two player solo this during my vacation multiple times against England 6. Tired of winning. Thanks for introducing this combo. Green and stranded shroud can cover team mate's island quickly and efficiently
Around 36:00, your original set of actions (with Overgrow + Sap into F5) is already edge-case proof, because Green will always be able to destroy a presence in F2 and move it into F1 with Flowing. There's no event that builds twice in F1, so the land can't hit 7 buildings until the escalation, and you'd have a sacred site there by that point.
Love your videos Red, especially the two handed games! I've recently gotten back into Spirit Island after a long break, and I have the itch to make custom spirits: is there any general advice you have for creating fun and balanced spirits?
I have a bunch coming out in February. Custom Spirits I don't have the best advice outside of (1) Join the Spirit Island Creations Discord (2) Be VERY open to people's suggestions. Don't take it personal, if you don't like what someone is saying, just listen. I see players get overly defensive over their custom creations. (3) Avoid Dahan adding powers. (4) Avoid starting hands that have more than 4 cards.
I don't like to Overgrow for fear because of the cost. 2 energy is ALOT for Green (who typically has 2 energy a turn). Usually this energy is needed for Majors.
Played this after your synergy video. Very strong! I know you put them as an F on your matchup axis, but I think Mud solo vs Russia 6 is actually pretty good with the fast fear track. Wonder if you'd give it a shot sometime. I won 3 games in 5 plays, curious if someone could figure if it's statistically more winning than losing or my T1 majors were just OP Winning games majors: Vigor, Paralyzing Fright, Instruments (Strong majors for sure) Losing games majors: Forests of Obsidian, Sweep into Sea
Mud has problems into Russia 6 in MP setting where it can't just fear out. In solo, Mud does fine because it can fast Tempo win. Shadows is another Spirit that fits into this category.
Fun comment: Renewing Boon is awful elements for Shroud, but it removes a blight and brings back Green's destroyed presence for more skips. Can be fiddly to setup though
@RedReVenge007 I don't think energy ended up being the problem in this game, but I agree that it's probably not efficient. Badlands plus Dissolving/Fog/Stem is gross. It's a pity thay Vigor is so busted, otherwise you might have done more with Shore Seethes
Great Game! There were 2 turns With 2 cards on the invader slots (Sands and Mountains, Build and Ravage). Do you maybe know why the game takes the Sands First in Both cases? Since i would have thought that Mountains would be the First one each case because it was drawn First… am i missing Something? I know that this doesnt do anything in this matchup but i‘m trying to understand the exact rules. Thx!
Very much missed these 2 handed games, great content, thanks!
I have a bunch coming out in February
A lot a fun, I’m glad you did fun drafts instead of safe drafts! Still need to see that shiny pokemon of an ultimate meme innate!
two player solo this during my vacation multiple times against England 6. Tired of winning. Thanks for introducing this combo. Green and stranded shroud can cover team mate's island quickly and efficiently
love to see this combo in play!
Around 36:00, your original set of actions (with Overgrow + Sap into F5) is already edge-case proof, because Green will always be able to destroy a presence in F2 and move it into F1 with Flowing. There's no event that builds twice in F1, so the land can't hit 7 buildings until the escalation, and you'd have a sacred site there by that point.
Love your videos Red, especially the two handed games!
I've recently gotten back into Spirit Island after a long break, and I have the itch to make custom spirits: is there any general advice you have for creating fun and balanced spirits?
I have a bunch coming out in February.
Custom Spirits I don't have the best advice outside of
(1) Join the Spirit Island Creations Discord
(2) Be VERY open to people's suggestions. Don't take it personal, if you don't like what someone is saying, just listen. I see players get overly defensive over their custom creations.
(3) Avoid Dahan adding powers.
(4) Avoid starting hands that have more than 4 cards.
At 27:00 you didn’t even contemplate using Overgrow for the 3 fast fear. Oversight, or just not worth the energy compromise?
I don't like to Overgrow for fear because of the cost. 2 energy is ALOT for Green (who typically has 2 energy a turn). Usually this energy is needed for Majors.
@@RedReVenge007oh, I totally get it. Just turning off 3 extra sands builds seems like one of those corner cases where it might be worthwhile.
@@corinnacohn7389 Yep That's likely the better play, but I think I went on auto pilot at this point.
Played this after your synergy video. Very strong!
I know you put them as an F on your matchup axis, but I think Mud solo vs Russia 6 is actually pretty good with the fast fear track. Wonder if you'd give it a shot sometime. I won 3 games in 5 plays, curious if someone could figure if it's statistically more winning than losing or my T1 majors were just OP
Winning games majors: Vigor, Paralyzing Fright, Instruments (Strong majors for sure)
Losing games majors: Forests of Obsidian, Sweep into Sea
Mud has problems into Russia 6 in MP setting where it can't just fear out.
In solo, Mud does fine because it can fast Tempo win. Shadows is another Spirit that fits into this category.
Fun comment: Renewing Boon is awful elements for Shroud, but it removes a blight and brings back Green's destroyed presence for more skips. Can be fiddly to setup though
@@nicholasliu5788 costs too much energy
@RedReVenge007 I don't think energy ended up being the problem in this game, but I agree that it's probably not efficient.
Badlands plus Dissolving/Fog/Stem is gross. It's a pity thay Vigor is so busted, otherwise you might have done more with Shore Seethes
UNLOCK THAT GATE OF DEEPER MEMES BOI
Great Game! There were 2 turns With 2 cards on the invader slots (Sands and Mountains, Build and Ravage). Do you maybe know why the game takes the Sands First in Both cases? Since i would have thought that Mountains would be the First one each case because it was drawn First… am i missing Something? I know that this doesnt do anything in this matchup but i‘m trying to understand the exact rules. Thx!
Good catch. I believe this is a bug! The mountains should build first!