valcat;n8979320 said:
Yes I didn't have enough experience playing with Immune Boost or against Immune Boost to include it. I actually cut my two Clear Skies from my deck and replaced them with Immune Boosts and they work much better. They're probably the second best card to counter weather after blue scout, the problem with Immune Boost though is that it only works in certain decks that can reliably have 3 units stacked next to one another. Running it in my hipster 1 bear control-Skellige is easy enough thanks to Morkvarg and Olgierd.
You really need to reconsider your stance on the ST weather remover, the movement effect has synergy with some ST cards but more importantly it can move the enemy which can at times prove to be extremely cost efficient. The only 'weather clear' card I'd argue is bad would be Skellige's armoursmith as it doesn't so much as clear the weather but restore the damage caused by it, this can however make it extremely cost effective if used later to maximise its impact.
Weather compared to closed beta is nerfed. Perhaps people have been quick to forget the impact old ragh + epidemic had of completely wiping boards or how aeromancy turned the game into a '
get the last say in the final round and win'. It's change has been positive for the game on the whole, a few mistakes have been made that are largely skewering the whole system however. The most obvious would be the deck thinning weather summoning cards like Aretuza's and Hounds. These two cards would be far less obnoxious if they didn't draw the weather cards from the deck, the thinning aspect makes these cards far more powerful than they need to be. Another problem may actually be the sequence in when weather procs, other problems would be the Gold weather cards but they're so nerfed that they're hardly worth mentioning at the moment.
Ironically the best counter to weather right now is to build decks without weather clearing. Fog and Rain need to tick 5 turns minimum to over come the 9 strength that bronze cards appear to be balanced around. You may very well be giving the opponent greater value out of their weather effects in some scenarios but in weather-less match ups you aren't left with a half dozen weather remove cards that provide lesser power, furthermore weather spammers are placed in a position where they are punished for simply having too much weather.
The largest problem with weather is more feelings based than numerical, it ironically most negatively impacts some of the more popular decks. Fog and rain only really becomes a problem when it gets double procs, Skellige storm is powerful but it is ultimately a silver which will usually take 2 but often 3 turns to break the 10-11 point silver baseline if its cleared asap it will only ever at most do 6 points of damage. The biggest offender is of course Frost and as the problem compounds as more units are played it can quickly become 6 points per turn damage effect, the answer of course is to use one of the removal cards on rows affected by it if your card count on the row equals 3 or more or use the immune boosts to provide a few turns of immunity from its effect and sit through it.
Skellige whilst arguably the most popular faction just happens to be the most negatively impacted faction from weather on the whole, it does not surprise me that when people say its a problem they happen to be SK players. Lacking a weather removing weather clear and largely playing on the front row due too the insane power of the bears + Morkvarg and the an craite Skirmishers the popular meta SK decks play right into the hand of the weather user. The answer as much as SK players hate to hear it (I live with one) is to play less on one row. Don't be to greedy by trying to double down on Morkvarg by running a 3 ship conga line into said mork being buffed by the wild boar with Olgierd in the wings, and if you really must stack the front this hard don't do throw savage bears on top of this. If you turn frost into an 8 damage tick you've only yourself to blame. You really should be aiming to place no more than 3-4 cards on a single row, and these cards should ideally be of varying value - so not 3 savage bears.
First light is just fine as a multi row solution to weather (so white frost/ragh), the rally stops it from becoming a dead card but again if your using it to clear one row you're overlooking the far better options. It could perhaps turn into a 1 strength high armor card that exists for 1-2 turns after use clearing weather before it banishes itself but honestly weather spamming decks are just as poor as the aforementioned row stacking ones so I don't see why they need to be targeted.
The last thing I'd mention is the sequence in which weather effects trigger, by making them trigger at the start of the affected players turn you stop the affected player from clearing it before it deals some damage. I personally wouldn't change this as weather effects deserve to trigger at the very least once as 7 strength row clearing cards exist.