Here's what I run for the majority of PvE situations where I don't need buildings. I have very minimal issues with 2 orb situations.
I load up my first 2 orbs with spells like Hurricane and Ensnaring Roots for disruption/keeping my units safe from melee threats. The Matter Mastery I usually keep for rPvE in case I get Twilight enemies so I can keep Willzappers under control. I'll switch it out for Curse of Oink, or Coldsnap is another good option.
I personally usually avoid Coldsnap because Frozen enemies take 50% less damage, and Curse of Oink because dealing damage can cancel the curse. They both can be very useful though, don't be afraid to use them.
I like Crystal Fiends(Blue). The healing and damage reduction are very welcome, especially with the first 3 orbs. I use them instead of Ray of Light. Razorshards(Green)+Windweavers is a very, very good combo for most situations in the first 2 orbs. With spell support you'll be just fine. I throw in Mountaineer as a flex. If you play the spells correctly you may not ever summon a Razorshard or other T2 unit.
I personally stopped using Rageflames and Stone Warriors. I tend to do just fine with Deepcoils and Thunderstorm getting to 4th orb.
I'll defend my Stone Shell(Green) choice here. I really like dropping it frequently during big sieges of bases, especially if they have a boss. It's 20% reduction with just 1 unit, but with most your army in the radius the damage reduction is very nice. Paired with a Regrowth you're unlikely to die.
I bring Construction Hut to get the Wheels out ASAP. Breeding Grounds and Shrine of Memory I always find myself using.
Feel free to shoot more questions at me, I rambled a bit but hope some wisdom snuck through haha