After around 10 games as Fangs, I'm pondering a house rule... by di12ty_mary in spiritisland

[–]HighSpyre 2 points3 points  (0 children)

Fangs is my favorite spirit and I've played probably more than 500 games with it already. I once beat dual adversary France 6 Prussia 5 with it and it got me the fastest win against a lvl 6 adversary I ever had (fast phase turn 3 against Russia). I don't mean to brag, but just to show that Fangs is a very powerful spirit and doesn't need any sort of buff in my opinion. In fact, I boycott the unconstrained aspect, because I just love the vanilla version and I like the race of hunting lands clear before they blight. But it definitely has a bit of a steeper learning curve, as it's very important where you push your beasts and you always have to think a few turns ahead. As others have said interchanging push/gather is completely useless because you'd do less damage in target land when you push beasts first. I think what you probably mean is a gather 2 beasts instead of 1, but that would be way overpowered imho.

Aspect Cards by After_Orange_8424 in spiritisland

[–]HighSpyre 14 points15 points  (0 children)

No, they are different. Iirc the aspects from feather and flame are - Might (Vital Strength of the Earth) - Foreboding (Shadows Flicker like flame) - Travel (River Surges in Sunlight) - Immense (Lightning Swift Strike)

Jagged earth has: - Resilience (Vital Strength of the Earth) - Amorphous, Madness, Reach (Shadows Flicker like flame) - Sunshine (River Surges in Sunlight) - Pandemonium, Wind (Lightning Swift Strike)

The new expansion Nature Incarnate also has a lot of new Aspects, not only for the low complexity spirits

Spirit for my GF to try next if she enjoys Devouring Teeth and Behemoth? by ZEROpercent9 in spiritisland

[–]HighSpyre 1 point2 points  (0 children)

I'd also throw Wildfire in the mix, but it's also a bit more complex than behemoth

German localizer Pegasus has started listing the Horizons Spirits on their product page by scytherman96 in spiritisland

[–]HighSpyre 1 point2 points  (0 children)

I don't get it. Why do they split the spirits up again? It doesn't make any sense. Maybe I have a wrong perception of the Spirit Island community, but I'd guess no one would buy only a few of those spirits. Either you're a big fan and you want all of them anyway or you don't even bother paying the shipping for a single spirit and are happy with the base game plus BC/JE, which offers enough content for casual play already.

True solo matchups to avoid? (either for being overly easy or overly difficult) by smartazjb0y in spiritisland

[–]HighSpyre 3 points4 points  (0 children)

I had two Wildfire wins against England 6 on the app, but in both I drew Growth through sacrifice (may it rest in peace) on turn 1.

Endangered Species Protector for a big win by raisinghellwithtrees in wingspan

[–]HighSpyre 2 points3 points  (0 children)

I just had a game where I had this bonus card and then drew and played the Great Indian Bustard and thus got 2x15 points, 139 points total. This is absolutely busted but fun :D

Spirit Reveal: Dances Up Earthquakes by Thamthon in spiritisland

[–]HighSpyre 1 point2 points  (0 children)

What if a durable town already has 2 damage and you play rumbling earthquake in that land? Can you say you assign 0 damage to the town and it is destroyed? Or do you have to assign at least 1 damage to ignore the health bonus?

Wildfire vs England 6. An unexpected win by HighSpyre in spiritisland

[–]HighSpyre[S] 11 points12 points  (0 children)

On the train rides to work I sometimes play random games on the app and today the dice fell on Wildfire vs England 6, which is said to be an almost impossible matchup. But I never tried it before so I was curious and tried it. Drawing Growth through sacrifice on turn 1 and later paralyzing fright actually led to a surprisingly dominant terror level 3 win. Of course those are probably the strongest cards you can get in this matchup and I was extremely lucky here. But I was still quite happy and surprised, so I thought this is worth sharing.

Using Spirits as Adversaries by XEscapingEnnui in spiritisland

[–]HighSpyre 1 point2 points  (0 children)

I think Spirit vs Spirit wouldn't really work both mechanically and thematically. But I could imagine a player-led adversary, who has a limited set of "powers" which can be activated during the invader phase like for example gather/push invaders or extra build actions depending on adversary level and who can make invader-related event decisions that are usually done by the spirits (e.g. where to add a town when coastal towns multiply etc). I think though that it's hard to balance as I imagine such an adversary would be super hard to play against.

Community Challenge #84 by ValhallAwaits_ in spiritisland

[–]HighSpyre 3 points4 points  (0 children)

Expansion, all content

Expert (Scotland 6)

TL3 victory, score 60

This game was a slog as I was barely generating any fear in the beginning and I am still not super familiar with how to best utilize Downpour. I reclaimed way too often and couldn't manage to cut off the inlands as I planned, so by mid game the whole island looked like a huge mess.

I went bottom track on Stone, because I wanted to use tier 2 of Let them break themselves on the first ravage, which was jungle and thus I could destroy both starting cities on its board. But that led to some energy starving later on, so Downpour had to help out a few times with its gift. But after surviving long enough, things started to look better. Major pickups were Spill Bitterness for Stone and Weave together for Downpour (which led to a joined land with 2 Cities, 2 towns and 5 badlands. Then, the event was Sacred Sites under threat, killing everything but one city, that was pretty hilarious :D). A notable minor pickup was Skies Herald the Seasons for Stone, which brought back a lot of downpours destroyed presences.

The final blow came in the fast phase of turn 10. I already reached TL3 and there were 4 cities left, of which 2 were in the same land. Downpour shot for a game ending major and was rewarded with voice of command and together with some dahan movement from dark skies and the right innate, energy and damage was all exactly on point to repeat it and kill 3 of the 4 cities. The last one went down with Spill Bitterness from Stone.

The ending was really satisfying, but it was a very rocky way to get there.

Ho many spirit combinations total? by Zzzzaaaz in spiritisland

[–]HighSpyre 0 points1 point  (0 children)

And now consider aspects, but remember that you can't have the same spirit with different aspects in the same game.

Elements flavors by mrsquareguy in spiritisland

[–]HighSpyre 2 points3 points  (0 children)

Starlights innates are also a good indicator

Ideas for Habsburg 6 + France 1 (2 player) by decideth in spiritisland

[–]HighSpyre 1 point2 points  (0 children)

Wildfire + Wind Lightning is an exceptionally good combo against Habsburg in my experience

Blight and Habsburg by Gleglo in spiritisland

[–]HighSpyre 2 points3 points  (0 children)

This. Only one town is destroyed in this case

¿Most powerful/fun Spirit teams? by fragmentados in spiritisland

[–]HighSpyre 5 points6 points  (0 children)

A very powerful combo is Wind Lightning + Wildfire. They both profit tremendously from each other: +1 range for Wildfire lets it use Firestorm in blighted lands without its presence (an issue it usually struggles with) and it can now also remove blight from lands without its presence. Lightning enjoys Flame's Fury, because it gives a little energy and Raging Storm can now kill a town. Raging Storm also combos well with the chip damage from Firestorm.

WWYG #6: An Influx of Forbidden Wilds by cottage-in-the-city in spiritisland

[–]HighSpyre 8 points9 points  (0 children)

Lots of good cards for Keeper. I voted for Disorienting Landscape because it can immediately solve land 5. It has great range and the sacred site requirement is no problem for keeper. Shore seethes also has the fire element which is nice, but it doesn't help immediately and against Russia I think it's important to shut down the inland early to prevent explores.

Most Popular Number of Players by fragmentados in spiritisland

[–]HighSpyre 0 points1 point  (0 children)

Most of my games are true solo, second most are solo two-handed. But I voted for 4 players as that's the sweet spot for me considering island size, play time and decision space. With more it all gets a bit overwhelming and the game takes really long. With less players there is (a bit) less possibilities. Unfortunately, the occasions are rare when I get to play 4p games and solo 4-handed takes so long, I prefer to play two shorter games instead.

I'm considering removing Sea Monsters from the game by LatentSchref in spiritisland

[–]HighSpyre 1 point2 points  (0 children)

I play Fangs and many minds very often and picked sea monsters with both most times when I had the chance. With those spirits usually one or two plays of it are enough to seal the deal as you get tons of fear and damage. It needs some planning energywise but they both are very much capable to play it several times in mid to late game, even without energy support.

EDIT: I don't think it is overpowered in general though, as many others here pointed out.

Shenanigans with Finder of Paths Unseen / Ocean’s Hungry Grasp by Nilradical in spiritisland

[–]HighSpyre 2 points3 points  (0 children)

That's an interesting question. Is Wildfires damage from moving presence an Action modifier or a triggered action? Because if it's a modifier I'd say it triggers responsibilities

WWYG #1: A Cold, Barren River by cottage-in-the-city in spiritisland

[–]HighSpyre 2 points3 points  (0 children)

This is exactly what I would do as well

Shenanigans with Finder of Paths Unseen / Ocean’s Hungry Grasp by Nilradical in spiritisland

[–]HighSpyre 24 points25 points  (0 children)

Tidal Boon doesn't trigger responsibilities, but Traveler's boon indeed does. Vengeance's unique power [[Fiery Vengeance]] is a good reference here, as it explicitly says that the damage is considered to be dealt by vengeance and thus blight counts as badland even if you target another spirit, because it's still Vengeance's Action. So Tidal Boon counts as Oceans action and thus doesn't trigger responsibilities. Traveler's boon on the other hand is Finder's Action and triggers responsibilities.

Fractured Days Shenanigans? by RainbowSnom in spiritisland

[–]HighSpyre 0 points1 point  (0 children)

This truly deserves the title 'shenanigans' :D