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Legends of Runeterra

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Idea for elusive mechanic

Submitted 4 years, 1 month ago by

For starters i like the idea of elusives and most ppl complaining about them really dont understand that they are easily countered by more than a few things but what i can agree with is that it can make a game slightly dull but also this feels limiting to what they can do as a deck with similar outcomes in other card games i played. my proposal give them better mechanics or even support cards that do trade off for going out of elusive which ill list a few ideas down below and of course they arent meant to be taken all at once together but rather separated ideas to see whats more favorable.

- (ability itself) if a elusive card attack the nexus directly it will deal bonus damage then remove elusive

- (ability itself) can switch itself with a card of equal value in hand (not recall) then remove elusive from the card

- (ability itself) allow the card to attack an enemy card already battling another ally then removes elusive after

- (support card) remove elusive from an ally and deal x damage onto a enemy target 

- (support card) return an elusive card into the deck and draw a card 

honestly these are just rough draft ideas i thought of in just a few minutes but i would prefer a idea where elusives is more about jumping around either from hand or deck and deal alittle more damage but let the trade off of exiting elusive after so not only would ppl maybe stop complaining about them as much but also allow for a more in depth play for them as well. any thoughts? good? bad? 

  • SutomuDrgn's Avatar
    40 1 Posts Joined 05/01/2020
    Posted 4 years, 1 month ago

    For starters i like the idea of elusives and most ppl complaining about them really dont understand that they are easily countered by more than a few things but what i can agree with is that it can make a game slightly dull but also this feels limiting to what they can do as a deck with similar outcomes in other card games i played. my proposal give them better mechanics or even support cards that do trade off for going out of elusive which ill list a few ideas down below and of course they arent meant to be taken all at once together but rather separated ideas to see whats more favorable.

    - (ability itself) if a elusive card attack the nexus directly it will deal bonus damage then remove elusive

    - (ability itself) can switch itself with a card of equal value in hand (not recall) then remove elusive from the card

    - (ability itself) allow the card to attack an enemy card already battling another ally then removes elusive after

    - (support card) remove elusive from an ally and deal x damage onto a enemy target 

    - (support card) return an elusive card into the deck and draw a card 

    honestly these are just rough draft ideas i thought of in just a few minutes but i would prefer a idea where elusives is more about jumping around either from hand or deck and deal alittle more damage but let the trade off of exiting elusive after so not only would ppl maybe stop complaining about them as much but also allow for a more in depth play for them as well. any thoughts? good? bad? 

    1
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    I think that’s a pretty good idea! If there were cards that removed elusive in order to gain some other effect it would make games versus elusive decks far more interesting. Maybe something like: 1 Mana Slow Spell “Remove elusive from a unit to grant it +2/+2”

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  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 4 years, 1 month ago

    The elusive players would have to think about which unit to bring out of elusive. Maybe it could be a keyword, like “Reveal: Draw a card”, which would make it so that you can click on your elusive unit outside of combat or spell chains and remove elusive from it for the reveal effect.

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