Figured I'd be honest in the title.
After playing almost nothing but expeditions over the last 2 weeks, I've come to the conclusion on two things.
1) Elusive is broken when able to be spammed. Nothing new to the forums, it's a counter intuitive mechanic that forces people to either draft elusives in their trials, or to draft more removal spells than normal. It doesn't help that removal spells also double as champion removal, and what you get is people building decks with (not joking) 6x Mystic shots (and no, ezreal didnt generate them either, yes that person drafted 6 mystic shots)
2) Shrooms are FAR too easy to stack. I've seen people spam shrooms in non-teemo decks and win purely through attrition. Throw in the fact that if you manage to hit with an upgraded teemo JUST ONE, you're pretty much guaranteed to lose to that Teemo deck.
There's just no coming back from a deck of 22 cards, that have 50 shrooms. It's just WAY too easy to stack shrooms in decks. The number of shrooms on the cards needs to be reduced.
- The Mushroom Burst card that inserts 5 shrooms ---> Changed to 4 Shrooms.
- The Mushroom Peddler card that inserts 3 shrooms when you cast a spell needs to either have his stats nerfed or his effect nerfed. A 3/3 with a spell effect like that is far too strong, especially in decks that can stack shrooms or have a goal to stack shrooms. He either needs to be a 2/2 (or possibly 2/3) or the effect needs to be Insert 1 shroom instead of 3 (and he can keep his 3/3 stats, but even then I think that's still broken)
- The Chump Wump card that gives you two mushroom bursts in hand. A 4 cost 4/3 that gives you two mushroom bursts, that synergize with the aforementioned peddler. Granted a 4/3 for 3 is sub-par starts so I think his stats are fine, but he should only create ONE single mushroom burst, not two in hand.
In short, in expeditions where you can't guarantee removal, lifesteal, challenger, or elusive cards, it's just far too easy for shroom decks to be abused. I literally am getting PTSD from teemo all over again (back when I played League) just thinking about the shroom spam and how annoying it is. Just like in league, it's not a great tactic usually (i.e.. constructed) but it's such an annoying strategy that it boils down to player reactions.
Someone plays the correct burst spells and destroys a minion, or survives my minion's damage. That's skill, and play/counterplay options like that in Runeterra is fantastic. Definitely a better interactive play style than Hearthstone. But affecting players cards has been always will be a "feels bad man" moment. Inserting shrooms that you can't do ANYTHING about, even if they are delayed is a horrible balance decision. It's most likely balanced in constructed, cause I don't see a ton of teemo/shroom spammers there. But in expeditions It's decidedly an unfair situation...which brings me back to my title.
Either teemo/shrooms need to get reworked, or special balancing needs to occur for expeditions given that Legends of Runeterra is more finely tuned to snowballing out of control than other current card games. /end rant.
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