As we know Rage of Sea is currently very much underperforming. Bad weather is not a thing - not even in hot summer now.
To make it more interesting i have following suggestions:
1) Replace the leader ability "spawn rain 2x" with "spawn tears of siren 2x"
Reasons:
2) change Veadermakar so it enhances all weather always by a +1 duration no matter if the weather was played before / after or during placement of Veadermakar
Reasons:
3) make rain and storm (as opposite to other weather) trigger at the END of YOUR TURN (not the one of the opponent)
Reasons:
Reason:
To make it more interesting i have following suggestions:
1) Replace the leader ability "spawn rain 2x" with "spawn tears of siren 2x"
Reasons:
- first of all due to roleplaying. tears of siren would much better for a skellige theme as the neutral rain
- also with tears of siren you could have a little alchemy synergy, so you got maybe add some of the druids to make more flexible decks
- the weak rain feature would have at least a small deafening siren on your side as compensation, which again could be used for some beast synergy
2) change Veadermakar so it enhances all weather always by a +1 duration no matter if the weather was played before / after or during placement of Veadermakar
Reasons:
- currently he only increases the weather which is already on the board at the time you play him. this makes it a very weak card, meaning even if you have weather running on 2 rows already (which needs generally 2 other turns before), you only get 4 additional points of damage in general for playing him. bah!
- if that would be too much (which i do not think), then at least make that it effects all weather played AFTER playing Veadermakar, instead of the weather played before him.
- currently opponents do not even consider locking or removing this card, cause they know its pointless and not dangerous anyhow
- also currently his description is very confusing. to find out about the above thing, how he really works, took me hours. and i play since almost 6000h already
3) make rain and storm (as opposite to other weather) trigger at the END of YOUR TURN (not the one of the opponent)
Reasons:
- in my opinion rain and storm mechanics should be distinguishable from other weather like fog and cold (which are basically monster things).
- fog and cold target one unit strong, while rain is something gentle, slower thing
- however, it just takes too long until the rain will become any useful. this slow -1 -1 each round doesn't combine well with other cards
- this could be fixed that the rain effect imminently takes effect after placing it, so not until the opponent has finished. Since it targets anyhow only very weakly the opponent's units, i think this would be still fair. it would help to give at least some power for the final round (e.g. finishing with a storm)
- actually rain and storm only is effective with many enemy units on the board. but: since storm takes so long to trigger, it is almost pointless at the time, when finally units ARE on the board
Reason:
- this would give the leader ability "Rage of Sea" a little more power
- it would give those new drummer cards some better synergy (even if it would be only for one round).
- it is a nice idea from roleplaying perspective
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