
A Spread of Rampant Green
Fairly good at dealing with Towns, but terrible at handling Explorers (who are unfazed by prolific foliage).

Regrowth
HarderSpirits (and their Aspects)

Tangles
HarderGift of Proliferation with Belligerent and Aggressive Crops

Breath of Darkness Down Your Spine
Abducts lone Invaders to gain and keep them off the board for a time; its mobile Incarna is particularly useful for this.

Bringer of Dreams and Nightmares
With most Spirits, Terror Victories are a backup plan if the main push against the Invaders stalls out for too long, but Bringer turns Fear into a more viable primary strategy.

Enticing
Same complexitySpirits (and their Aspects)

Violence
HarderDreams of the Dahan with Bats Scout for Raids by Darkness.

Dances Up Earthquakes
Very much about tempo and timing: Can play high-cost Powers extremely easily, but they won't take effect until later in the game.

Devouring Teeth Lurk Underfoot
Likes being in the same lands as Invaders, so it can use Range 0 offensive and defensive Powers.

Downpour Drenches the World
Cares about the question "How useful is this Power in the current context?

Ember-Eyed Behemoth
Slowly but consistently stomps its Incarna around the island, smashing Invaders.

Eyes Watch from the Trees
Good at Defending against Ravages, and at steadily earning .

Fathomless Mud of the Swamp
Likes having where Invaders will Build, but may need to re-create those after oozing outwards with its Innate Power.

Finder of Paths Unseen
All about moving the Invaders - and // from time to time.

Fractured Days Split the Sky
Excellent at support and sweeping indirect effects, but starts off very limited otherwise.

Grinning Trickster Stirs Up Trouble
Requires some comfort with risk: both Overenthusiastic Arson and Let's See What Will Happen involve uncertainty about how the Fast Powers phase will pan out.

Heart of the Wildfire
The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted.

Transforming
HarderSpirits (and their Aspects)

Hearth-Vigil
Very good at protecting in its lands, not so great at stopping .

Keeper of the Forbidden Wilds
A slowly growing wall - expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself.

Spreading Hostility
HarderSpirits (and their Aspects)

Lightning's Swift Strike
Virtually all offense to start with: without a more defensive teammate, Blight may become a problem.

Immense
HarderSpirits (and their Aspects)

Pandemonium
HarderSpirits (and their Aspects)

Sparking
HarderRaging Storm with Smite the Land with Fulmination

Wind
HarderSpirits (and their Aspects)

Lure of the Deep Wilderness
Very focused on the interior - its best options for coastal lands are "draw the Invaders inland" or "turn / into , then draw them inland".

Lair
HarderSpirits (and their Aspects)

Many Minds Move as One
Requires heavy spatial thought for movement, due to its improved Push/Gather and large numbers of .

Ocean's Hungry Grasp
Extremely good at assaulting the coasts where the Invaders start out strong, but quite weak inland - the ocean is not accustomed to affecting events so far ashore.

Deeps
HarderSpirits (and their Aspects)

Relentless Gaze of the Sun
Uses stacks of 3 and high Energy income to hammer the same lands with repeated Power Cards.

Rising Heat of Stone and Sand
Weaken-and-Destroy.

River Surges in Sunlight
While capable of some direct offense, River Surges in Sunlight is best at flooding out Explorers and Towns, displacing them from lands where they might Build or Ravage.

Haven
HarderSpirits (and their Aspects)

Sunshine
HarderBoon of Vigor to the box. Gain 1 Energy.

Travel
HarderSpirits (and their Aspects)

Serpent Slumbering Beneath the Island
There are several ways to play the Serpent, but all require patience: early game involves slowly building up Powers and Presence. It's not helpless...

Locus
HarderElemental Aegis with Pull Beneath the Hungry Earth (Minor Power).Put your Incarna and the Presence from the Fire Element space of your Presence track on your starting board in land #5.

Shadows Flicker Like Flame
Not so good at massive damage - may need to rely on allies to handle thoroughly colonized lands.

Amorphous
HarderSpirits (and their Aspects)

Dark Fire
HarderUnquenchable Flames (Minor Power)

Foreboding
HarderSpirits (and their Aspects)

Madness
HarderSpirits (and their Aspects)

Reach
EasierSpirits (and their Aspects)

Sharp Fangs Behind the Leaves
All about Beasts and Jungles.

Encircle
Same complexitySpirits (and their Aspects)

Unconstrained
EasierSpirits (and their Aspects)

Shifting Memory of Ages
Starts with little ability to influence the board - most of what it does in that regard will come from new Power Cards.

Intensify
Harder— Moon: Remove/Replace +1 piece

Mentor
Harder3 2 — 3 Air 2 EarthTarget Spirit may play that Power Card now by paying its cost.

Shroud of Silent Mist
Constantly shifting and moving its around the board.

Stranded
EasierSpirits (and their Aspects)

Starlight Seeks Its Form
A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has...

Stone's Unyielding Defiance
Most of its special rules and innates require being where the Invaders are - particularly in the worst, most-overrun lands, so it can mitigate incoming Blight and (eventually) destroy the Invaders with their own Ravages.

Sun-Bright Whirlwind
Incredibly good at handling , clearing newly-Explored lands of Invaders so they don't Build there.

Thunderspeaker
Has a keen interest in where the Dahan are - partly because so many of its starting powers work through them partly because its Presence can move along with them.

Tactician
Same complexitySpirits (and their Aspects)

Warrior
HarderManifestation of Power and Glory with Call to Bloodshed.

Towering Roots of the Jungle
Incredibly good at protecting everything at its - and can draw Invaders towards there - but is constrained in when and where it can move its .

Vengeance as a Burning Plague
Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: adds to its Damage and its being Destroyed adds .

Vital Strength of the Earth
Powerful but slow: has potent Power Cards and an excellent Energy income, but starts wtih only one card play per turn, and Growth is limited to adding one Presence per turn.

Might
HarderSpirits (and their Aspects)

Nourishing
HarderA Year of Perfect Stillness with Voracious Growth (Minor Power)

Resilience
HarderSpirits (and their Aspects)

Volcano Looming High
Push all from that land.

Wandering Voice Keens Delirium
Very positional; has a highly mobile Incarna (particularly with lots of ) that adds and chases / around as it roams the island.

Wounded Waters Bleeding
Starts off wounded, losing a or a Power Card every turn.