Removal Gets Worse With Every Expansion
Easy math time card fans.
If you run a deck with 3 mystic shots what are your chances of having more then one in your opening hand?
How likely is it to have more then one combat trick in hand when you run 10 of them or more?
Therefore unless you have flock the only piece.of removal that combos with your other removal attempts you will always loose 9/10 games when this line of play occurs.
Pass pass, Zed
Pass Pass, Darius
Pass, Pass, thing, sivir, ruin runner
And the reason is that no matter what you play your removal attempts will be answered by the increasing number of cheap, efficient, and powerful burst spells being printed.
So what happens? Decks just start cutting removal entirely unless it's something like grappling hook, or whirling death, or single combat.
Like I think the devs need to understand one simple thing, for every combat trick printed there must be an equal and opposite piece of removal printed.
Otherwise it's just gonna be, play 1 thing, keep that thing alive when played, burst the opponent down to 0 after two swings...yaaah fun.
There are so many cool decks in this game, so many cool mechanics, so much intricacy and champions and deck building options
All to be boiled down to Pass Pass thing, combo out burst...why even design good cards when they will never succeed in that combat trick heavy environment?
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Easy math time card fans.
If you run a deck with 3 mystic shots what are your chances of having more then one in your opening hand?
How likely is it to have more then one combat trick in hand when you run 10 of them or more?
Therefore unless you have flock the only piece.of removal that combos with your other removal attempts you will always loose 9/10 games when this line of play occurs.
Pass pass, Zed
Pass Pass, Darius
Pass, Pass, thing, sivir, ruin runner
And the reason is that no matter what you play your removal attempts will be answered by the increasing number of cheap, efficient, and powerful burst spells being printed.
So what happens? Decks just start cutting removal entirely unless it's something like grappling hook, or whirling death, or single combat.
Like I think the devs need to understand one simple thing, for every combat trick printed there must be an equal and opposite piece of removal printed.
Otherwise it's just gonna be, play 1 thing, keep that thing alive when played, burst the opponent down to 0 after two swings...yaaah fun.
There are so many cool decks in this game, so many cool mechanics, so much intricacy and champions and deck building options
All to be boiled down to Pass Pass thing, combo out burst...why even design good cards when they will never succeed in that combat trick heavy environment?
They have always said that they intended this game to be combat-centric and unit-based. I actually prefer to have a meta where board presence is the most important factor, because the game design overall is clearly meant to be focused on beating the opponent on the board, primarily using units, not primarily using spells (or massive effects like pre-nerf Watcher obliterating your deck).
And incidentally, the more combat tricks you put in your deck, the higher your chances that you just draw a handful of tricks with no units to use them on.
Yep then theres spellshield which 9 out of 10 times you have no answer for
It's getting harder and harder to kill champions
Ruler of the Multiverse, Lord of Time, The Twentieth Century belongs to Kang!
It's ironic that you complain about the "pass pass thing" because that's exactly the control play style, keep passing until your opponent play a unit and pop it off with removal.
So your telling me that in meta where have decks like Pirate Aggro, Lurks and Azir/Irelia, you can just keep passing for four even six turns and still be alive? Not gonna happen.
You can afford to pass for one or even two turns but after that you have to play proactively develop your board put pressure on your opponent. because otherwise your going to be dead by turn five or six.
Board presence implies having multiple units on board. As just stated the majority of the top tier decks go all in on one champ, usually a cheap one with quick attack.
Yes some decks continue to do well playing aggro, usually revolving around burn or extra attack phases.
These decks are "fine" nobody complains that they go for a mystic shot and get noxious fevered. It's far worse when your opponent plays a 3 mana champ and depending on your region you know that he will essentially never be removed, and will threaten insane burst damage and might even have extra attacks.
Its way toooo swingy the ideal game of legends of runeterra should be decided by mana 5 not mana 3.
There are two deck that play that way Zed/Sivir and Akhsan/Sivir and yes they are very annoying to deal with but two decks is not what I would describe as a majority.
We also have Fizz Draven , and Temo Zed. Now you havent heard of these decks, want to know why? Because frankly every deck that uses their champions as burst speed non interaction sticks play the same and are built the same.
The exception being Lee Sin because that deck actually is fairly balanced due to its longer game plan.
If you consistently make good removal everytime you release new cards, then it won't be worth running anything but control decks.