This was my favorite spirit from the expansion. I do love the fear and control it has but I enjoy working around its special rule to allow the damage counterattack at key moments
Holy crap i've played this game 500 times and until this video I never realised the complexity rating has an actual bar where the size of the bar indicates the complexity. I thought it was just a red background for the complexity text.
This is definitely one of my favorites from NI so far. NI has been really good at making each spirit feel distinct by focusing on a certain idea like stomping around Godzilla-style as EEB or wandering around driving everyone crazy as Voice
This is the spirit that I am looking forward to the most thanks to all the strife and control as well as just the pure fantasy of it, but the spatial aspect worries me. I always struggle with Thunderspeaker, but have no issue on Many Minds, so hopefully this plays out more like the latter for me
Delirium is super strong! I tend to inadvertently compare control spirits to Shadows (as the “original” control spirit)… and just look at this: Delirium has a (usually double) fast push, a bunch of fear and a bunch of destroy/damage in the slow! Plus a skip and an interesting support card. The stuff you push into the dump land will be neutralized for some time due to strife. You’ll be hitting your inmates all the time because a, they are scalable b, you have extra elements on your tracks. The last level of the right innate is basically a land clear. And then Shadows: has a tiny fast explorer push that you can’t always hit, the saddest tracks, zero range issues, etc.
Played this spirit last night on TTS with some friends, we misunderstood the new "take" keyword for accessing power cards so it was overperforming in that aspect, but I really enjoyed how mobile the incarna is. I was indeed getting some big hits with "Mind-Shattering Song" Easily one of my favorite spirits after just the first outing though, zooming across the map and dropping strife on every major target.
I've mostly done solos at adversary level 6, so no idea how it scales with coop or double adversaries, but this spirit feels like a powerhouse. It has broken control openings similar to Fangs where you can snowball the game in your favor from turn 1-2, but it also scales quite well. Super fun too, openings feel very dynamic and puzzle-ish
Thanks for the videos! ^o^ I have a question: Both this guy after he empowers and the new Stranded Shroud aspect have a "every turn, isolate something" effect. I never really used isolate spirits (Downpour, Finder) before this expansion, and want to level up my game, so in addition to things like "Look at which lands have come out of the invader deck to see which could be coming up next" and "try cutting off building adjacency for explores", do you have any tips for that?
This sounds like a very good idea for a future video thanks! It’s tough to explain in a single message, but usually you’ll want to isolate inland buildings that prevent the most explores!
Something I try to do is identify if it's better to Isolate a land that would be a source of explorers or a land that would receive them. Obviously depends heavily on your board state and targeting, but that's why it's worthy of its own video
I as a finder/thunderspeaker/trickster (and shroud) player love the look of this spirit. I can't wait to play a couple of games with it . seems like might combine some of the best aspects (lol pun intended) of my favorite spirits distilled in to one. Finders just move everything without the kill restriction, thunderspeaker presence movement without the fear of losing Dahan and Tricksters strife without the extra RNG. I can see some regular fun but some real France dominance to the tune of Russia vs. Lure incoming . see an even better foil to Sweden than Trickster . all that strife offsetting that fine steel for tools and guns plus pushes.heck even strife and ravage skip vs russia . I can see a case for this being one of the better all around spirits. I really do need to hurry up my NI purchase to I can rill down on this one
Can you move your incarna through presence placing growth options since it counts as a presence? In the app you can always chose to move the presence instead of placing them from the track
Wow how cool is that 😮! But does the incarna needs to move from outside into a land for the special rule? If it is already in a land with explorers and you move range "0" can u apply 2 riot in the same land with the second growth option?
@@Franziskaner11 I'm like 90% sure that that's how it works! I'd need to check with the devs about it. It doesn't seem like a crazy combo (and sometimes it's the right play), but remember you aren't growing along your tracks which could be pretty detrimental!
If the empowered incarna isolates its land does the isolate wander with the presence or isolates it every land where it moves? So for example from land 6 to 7 to 8. Would mean that it only isolates land 8 where the incarna is, or land 7 and 8 where the incarna was pushed to?
Is it just me, or does this Spirit benefit less from empowering its Incarna? 1) it's not easy to do and 2) isolate one land is not a super strong effect. I guess isolate becomes stronger given the control that this spirit has, so you can create pockets and then isolate them to prevent sources of explorers but still...
This was my favorite spirit from the expansion. I do love the fear and control it has but I enjoy working around its special rule to allow the damage counterattack at key moments
Holy crap i've played this game 500 times and until this video I never realised the complexity rating has an actual bar where the size of the bar indicates the complexity. I thought it was just a red background for the complexity text.
i love that thiS spirit is fear version of river
This is definitely one of my favorites from NI so far. NI has been really good at making each spirit feel distinct by focusing on a certain idea like stomping around Godzilla-style as EEB or wandering around driving everyone crazy as Voice
Glad you love it!
My new favorite! Beat out Mists pretty easily!
when you increase and decrease the values on the summary, you should use different colors indicating if it’s an increase or decrease
This is the spirit that I am looking forward to the most thanks to all the strife and control as well as just the pure fantasy of it, but the spatial aspect worries me. I always struggle with Thunderspeaker, but have no issue on Many Minds, so hopefully this plays out more like the latter for me
I’d say it’s more unique than either!
Delirium is super strong! I tend to inadvertently compare control spirits to Shadows (as the “original” control spirit)… and just look at this: Delirium has a (usually double) fast push, a bunch of fear and a bunch of destroy/damage in the slow! Plus a skip and an interesting support card. The stuff you push into the dump land will be neutralized for some time due to strife. You’ll be hitting your inmates all the time because a, they are scalable b, you have extra elements on your tracks. The last level of the right innate is basically a land clear.
And then Shadows: has a tiny fast explorer push that you can’t always hit, the saddest tracks, zero range issues, etc.
Played this spirit last night on TTS with some friends, we misunderstood the new "take" keyword for accessing power cards so it was overperforming in that aspect, but I really enjoyed how mobile the incarna is. I was indeed getting some big hits with "Mind-Shattering Song"
Easily one of my favorite spirits after just the first outing though, zooming across the map and dropping strife on every major target.
Each Incarna spirit has its own distinct feel. Love it!
I've mostly done solos at adversary level 6, so no idea how it scales with coop or double adversaries, but this spirit feels like a powerhouse. It has broken control openings similar to Fangs where you can snowball the game in your favor from turn 1-2, but it also scales quite well.
Super fun too, openings feel very dynamic and puzzle-ish
I'll post my opening for this spirit in a later video. I'd agree, it's quite powerful!
I like G3 T1 to double push incarna, disrupt a build and set up a kill in another land. Usually G3 T2 as well. After reclaim, I tend to switch to G2.
Gonna try him first!!
Have you playtested this one?
I have played it, but offered 0 input / feedback on it.
Thanks for the videos! ^o^
I have a question: Both this guy after he empowers and the new Stranded Shroud aspect have a "every turn, isolate something" effect. I never really used isolate spirits (Downpour, Finder) before this expansion, and want to level up my game, so in addition to things like "Look at which lands have come out of the invader deck to see which could be coming up next" and "try cutting off building adjacency for explores", do you have any tips for that?
This sounds like a very good idea for a future video thanks!
It’s tough to explain in a single message, but usually you’ll want to isolate inland buildings that prevent the most explores!
Something I try to do is identify if it's better to Isolate a land that would be a source of explorers or a land that would receive them. Obviously depends heavily on your board state and targeting, but that's why it's worthy of its own video
I as a finder/thunderspeaker/trickster (and shroud) player love the look of this spirit. I can't wait to play a couple of games with it . seems like might combine some of the best aspects (lol pun intended) of my favorite spirits distilled in to one. Finders just move everything without the kill restriction, thunderspeaker presence movement without the fear of losing Dahan and Tricksters strife without the extra RNG.
I can see some regular fun but some real France dominance to the tune of Russia vs. Lure incoming . see an even better foil to Sweden than Trickster . all that strife offsetting that fine steel for tools and guns plus pushes.heck even strife and ravage skip vs russia . I can see a case for this being one of the better all around spirits. I really do need to hurry up my NI purchase to I can rill down on this one
Can you move your incarna through presence placing growth options since it counts as a presence? In the app you can always chose to move the presence instead of placing them from the track
Yes, yes you can!!
In fact, this strategy is most beneficial on voice and has some value on Roots aswell.
You'll likely do it less on Behemoth and Darkness.
Wow how cool is that 😮! But does the incarna needs to move from outside into a land for the special rule? If it is already in a land with explorers and you move range "0" can u apply 2 riot in the same land with the second growth option?
@@Franziskaner11 I'm like 90% sure that that's how it works! I'd need to check with the devs about it. It doesn't seem like a crazy combo (and sometimes it's the right play), but remember you aren't growing along your tracks which could be pretty detrimental!
If the empowered incarna isolates its land does the isolate wander with the presence or isolates it every land where it moves? So for example from land 6 to 7 to 8. Would mean that it only isolates land 8 where the incarna is, or land 7 and 8 where the incarna was pushed to?
Only the final place of the Incarna will be isolated.
@@RedReVenge007 Thank you very much for the clarification. :)
The empower isolate is usually just a late game “bonus” no? Or is there a build around it?
Dumb question about the left innate.
If I hit the third threshold (5 air) then I can push the incarna 3 times? Thank you!
Yes you can!
Is it just me, or does this Spirit benefit less from empowering its Incarna? 1) it's not easy to do and 2) isolate one land is not a super strong effect.
I guess isolate becomes stronger given the control that this spirit has, so you can create pockets and then isolate them to prevent sources of explorers but still...
Comment
Why do you say that you don't get to look at 4 cards with Turmoil's Touch? The card doesn't say that.
When did I say that?
@@RedReVenge007 5:38
I’ve seen players make the mistake of gaining a power card with Turmoils Touch before