Both thematically and balance-wise, it feels like Shroud should have shipped with an isolate from the start. Stranded is the most transparent "patch" type aspect in the whole NI roster, lol. Still excited to try playing it.
Finally, I've been waiting for this spirit from you since you started. Loved that you mentioned this spirit is for you if you like invaders lol. I've played so many games with mists hoping to have him click and it was never enjoyable. I'd rather play base or madness shadows. Nice insight on him having more energy at one point. Keep it up red!
For learning the spirit, if not playing true solo, try adjusting the difficulty by adding a board instead of a difficult adversary. This gives large areas with few invaders and paces nicely with shroud.
Mist Shift and Flow is such a big part of the spirit's identity and playability to me. I couldn't imagine using the aspect for this. The ability to shift presence all over takes the downside of the zero range g2 away, it lets you dodge presence destruction from ravages then move back in during the slow phase to continue milking damaged invaders. Effectively managing your presence spread, knowing when to clear a land or continue draining it are key to getting results. I really struggled to begin with, but playing several games really got me to appreciate this spirit.
A change I would suggest is that when you push Dahan with this spirit eather with. "Lost in the swirling haze" or perhaps just in general depending on balance. You deal one damage to every pushed dahan and a different invader in the land it was pushed to. This helps with "Slow and silent death" enabling the spirit to get more on it's special rule. Or deal more damage to invaders to perhaps stop blight at the cost of getting les fear and energy. I think this would make it les of a detriment in multiple spirit games wher the fear gane of this spirit won't impact the whole fear poll as much and the impending blight will be halted in exchange for possible growth instead of forcing to guard your own board with little progress now when the fear cards can't bail you out.
Another idea o have that is not so Dahan dependent is just making so "Slow and silent death" count lands with damaged towns and individual damaged cities separately. So a land with 2 towns and 2 cities all damaged would count as 3. Only one town counts, but each individual city counts once. After all cities include more invader to choke. A land with one city would just be count for one as cities don't occupy the damaged buildings in a land.
sad that the new NI spirits can trigger their better innates by turn 1. and level 2 almost on turn 2, while Mist which is my most hyped spirit before, just feels like hardmode SI.
As much as I love thei spirit it is definitely very flawed where the flaws outweigh alot of the value it would procide. Even though I miss the high potential of presence movement, the isolate every turn effect from the aspect is well worth uy so you can mainatain empty pockets whulebstill maintaining the damagaed invaders elsewhere
i mean realistically you only really need the movement to get around mist dying during ravage. land targeting and range is not that difficult to solve for almost all spirits
Is there an adversary that Shroud is good against? Just decided to add him to my arsenal so I can have a fear spirit and he's really fun. But my brother and I are starting to play adversaries and I wanna know which ones to avoid for my first time doing adversary with him
This spirit needs an aspect that lets it become functional in multiple spirit games that is not just rushing the fear deck. You feel like a detriment to the team.
Disagree, early game shroud movement and special helps a lot of spirits not waste their damage. a lot of my shroud multi games is finding where that 1 leftover building damage from another spirit is going to be and squatting. help shroud and the player with the low early game damage. With that extra early energy income shroud can ramp faster and when shroud can survive to the late game the pure destruction power get ridiculous. If anything shroud plays better in multi. Does it take more to get the endgame good shroud there than say volcano , snek or especially keeper , sure. But the theme fels so much better with shroud.
@@brianmurphy9039 I have never experienced a game where Shroud got a destructive late game. Upon that the idea of leaving buildings low for shroud is never really worth it. Then you are keeping Invaders alive to make the land harder to deal with later. I have also never found that there have been any damage leftover damage except at the late game. In the early it is just better to put those resources somewhere else where it kills invaders. Most spirits are designed to deal enough damage to kill in response to the health reset at times passes. I have not in the 3 games I played found a scenario where anyone but Shroud itself had the means to prepare lands to harvest fear from.
I really love theme of this spirit and totally hate its gameplay. It wants a lot of lands with invaders, but can't really handle them. Almost any highlevel adversary gonna punish you for not destroying towns and cities. Probably, it should has special rule for "ignore 1 wounded enemy for your presence" or something like that. In my own tier list it's bottom scratcher.
"if you like having your board built up with invaders everywhere, this spirit is for you" lol
Haha! That killed me!
Both thematically and balance-wise, it feels like Shroud should have shipped with an isolate from the start. Stranded is the most transparent "patch" type aspect in the whole NI roster, lol. Still excited to try playing it.
Even when playing base Mist I think I'll just add the Isolate per turn
Mist is the closest thing we have to an ice spirit so it is my favorite.
Finally, I've been waiting for this spirit from you since you started. Loved that you mentioned this spirit is for you if you like invaders lol. I've played so many games with mists hoping to have him click and it was never enjoyable. I'd rather play base or madness shadows. Nice insight on him having more energy at one point. Keep it up red!
For learning the spirit, if not playing true solo, try adjusting the difficulty by adding a board instead of a difficult adversary. This gives large areas with few invaders and paces nicely with shroud.
Mist Shift and Flow is such a big part of the spirit's identity and playability to me. I couldn't imagine using the aspect for this. The ability to shift presence all over takes the downside of the zero range g2 away, it lets you dodge presence destruction from ravages then move back in during the slow phase to continue milking damaged invaders. Effectively managing your presence spread, knowing when to clear a land or continue draining it are key to getting results. I really struggled to begin with, but playing several games really got me to appreciate this spirit.
Wait-You can MAX gain one energy per turn even if you get multiple cards that don’t have fire, right?
Correct
God forbid you gain 2 cards and gain that 1 extra energy!
I didn't realize this, wow that sucks
A change I would suggest is that when you push Dahan with this spirit eather with. "Lost in the swirling haze" or perhaps just in general depending on balance. You deal one damage to every pushed dahan and a different invader in the land it was pushed to.
This helps with "Slow and silent death" enabling the spirit to get more on it's special rule. Or deal more damage to invaders to perhaps stop blight at the cost of getting les fear and energy. I think this would make it les of a detriment in multiple spirit games wher the fear gane of this spirit won't impact the whole fear poll as much and the impending blight will be halted in exchange for possible growth instead of forcing to guard your own board with little progress now when the fear cards can't bail you out.
Another idea o have that is not so Dahan dependent is just making so "Slow and silent death" count lands with damaged towns and individual damaged cities separately. So a land with 2 towns and 2 cities all damaged would count as 3. Only one town counts, but each individual city counts once. After all cities include more invader to choke. A land with one city would just be count for one as cities don't occupy the damaged buildings in a land.
Shroud is a blast to play, he’s not super powerful but just a unique play style
my favorite spirits are minor power spirits. i would love a list that shows what spirits are good with major or minor power builds or both
Almost all Spirits have builds for both. Some are favored for a specific style though!
sad that the new NI spirits can trigger their better innates by turn 1. and level 2 almost on turn 2, while Mist which is my most hyped spirit before, just feels like hardmode SI.
As much as I love thei spirit it is definitely very flawed where the flaws outweigh alot of the value it would procide. Even though I miss the high potential of presence movement, the isolate every turn effect from the aspect is well worth uy so you can mainatain empty pockets whulebstill maintaining the damagaed invaders elsewhere
i mean realistically you only really need the movement to get around mist dying during ravage.
land targeting and range is not that difficult to solve for almost all spirits
is it a coincidence that most water spirits have predictable growth choices
Is there an adversary that Shroud is good against? Just decided to add him to my arsenal so I can have a fear spirit and he's really fun. But my brother and I are starting to play adversaries and I wanna know which ones to avoid for my first time doing adversary with him
Any matchup where control spirits excel. I recommend Stranded aspect
This spirit needs an aspect that lets it become functional in multiple spirit games that is not just rushing the fear deck.
You feel like a detriment to the team.
Disagree, early game shroud movement and special helps a lot of spirits not waste their damage. a lot of my shroud multi games is finding where that 1 leftover building damage from another spirit is going to be and squatting. help shroud and the player with the low early game damage. With that extra early energy income shroud can ramp faster and when shroud can survive to the late game the pure destruction power get ridiculous.
If anything shroud plays better in multi. Does it take more to get the endgame good shroud there than say volcano , snek or especially keeper , sure. But the theme fels so much better with shroud.
@@brianmurphy9039 I have never experienced a game where Shroud got a destructive late game. Upon that the idea of leaving buildings low for shroud is never really worth it. Then you are keeping Invaders alive to make the land harder to deal with later. I have also never found that there have been any damage leftover damage except at the late game. In the early it is just better to put those resources somewhere else where it kills invaders. Most spirits are designed to deal enough damage to kill in response to the health reset at times passes. I have not in the 3 games I played found a scenario where anyone but Shroud itself had the means to prepare lands to harvest fear from.
I really love theme of this spirit and totally hate its gameplay. It wants a lot of lands with invaders, but can't really handle them. Almost any highlevel adversary gonna punish you for not destroying towns and cities. Probably, it should has special rule for "ignore 1 wounded enemy for your presence" or something like that. In my own tier list it's bottom scratcher.
I hate this world. But there is still goodness. I want Heaven so much…at all costs