Good idea! I'm going to try to remember the order I played the new spirits in.
I printed out Shifting Memory and played with it, but I ironically don't remember anything specific about the experience.
The first spirit I played with after getting the game was Volcano Looming. I thought it had a really cool shtick that was almost like a land version of Ocean's Hungry Grasp, and I started thinking of it as the Spirit Island equivalent of Absolute Zero. Sadly, I blew myself up *too* much right before the Trickster accidentally blighted the island and triggered a downward spiral, forcing me to destroy my remaining presence. Whoops!
The Shroud of Silent Mist is, I think, the best of all the fear-generating spirits. I really like the way it cares about and affects the board state *in order to* generate fear. This spoke to me in a way that BoDaN - which I feel almost doesn't care about the board at all, and just moves fear tokens around - really never did. The mechanic of leaving Invaders damaged in your lands is a really interesting resource-generating mechanic.
I thought Many Minds was kind of a better version of Sharp Fangs, partly because it had a much easier time getting Beasts on the board.
I really enjoyed the Downpour! Unlike Lightning, the other many-card-play Spirit, this one went the interesting route of playing one power. Again. And again. You can really chain up some crazy abilities with this one! I ended up getting the threshold for Cast Down into the Briny Deep, too, but one turn too late before we won anyway.
Shattered Days was the most complex spirit I've ever played. I had a really hard time gaming out the most advantageous ways to use its powers, and unfortunately ran into a ton of analysis paralysis. Next time I try that spirit, I think I'm just going to go for things without thinking too hard. I suspect the way to start thinking about this spirit is really, "I'm doubling invader actions on one board? Oh well, I'm sure it'll even out in the end." Rather than, "I'd better use this card only when doubling invader actions somewhere is advantageous to me."
Unyielding Defiance really blunts ravages. It fits right in with Vital Strength or Rampant Green in that way. It starts off with super-powered defense. Once I started hitting its thresholds it was even more so, plus offense. Unlike the Branch and Claw tokens, I don't think Badlands is a big addition to the game. It certainly changes some specific calculations, but it's not a dominant factor.
I'm trepidatiously curious about Finder but haven't tried it yet.