The problem with Kirai really shows in smaller point games: Seishin. They're essentially the lifeblood of a Kirai crew and are amazing. Small problem, you're devoting 6-10SS on them alone making it harder to fit in some hard hitters. If you can't utilize Shikome or Ikiryo enough, it'll be harder to fit in hard hitters. That being said, utilizing Shikome/Ikiryo actually isnt that hard to utilize, especially by surprising people with a TWELVE INCH RANGE SUMMON OF UNGODLINESS. Turn 2, waited till my opponent activated everything, summoned Shikome, walked into rasputina with nimble, delivered message, opponent argued about this for about half an hour, glared, shook my hand, and said good game. Speaking of which, mobility is what i think Kirai is all about. With the swapping, teleporting, and summoning she can do. Even her avatar is ridiculously mobile with that (0) push. Anyways, despite how spirits take half damage from non-magic sources, they can still get easily injured w/o magic since they're Def is usually sub-par. In other words, i recommend being careful and utilize your mobility to ambush people. This is very easy with Shikome since you can just walk through a wall, finish off a model, and walk back behind the wall.