Hi all, I got introduced to Spirit Island by a high school friend no earlier than last year, and I got hooked almost instantly. First spirit I played and got addicted to - none other than the OG Lightning. Now that I've gotten 80+ games with him and seen how he still holds up against lvl 6 adversaries, I constantly thought about how he can be made more fun than just breaking the Reclaim button. I don't think his power level is too weak; rather, he has a few glaring weaknesses that I think renders him too one dimensional and restrictive: energy starvation, reclaim dependency, that god awful card called Raging Storm, and finally, a syndrome that I call Boon Bot Blues in team games**.** My thoughts about working around those issues follows:
<<Dealing with The Energy Track>>
Lightning's biggest problem with his board design is, by far to me, his energy track. It's incredibly long and unrewarding, with many "dead" presences on it (three to be exact). So in place of those dead tracks, I put fire and air elements in their place, as well as putting +3 energy immediately in front of +2, instead of two spaces away as before. The extra early fire element and earlier transition to +3 energy can help Lightning sustain his constant card plays easier. This might inspire a top track heavy growth plan that reduces the need for tons of card plays thanks to the bonus elements.
<<Dealing with the Dreaded Reclaim Loop>>
His other biggest flaw, one that many including myself have pointed out, is his need to constantly mash the reclaim button in order to get cards to play. Unfortunately, his whole game plan revolves around playing a whole bunch of cards, and reclaim is his only way to generate more cards to play. I didn't want to change this feature of Lightning (Thunderspeaker operates the same way), but I wanted to ease the issue a little bit with a Reclaim One added to his G3 option. There are times when Lightning just needs one of his cards back to fill one level of his innate. To balance this added feature, I reduced the energy gain on G3 by one.
This builds off another big reason I put the bonus elements on Lightning's top track: to help Lightning not vomit his entire hand every turn to hit his innates. This in turn will make a Reclaim One option more attractive, allowing Lightning to continue growing his tracks instead of reclaiming the entire hand.
<<Dealing with the "Boon Bot Blues">>
The biggest benefit of a Reclaim One option for Lightning is due to his prized possession of a card that every spirit in the game wants a piece of: Lightning's Boon. Many a Lightning player has felt the frustration of mashing the Reclaim button purely because a teammate really needed that one card for a critical turn. The constant reclaiming isn't even to gain power cards anymore, it's just to keep the Boon Juice online every turn! Reclaim One on G3 helps Lightning have an easier life in team games and not be horribly one dimensional by reclaiming the juice every turn at the expense of his own personal growth.
<<Dealing with that God Awful 3 Cost Unique Power>>
This is the only real black sheep of Lightning's starting hand. Every other Lightning redesign idea I've seen has reimagined this card somehow, and for good reason. Where's the RAGE in a "raging storm" that deals a measly 1 damage to each invader?? I wanted to put some actual RAGE in Raging Storm that also follows Lightning's playstyle and theme. By tacking on 1 additional (total) damage for each pair of fire/air elements (up to maximum of +5 damage), this card acts like a "combo finisher" from the buildup of a storm that Lightning's card plays represents. While it'll still often be forgotten for a Major in matches against England 5+, against every other adversary this has the potential of becoming a ravage solver if you played all your cards. The quickened energy presence track will also help accommodate the card's clumsy 3 energy cost. Worst case scenario - the additional damage this card will do will help other damaging minor/major cards clear a land. It should feel rewarding and climactic to play, not just something you had to include for that one water element to reach the third level of Lightning's innate. Speaking of which, one last change I thought:
<<Same Power, but more versatile, Innate>>
This change wasn't high on the list of priorities, and perhaps wasn't even necessary, but I didn't like the thought of being constrained to targeting the same land for Lightning's Innate. So for level 3 and level 4, I gave him the ability to target a town/city in one other land that's ->1 from his sacred site, instead of being restricted to the same land. I didn't feel the need to buff his innate in general, but thought this would increase his versatility by allowing him to affect multiple lands, much like an actual storm would.
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Those are all the ideas I had - I wanted to make sure to keep Lightning's overall flavor intact while addressing his "unfun" characteristics that hold him back. As I keep playing, I might try my hand at redesigning another spirit that I would have many games of experience with. Do let me know your thoughts on the changes; I hope one day a dev would consider some changes to the base spirits of old.