I think someone who really could need a buff is Heimerdinger. Like this guy just disappeared after his nerf completely and while shifting keywords again will help the champion a lot, I think that his competition became that much stronger, that even an unnerfed heimerdinger would be fair.
But unnerfing would just create an old elusive archetype once again and I don't think the community welcomes an strong elusive deck so I would instead change his keyword distribution in a way it makes sense and is interactive:
0 mana turret still 0/1 challenger
1 mana turret 1/2 ->still terrible but hey +1 health to not instantly dies to aoe removal
2 mana turret 2/1 fearsome -> because we know fearsome is best on small critters
3 mana turret 3/1 tough -> 3 mana is the go to turret spawned by heimerdinger so why wouldn't it be the turrets that he builds in League right? Makes heimer also less vulnerable to aoe)
4 mana turret 4/1 Quick Attack ->4 attack is as hard to block as 5 attack but easier to generate
5 mana turret 5/1 elsusive -> hard to generate but dangerous
6 mana turret 6/1 overwhelm -> bad but capable of dealing damage
7 mana turret 7/1 barrier + fury -> just less terrible as the current one but still bad
8 mana turret 8/8 -> because it works right?
Also make his level up: "when I level up grant all technology units +1/+1 everywhere" but remove his ability that gives created turrets +1/+1
Honestly other than the 1 and 7 mana turret, this looks like a good and understandable change. That said I wouldn't really call Heimer weak and changing the turrets doesn't make it so Heimer decks win more in unfavorable matchups but rather on favorable matchups. Also I might be wrong about which meta it was but Heimer Vi did make a comeback around TF Swain's dominance and it kinda slapped.
I mean I can't really say that I would pay 7 Mana to level a Champion. Sure 3 of it is Spell Mana, but if it isn't burst then it's just not worth it. Think Cosmic Inspiration. I would not pay 7 Mana for a Zoe or an Asol, that's just too much tempo loss. The only Champion that's worth paying 7 Mana is Maokai and that's only by very little considering that Maokai will mill them a couple turns earlier. The only time 7 Mana is worth is when it doesn't result in a huge tempo loss, meaning that the Champions summon units upon level up or they immediately kill something on board.
We'll have to see though, the Level 3 Champions mentioned does interest me a lot.
Great article, lots of food for thought. My personal wish is that be added to core. I've had so much fun with tLorewalker Cho. It's what I stick in a deck when I'm missing a card or putting it together.
Former HS player on mac, so LoR not an option and stuck on 64-bit OS so Steam Mythgard also not an option. So that leaves Magic, which I like fine. It is more complex and has deeper gameplay than HS, which I like a lot. They also have many ways to play and interesting events, like the current Momir event which is almost a puzzle. And while I'll never ever get all of the cards that's fine. The wildcard system (I currently have over 250 wildcards in about 7 months of play, including about 50 in the two highest rarities) means that I can basically craft the deck I need, as long as I don't need to totally change decks too often. And I love that in most of the draft formats you get to keep the cards. I always hated in HS Arena how I got used to playing with the cards in my Arena deck, just to lose them at the end of the run.
And as for deck styles, there are so many keywords and interactions that there are many viable archetypes at any given moment.
Edit: And the one thing I forgot to mention is that the most refreshing thing in playing Magic compared with HS is the almost complete absence of BM in Magic.
I agree with you. That is up to the champions once they've been shown. We'll only know after that. I can see a world where this works if Azir has some sort of ability that summons a swarm of soldiers or a tower or something when he is levelled.
Targon's main problem for me is it's versatility, The region have access to buffs, debuffs, protection, removal, healing. I know It's not the only versatile region, Ionia is also versatile but it's units tend to be lackluster stats wise, a weakness not shared by Targon. Not to mention that they also have both overwhelm and elusive units so we can add good finishers to the list.
Just wait til they give Targon a one-sided board wipe. Er, I mean, besides the one they already have ...
I could be wrong if the levels are important enough for a deck....but this seems crazy weak and it seems like it would just be better to focus on leveling the characters through whatever means they require rather than play a 7 mana card that basically skips that turn.
I think it depends entirely on the strength the Ascended. E.g., paying 7 mana to instant-level something with say comparable to L2 Aurelion Sol, Maokai, or Zoe would arguably be worth the 7 mana alone, and then you make serious progress towards your Restored Sun Disc and enable things like Devoted Council too. On the other hand, if the Ascended are more like Riven or Zed in power level, then those added benefits from won't be enough to justify the cost of 7 mana.
Thanks for the tips, and good job on your first article - this is exactly the sort of post I've been looking for, especially regarding LoR, which I mostly stink at. I actually tried them out, keeping this stuff in mind putting together an Ashe/Fiona deck, and hey, I won my first match in a blowout, so I'll throw all credit your way :)
No neutral legendary is useful for all classes (Paladin will never use Malygos, etc). The difference between Subject 9 and other legendaries is that in S9 it's explicit.
Both Jade Idol and Astral Tiger have in their time made Druid "the class that never fatigues". I thought it would be interesting to keep that aspect here, especially considering Druid's well documented weaknesses (lack of removal and aoes). It's not much, but it gives Druid a niche.
For the flavor stuff, it was sometimes a consideration (that's why I made Libram of Submission and didn't just took Shrink Ray and bump its cost by 1). This is mostly a class issue though. When it comes to neutral, by definition you don't really need to have unified flavor unless you can't understand it outside of an expansion's specific context (eg the EVIL league). BTW Overdue Justice is a token from AoO, not scholo. I took it only because Light's Justice is ugly.
Hunter, Warlock, Warrior, are here. I wished I had time to polish but I'm trying to get them all out before tomorrow. Mage and Shaman are ready, only the formatting is left. Rogue is still under way.
I've seen an updated version of this with Animated Broomstick, in case your opponent runs weapon hate. I usually hate these types of decks, but in a world of Big Priest being back... I like it.
I agree with most of your choices but I'm a little less sure about Broadbacked Protector I've actually seen it a fair few times in the decks built around Soraka and Tahm Kench. Those decks aren't really in that bad a spot at the moment and this card is surprisingly quite a powerful resource for reliable healing and reliable healing targets. Maybe I'm wrong on judging it based on that but I think the card is fine, the deck it fits into is just very forced and one dimensional so you never see it outside of that very specific play style.
Yeah you may very well be right since I didn't play during the time that Soraka and Tahm Kench were just released. Also I don't play ranked so I'm not very qualified to say which cards are bad. :p
The hand dump with lethal already on the board. The Play Every Card In Hand instead of simply using that Fireball for lethal.
While I often consider this BM as well, I also have to remind myself that sometimes I also do this. Usually when I do it it's because a) The opponent has been BM'ing, roping, etc all game long like you said. Or b) I have a quest of "Play X cards" and needlessly dumping some things from hand helps me complete that quest, or fulfill an achievement for XP gain
That's a good point now that the XP portion has been added. I've also seen players note that they like to see what the opponent had in hand so they don't see it as BM at all.
Can't say anything about Magic or Mythgard. But LoR is good. I decided to try LoR after years of HS and I liked the turn mechanics, champion mechanics, deck building and spell mana. Also it's more f2p than HS. So I stayed.
Oh, there are also wonderful micro stories between cards and you can see a full card art directly in game.
I think someone who really could need a buff is Heimerdinger. Like this guy just disappeared after his nerf completely and while shifting keywords again will help the champion a lot, I think that his competition became that much stronger, that even an unnerfed heimerdinger would be fair.
But unnerfing would just create an old elusive archetype once again and I don't think the community welcomes an strong elusive deck so I would instead change his keyword distribution in a way it makes sense and is interactive:
0 mana turret still 0/1 challenger
1 mana turret 1/2 ->still terrible but hey +1 health to not instantly dies to aoe removal
2 mana turret 2/1 fearsome -> because we know fearsome is best on small critters
3 mana turret 3/1 tough -> 3 mana is the go to turret spawned by heimerdinger so why wouldn't it be the turrets that he builds in League right? Makes heimer also less vulnerable to aoe)
4 mana turret 4/1 Quick Attack ->4 attack is as hard to block as 5 attack but easier to generate
5 mana turret 5/1 elsusive -> hard to generate but dangerous
6 mana turret 6/1 overwhelm -> bad but capable of dealing damage
7 mana turret 7/1 barrier + fury -> just less terrible as the current one but still bad
8 mana turret 8/8 -> because it works right?
Also make his level up: "when I level up grant all technology units +1/+1 everywhere" but remove his ability that gives created turrets +1/+1
I could be wrong if the levels are important enough for a deck....but this seems crazy weak and it seems like it would just be better to focus on leveling the characters through whatever means they require rather than play a 7 mana card that basically skips that turn.
Here are some cards (that haven't been mentioned already) that I would like to see getting buffed or get some additional support:
I think I've only seen this card getting played once since it was released. Not sure how I would buff it but it certainly could use some help.
To be honest I prefer this version over the previously op version but the current version is just unplayable. I think a neat way to buff it would be to add another elnuk unit to the game to increase the consistency of its effect and to make elnuk decks more of a possibility.
This card is pretty cool but sadly also really bad. I'm not sure what the best way to buff it is but there are a ton of things Riot could try (e.g. make the buff stronger, make it fast speed, reduce the cost, etc.).
I'm not sure if anyone will agree with this one but I feel like 5 mana is just too much for granting a unit +3/+3. I don't think it needs a big buff but I think increasing the buff to +3/+4 would be fair.
I agree with most of your choices but I'm a little less sure about Broadbacked Protector I've actually seen it a fair few times in the decks built around Soraka and Tahm Kench. Those decks aren't really in that bad a spot at the moment and this card is surprisingly quite a powerful resource for reliable healing and reliable healing targets. Maybe I'm wrong on judging it based on that but I think the card is fine, the deck it fits into is just very forced and one dimensional so you never see it outside of that very specific play style.
Brawl Warrior
thanks!
cards that desperately need a buff
Honestly other than the 1 and 7 mana turret, this looks like a good and understandable change. That said I wouldn't really call Heimer weak and changing the turrets doesn't make it so Heimer decks win more in unfavorable matchups but rather on favorable matchups. Also I might be wrong about which meta it was but Heimer Vi did make a comeback around TF Swain's dominance and it kinda slapped.
New Shurima Spell - Ascended's Rise
I mean I can't really say that I would pay 7 Mana to level a Champion. Sure 3 of it is Spell Mana, but if it isn't burst then it's just not worth it. Think Cosmic Inspiration. I would not pay 7 Mana for a Zoe or an Asol, that's just too much tempo loss. The only Champion that's worth paying 7 Mana is Maokai and that's only by very little considering that Maokai will mill them a couple turns earlier. The only time 7 Mana is worth is when it doesn't result in a huge tempo loss, meaning that the Champions summon units upon level up or they immediately kill something on board.
We'll have to see though, the Level 3 Champions mentioned does interest me a lot.
Brawl Warrior
Fun deck!
Speculating on the New Hearthstone Core Set - What Should We Expect?
Great article, lots of food for thought. My personal wish is that
be added to core. I've had so much fun with tLorewalker Cho. It's what I stick in a deck when I'm missing a card or putting it together.
Riot Comments on The Recent Changes to Runeterra's Card Frames
I think they look just fine.
The spell one is a little odd, but would look better if the frame was square. They could keep the round image but make the card more square...
What to play? Runeterra, Magic, Mythgard or another CCG
Former HS player on mac, so LoR not an option and stuck on 64-bit OS so Steam Mythgard also not an option. So that leaves Magic, which I like fine. It is more complex and has deeper gameplay than HS, which I like a lot. They also have many ways to play and interesting events, like the current Momir event which is almost a puzzle. And while I'll never ever get all of the cards that's fine. The wildcard system (I currently have over 250 wildcards in about 7 months of play, including about 50 in the two highest rarities) means that I can basically craft the deck I need, as long as I don't need to totally change decks too often. And I love that in most of the draft formats you get to keep the cards. I always hated in HS Arena how I got used to playing with the cards in my Arena deck, just to lose them at the end of the run.
And as for deck styles, there are so many keywords and interactions that there are many viable archetypes at any given moment.
Edit: And the one thing I forgot to mention is that the most refreshing thing in playing Magic compared with HS is the almost complete absence of BM in Magic.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Yup
New Shurima Spell - Ascended's Rise
I agree with you. That is up to the champions once they've been shown. We'll only know after that. I can see a world where this works if Azir has some sort of ability that summons a swarm of soldiers or a tower or something when he is levelled.
cards you were wrong about?
Just wait til they give Targon a one-sided board wipe. Er, I mean, besides the one they already have ...
New Shurima Spell - Ascended's Rise
I think it depends entirely on the strength the Ascended. E.g., paying 7 mana to instant-level something with say comparable to L2 Aurelion Sol, Maokai, or Zoe would arguably be worth the 7 mana alone, and then you make serious progress towards your Restored Sun Disc and enable things like Devoted Council too. On the other hand, if the Ascended are more like Riven or Zed in power level, then those added benefits from won't be enough to justify the cost of 7 mana.
Riot Comments on The Recent Changes to Runeterra's Card Frames
I honestly think that the new frames are an improvement. Still not what I'd call perfect, but better.
But, no matter what you think looks better, you have to admit: their card text needs all the space it can get.
Riot Comments on The Recent Changes to Runeterra's Card Frames
My day be so fine,
than bam
I get reminded that glorious jinx design isn’t in the gam
Winning Your Own Way: Building a Competitive Deck in Legends of Runeterra - The Anatomy of a Deck
Thanks for the tips, and good job on your first article - this is exactly the sort of post I've been looking for, especially regarding LoR, which I mostly stink at. I actually tried them out, keeping this stuff in mind putting together an Ashe/Fiona deck, and hey, I won my first match in a blowout, so I'll throw all credit your way :)
Cheese's custom core sets revamp - Global thread (done!)
To give some answers:
Hunter, Warlock, Warrior, are here. I wished I had time to polish but I'm trying to get them all out before tomorrow. Mage and Shaman are ready, only the formatting is left. Rogue is still under way.
EDIT: Mage & Rogue out! Only Shaman left!
[Game] Card Treasure Hunt (The Resurrection Attempt)
The Black Knight?
Mecha'thun's Secret Passage
I've seen an updated version of this with Animated Broomstick, in case your opponent runs weapon hate. I usually hate these types of decks, but in a world of Big Priest being back... I like it.
cards that desperately need a buff
Yeah you may very well be right since I didn't play during the time that Soraka and Tahm Kench were just released. Also I don't play ranked so I'm not very qualified to say which cards are bad. :p
What do you consider BM within HS?
That's a good point now that the XP portion has been added. I've also seen players note that they like to see what the opponent had in hand so they don't see it as BM at all.
What to play? Runeterra, Magic, Mythgard or another CCG
Can't say anything about Magic or Mythgard. But LoR is good. I decided to try LoR after years of HS and I liked the turn mechanics, champion mechanics, deck building and spell mana. Also it's more f2p than HS. So I stayed.
Oh, there are also wonderful micro stories between cards and you can see a full card art directly in game.
cards that desperately need a buff
I think someone who really could need a buff is Heimerdinger. Like this guy just disappeared after his nerf completely and while shifting keywords again will help the champion a lot, I think that his competition became that much stronger, that even an unnerfed heimerdinger would be fair.
But unnerfing would just create an old elusive archetype once again and I don't think the community welcomes an strong elusive deck so I would instead change his keyword distribution in a way it makes sense and is interactive:
0 mana turret still 0/1 challenger
1 mana turret 1/2 ->still terrible but hey +1 health to not instantly dies to aoe removal
2 mana turret 2/1 fearsome -> because we know fearsome is best on small critters
3 mana turret 3/1 tough -> 3 mana is the go to turret spawned by heimerdinger so why wouldn't it be the turrets that he builds in League right? Makes heimer also less vulnerable to aoe)
4 mana turret 4/1 Quick Attack ->4 attack is as hard to block as 5 attack but easier to generate
5 mana turret 5/1 elsusive -> hard to generate but dangerous
6 mana turret 6/1 overwhelm -> bad but capable of dealing damage
7 mana turret 7/1 barrier + fury -> just less terrible as the current one but still bad
8 mana turret 8/8 -> because it works right?
Also make his level up: "when I level up grant all technology units +1/+1 everywhere" but remove his ability that gives created turrets +1/+1
New Shurima Spell - Ascended's Rise
I could be wrong if the levels are important enough for a deck....but this seems crazy weak and it seems like it would just be better to focus on leveling the characters through whatever means they require rather than play a 7 mana card that basically skips that turn.
cards that desperately need a buff
I agree with most of your choices but I'm a little less sure about Broadbacked Protector I've actually seen it a fair few times in the decks built around Soraka and Tahm Kench. Those decks aren't really in that bad a spot at the moment and this card is surprisingly quite a powerful resource for reliable healing and reliable healing targets. Maybe I'm wrong on judging it based on that but I think the card is fine, the deck it fits into is just very forced and one dimensional so you never see it outside of that very specific play style.
Watch the Legends of Runeterra Empires of the Ascended Cinematic - Card Reveals Daily!
NOXUS WILL RI... ASCEND!
[Game] Card Treasure Hunt (The Resurrection Attempt)
Night is almost my second name.
And it's almost my first name too.
Every time I'm here I do the same.
I will make the way break through.