescue.
The Page of Wands sparks new discoveries in those around them, yet their hastiness makes it hard for their friends to help them, in turn.
Upright Keywords: inspiration, discovery, childlike wonder, free-spiritedness
Reversed Keywords: stubbornness, self-consciousness, recklessness, causing problems
Knight of Wands (Sticks the Badger)
Sticks the Badger is a bundle of endless energy and the Knight of Wands. Raised in the wilderness with minimal contact to society, she is passionate about the sense of freedom and adventure that comes from life in the woods. However, her isolated upbringing leads to Sticks having an impulsive—and usually negative—reaction to technology and outsiders, which often manifests as conspiracy theories.
As the Knight of Wands reversed, Sticks’ demeanor manifests as more volatile and almost neglectful. As seen when she purchases cupcakes after seeing a TV advertisement, she is quick to blame her vices on her conspiracies, claiming she was brainwashed instead of merely hungry. Additionally, Sticks is rarely seen in the travels of Sonic and friends, with Amy having to put together a “girl’s trip” specifically to include her, presumably due to Sticks’ dislike of the outside world.
The Knight of Wands’ zeal for life is evident, but her overwhelming presence may not always be welcome.
Upright Keywords: zeal for life, passionate energy, adventure, impulsiveness
Reversed Keywords: volatile personalities, poor self-control, foolhardiness, exclusion
Queen of Wands (Jewel the Beetle)
Jewel the Beetle, the determined head of the Restoration, has grown into her own confidence. As the Queen of Wands, she leads her organization in their quest to protect and restore the environment and communities around them, seen during the forest fire incident in the Forest Ridge Zone Campground. Jewel’s position has also afforded her some courage, being able to stand up to Clutch when it becomes apparent his corruption is affecting the Clean Sweepstakes.
Unfortunately, Jewel’s meekness crops up when the Queen of Wands is reversed. Initially firm in her reprimands of Clutch, she eventually eases up and makes concessions for him instead of sticking to her guns. Additionally, Jewel often doesn’t have time to be on the ground level of the Restoration’s work, as she’s otherwise overwhelmed with the paperwork to keep the organization running, which affects her self-esteem as a leader.
The Queen of Wands is an effective leader in her cause as long as she keeps her self-doubt at bay.
Upright Keywords: determination, growing confidence, leadership, courage
Reversed Keywords: meekness, giving into demands, overwhelmedness, low self-esteem
King of Wands (Diamond Cutters: Tangle the Lemur, Whisper the Wolf, and Lanolin the Sheep)
The second-gen Diamond Cutters (primarily consisting of Tangle the Lemur, Whisper the Wolf, and Lanolin the Sheep) are the dependable team behind the King of Wands. The three of them possess bold personalities—Tangle’s energetic attitude, Whisper’s withdrawn demeanor, and Lanolin’s no-nonsense outlook—but are able to play off of each other’s strengths to become a fearless rapid-response team for the Restoration. Together, they are capable of greater tasks than they could do alone, such as being key players in destroying the Eggperial City.
More negative traits of the Diamond Cutters creep in when the King of Wands is reversed. Tangle’s impulsiveness in naming their team the Diamond Cutters almost threatened to tear the group apart before it started, as Whisper was extremely hurt by what seemed like a rude mockery of her dead teammates. Additionally, their lack of experience as a team leads to them hastily trusting the disguised Mimic as a new teammate, with Lanolin in particular reacting with a forceful temper toward anyone (like Silver) who questions the presence of “Duo” on the team.
The King of Wands are natural-born leaders in their own right, but their high expectations for each other may lead to turning a blind eye to the cracks in their synergy.
Upright Keywords: dependability, boldness, leadership, taking action
Reversed Keywords: impulsiveness, rudeness, hastiness, forcefulness