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  • Might have to give this a go.

  • I finally decided to test Runeterra

    I'm a little lost because there's a lot of stuff to experiment with. The game has a bunch of different modes and there's an exp based progression system that rewards you constantly for just playing the game. I spent this entire afternoon just playing against the A.I. to understand how some of the mechanics work and it was pretty simple to get through the Prologue rewards. The F2P factor is as good as people constantly say. After finishing the tutorial i was really surprised with the fact that all three decks were given to me for free. It seems that i will gain more free stuff in one week of playing Runeterra than the amount of free stuff i got from HS in about three and a half years.

    The game has some really cool level up animations for each champion and for some of their spells. It isn't as complicated as i thought it would be but i'm still getting used to the whole blocking thing. HS was the first competitive card game i played so i got used to playing blockers (taunts) during my turn and praying that my opponent has no way of getting through them. It adds another layer of complexity because i need to determine which units to sacrifice, if i should block or just let damage get through to protect valuable units and i need to consider spells as well. The only A.I. opponent i had some trouble with was a Shen/Karma deck that had quite a few barrier spells and lifesteal and that caught me off guard during my attacking phase. Other than that, the A.I. opponents are extremely simple to deal with for someone with previous card game experience but they are still a great source of information before diving into the actual competition. I don't know if the basic free decks are good enough for the PvP experience though.

    I still don't know if i will keep playing the game but i'm going to need some weeks playing it to see if it catches my interest permanently. It's pretty hard to play two online games like these simultaneously and i already put a lot of time and money into Hearthstone. What is going to be a big factor is the variety of decks (a good balance between aggro, midrange, combo and control) and predictability of matchs. The excessive RNG in HS pisses me off a lot but it's also the thing that hooked me to the game in the first place since i really like games with random generation (mostly roguelikes/rogue-lites but games like Terraria as well). Is there any other site besides this one that provides good information about decks? Or a good content creator that can provide information and help me learn more about the game?

  • What You Need to Know about the New Runeterra Lab, Journey to the Peak

    It's like dungeon run but short

  • HAVE YOU SEEN THIS PENGUIN? - Top 100 EU Legend

    Yeah, this deck has a hard time against Raza Priest and Renolock, but against other classes it can really shine. Hope you have fun with it^^

  • Quest Trading - Play A Friend!


    Battletag:  Matwan#1696
    Region: NA
    Trade Only?: Yes. You go first

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Dreadsteed? Or maybe Rattlegore?

  • Mobalytics Redesign Is Useless

    Quote From Nifty129

    https://lor.mobalytics.gg/stats/archetypes

    If we go to the stats page of mobalytics we notice a total overhaul to how the website is calculating win-rates instead emphasizing individual deck-lists with smaller sample sizes aka games played.

    Riot has indicated that they value gameplay diversity and highly discourage any 3rd parties from "solving" the meta. This redesign is likely Mobalytic's attempt to honor that agenda.

  • Brawl Haul - Reanimating Clerics with Orah, Skyclave Hierophant!

    Used this as my basis for my Friday Night Magic Singleton deck 8D

    3-1

  • BATTLEGROUNDS REVIEW (feel free to discuss)

    Oh right, I forgot to include that tokens always only deal 1 damage. 

    I also just thought of a better solution: What if only units that have attacked or been attacked deal damage? That way 1/1 tokens don’t count and a 2/3 Strongshell won’t deal 5 just because your units were killed before it could sacrifice itself into a 20/20.
    EDIT: One problem I see with this is that being super-powerful might actually reduce the damage you deal. To fix that, I think maybe making all non-tokens deal 1 at a minimum would be good, whether or not they attacked or were attacked. 

  • Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana

    2nd October update: GetMeowth's WILD Libram Paladin: 'Hey Loser'! (Scholomance Academy) (1080p)

    Libram Paladin in Wild! Such a glorious deck, with the inclusion of Pen Flinger, Lady Liadrin and Lynessa Sunsorrow.

    Thanks to GetMeowth for the deck (https://twitter.com/GetMeowth).

    Deck code: AAEBAZ8FBPoO4+MChMEDw9EDDeoP7Q+IxwLjywLZ/gLKuAP9uAPquQPruQPsuQPKwQOezQOfzQMA

    https://youtu.be/w0Xulre_iFs 

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Pro

    No, but you're headed in the right direction. 

  • [Game] Card Treasure Hunt (The Resurrection Attempt)

  • Hearthstone's Cosmetic Hero Disappointments, Scholar Jaina and Horseman Uther, Will Receive New Voicelines

    Yeah, but since they were planning on releasing a 10$ .jpeg they didn't use the actors when they had them in studio for the adventures.  As many pointed out they literally had a young jaina actor available.

  • Manual Of Monsters - Card Design Competition Discussion Thread

    What happens if I made a legendary card, but accidentally picked "common" while submitting?

  • Brawl Haul - Reanimating Clerics with Orah, Skyclave Hierophant!

    Looks interesting, I might give it a try. Thanks.

  • Fixing Lee - The Low Winrate Problem

    It feels op to play against. It's a combo deck that creates a lot of no win situations.

    It's like aww geeze a 4/5 zed with overwhelm that will never be removed I auto win for sure

    Or it's aww geeze my zed just got mystic shotted into a thermo which was enough to get rid of spell shield now I can't win.

    Or it's aww geeze I literally didn't draw any combo pieces after a muligan and now I just loose, but I won't count that.

    It's called statistical variance vs. perception and it's very hard to account for without looking at the bigger picture

    Also stuff like frostbite decks are a great counter, even if lee has barrier if you frosbite him into a rimefang wolf he auto dies

  • BATTLEGROUNDS REVIEW (feel free to discuss)

    Quote From CursedParrot

    I think that the solution to high damage would be to reduce player's health to 30 and make it so that minions deal 1 damage baseline and 1 more damage for every 5 turns of the game that have ended. That way damage still scales, but not as quickly as now. 

    I think that would result in a massive meta shift.  Late game, seven tokens would deal more damage than one 6-drop. 

  • Fixing Lee - The Low Winrate Problem

    Interesting! From the way that the community has been saying "Lee Sin OP, it's Tier 0" I had assumed that it was an extremely powerful and easy to pilot deck. 

  • BATTLEGROUNDS REVIEW (feel free to discuss)

    I think that the solution to high damage would be to reduce player's health to 30 and make it so that minions deal 1 damage baseline and 1 more damage for every 5 turns of the game that have ended. That way damage still scales, but not as quickly as now. 

  • Fury warrior in hearthstone.

    Quote From clawz161

    In regards to pirate warrior, granted it was an oversight on my part, but isn't the synergy related to anchar? and pirate synergy not just weapons? Sure the deck has weapons in it, i won't deny, but i don't think it would be a major problem, When you're being hit with an [Hearthstone Card (archanite reaper) Not Found], i don't think it would matter, if it was on that turn or the turn after.

    If your hand has no taunts or healing to use, or you haven't seized board control then no, having an extra turn won't matter. But if you do have any of those an extra turn can make all the difference, especially to overall win rates where it can easily make an OP deck merely strong. It is that turn which made a huge difference to Patches era Pirate Warrior, which in the end got slowed down much more by the nerf to Fiery War Axe than Patches himself.

    Since then the lack of strong 2 mana weapons has driven the archetype to slower plays, such as using Ancharrr. Perhaps Blizz is keen to never given them one again, in which case maybe a start of game dual wield effect would be OK, but that is a pretty major design limitation to commit to.

    Regarding pirate synergy versus weapon synergy: there's a lot of overlap there. Along with cannons, weapons are what makes the pirate tribe distinct from the others. Sure there's plenty of pirates that have nothing to do with weapons, but there is definite two-way synergy between weapons and pirates, such that decks focusing on one almost always end up as a pirate/weapon decks with something else to cement the game plan (e.g. charge minions for smorc-ing in Pirate Warrior or something like Cannon Barrage if you want some style points in rogue). 

    ----------------------------------------------------------------------

    Anyway, I'm heading a bit off-topic. In the end I acknowledge both of the following:

    • Allowing dual-wielding would be cool if it can be made to work.
      • I was even quietly hoping it would happen with the rogue/warrior pairing in Scholomance.
    • If it did happen and warrior had access to it, pirate warrior would inevitably consider it.
      • So I would always have reservations about it unless it turns up on turn 6+ (which is too late for it to be worthwhile).

    So I guess, the tl;dr is: I still have pirate warrior PTSD but would still like to see how any attempt at dual-wielding weapons would work out.

  • Fixing Lee - The Low Winrate Problem

    Everybody knows that Lee Sin is a top tier card along with the new bastion but for whatever reason the decks all have a below 50 percent winrate currently, indicating that A these lists are super hard to pilot or B the lists are not properly optimized.

    Either way there are solutions that can fix both of these issues.

    The first is tempo Lee/Zed similar to the old stand alone lists, you essentially present a big impossible to remove body that swings for lethal.

    https://lor.mobalytics.gg/decks/code/CIBQCAICBEBAEAQBAYDQGCITDMRSSM2WLQBAEAICBQ3QEAYJGBKQEAIBAISQCAYJMA

    It runs tools like goat and mentor, and it's a list that was popularized by Swim

    Only issue is that it also has a 47 percent winrate due to either being unoptimized or too big brained for the average player

    But nobody has explored Lee's control potential, what if instead of being all in on tempo in Targon, a region that's really bad at tempo

    We went the opposite direction, we went control. Well what are good control cards in Targon/Ionia

    You have Karma or you have Asol.

    I think control Lee hasn't really been explored and I'd like everyone to post their ideas down bellow.

    Here's one to get started

    pure cancer
    A Runeterra Deck created by Nifty129. Last updated 6 years ago
    -1

  • pure cancer

    You can say the same thing about will of ionia, the only difference here is that dragons rage is a win condition in the non-mirror.

  • Out of Cards Changelog - 2020-10-02

    Staff Pro

    Quick update pushed out this morning.


    Changes

    General

    • News articles now display hot articles as well as recent ones at the bottom so you can find more relevant content.

    Bug Fixes

    General

    • Fixed an issue that was preventing members from visiting card discussion forums.
    • URL paths on forum threads are now correct in all cases.
  • BATTLEGROUNDS REVIEW (feel free to discuss)

    Quote From dapperdog
    Quote From kaladin

    I don't really like the new meta.  It feels extremely highroll-y.  You might be doing fine, but then come turn 8 you take 30 damage and get last.

    That's, in my opinion, how it should be.

    Basically you start taking real damage around turn 6, so there's more than enough time to settle on a build and see if rng contents to give you the right minions to survive to the last 4. Reducing the damage output will mean games lasting longer, and while that means most of the losing half of players get to stay on longer, it'll soon get tedious. Not going to lie, the only reason I still played battlegrounds at all is because games tend to only be 20-30 minutes long. Any longer and that's it for me, and I suspect that to be the same for most casual players too.

    You are fine with a single turn deciding whether or not you get top 4?  Because I had one turn of bad rolls and am facing someone who had really good rolls, that means I deserve last?  Honestly want to know if this is your opinion.