Been playing LoR for a bit over a month and have farmed a good portion of the cards but I have to ask: Is there a chance they will nerf some of the mechanics that make this game toxic for newbies at some point? I dont mind getting facerushed or burn-spelled to death, but when I consistently come up against 3-4 recall/stun, deep, unyielding spirit and Heimer decks in every category of play ( Even casual and the tail end of gauntlet) it makes me want to uninstall and go back to some other TCG... Is there hope or should I just quit while I have fond memories? Even the pillage mechanic everyone seems to hate isnt as bad as the previous stuff, at least you can counter it with a strong board.
Some Vets pls chime in. I want to like LoR but... I quit Hearthstone for the same reason, only 3-4 decks can compete and I don't own all the cards.
I actually think this is mostly due to the fact that there isn't many cards in the game yet. Once a few expansions come out and there is a larger pool I'm sure the amount of viable decks will increase 10 fold. Thus adding for more variety among decks on the ladder.
Big cardpool is not a good thing for a newbie, this is why card games rotate expansions (Hearthstone, Magic
Been playing LoR for a bit over a month and have farmed a good portion of the cards but I have to ask: Is there a chance they will nerf some of the mechanics that make this game toxic for newbies at some point? I dont mind getting facerushed or burn-spelled to death, but when I consistently come up against 3-4 recall/stun, deep, unyielding spirit and Heimer decks in every category of play ( Even casual and the tail end of gauntlet) it makes me want to uninstall and go back to some other TCG... Is there hope or should I just quit while I have fond memories? Even the pillage mechanic everyone seems to hate isnt as bad as the previous stuff, at least you can counter it with a strong board.
Some Vets pls chime in. I want to like LoR but... I quit Hearthstone for the same reason, only 3-4 decks can compete and I don't own all the cards.
I actually think this is mostly due to the fact that there isn't many cards in the game yet. Once a few expansions come out and there is a larger pool I'm sure the amount of viable decks will increase 10 fold. Thus adding for more variety among decks on the ladder.
Fun deck that sometimes leaves your opponent scratching their head wondering how they got Pyroblasted on turn 7, haha. 6-2 at Diamond 5 into 4, then had to log off for the day. Thanks!
After it rotates out of standard is still 2 years from now. so thats another 4 types that will be made before it becomes "discover a card from the board's expansion" which is fine actually.
Use an aggro and / or elusive deck. They are very cheap and can be consistent even with no champions. They give very good results against any "complex" deck. For instance
I only have problems with mechanics that have few or no counters. Burn spells can be beat by buffs/heals/large bodies/life steal, elusives are all small enough to pwn with most burn spells and since every deck seems to have burns in some form idk why people have issues with them.
With recall I just want card stats (minus health damage I guess) to not be affected by recall to hand. In a way that buffs recall on your own unit but discourages it being an automatic ass kicking vs anyone else's buff decks.
As for stun, its fine EXCEPT there are too many cards with stun and when paired with Yasuo and the extremely cheesy 4? damage burn on damaged??? or stunned creatures that is also cheaper than others it becomes silly. They need to increase the amount of regeneration cards or add a buff card for it to even things out or add a new Immovable keyword "cant be stunned/recalled" as they currently have no counter. Note that freeze has no equivalent freeze = damage card that also affects damaged targets AND freeze doesn't stop blocks or attacks unlike stun and recall.
Unyielding Spirit because it only has 2 counters in the whole game, or maybe 3 if you count Obliterate. Yes its expensive but unless you can recall a beefy life steal with it, that's gg. Or Garen, or any large onslaught card, or just about any high value champion really.
Deep I just want a fix for the highroll "gain Deep buff on turn 5-6 and you win" shit. Deep should be harder to get so you don't have extremely high value cards spammed out for almost no cost that ALSO have obliterate which has no counter in the game besides instant kill cards (only one in the game for 7 cost works vs deep buffed critter) or instant health buffs, which usually aren't big enough to get around the average 7/7-10/10 deep buffed cards.
Heimerdinger I only really care that he can fill his entire board with zero cost elusive 3/1s in one turn if you don't immediately wreck his heimer the second he plays it. Even that doesn't always work because they just hold burst spells so they can spam out all of them immediately. If they nerf that so each mech has a cost more normal for its size id say thats a fix.
Additionally, they need a keyword similar to hexproof (cant be targets of hostile spells or abilities) in the game, with statlines similar to elusive so there can be a direct counter to early burn cards if people want to tech for it.
My guess for Paladin/Warriors is... Some big card for Duel! Paladin and recruit/Big/Dimensional Ripper Warrior. This is based on the fact that they showed us already some big Warrior cards, and warrior/paladin share this archetype (somewhat). Maybe they will also give Warrior/paladin some AOE, as both classes need better AOE to survive at least early/mid game for this archetype to actually work.
18th July update: Dane’s WILD Egg Hat Hunter ft. Deathstalker Rexxar (1080p)
Today's deck features Dane’s Egg Hat Hunter –with the addition of Deathstaker Rexxar. This deck has done surprisingly well for me – beating a Pirate Warrior and Reno Dragon Priest! Feign Death feels strong.
I added Deathstalker Rexxar to the deck. Why? Is it because: 1) He has the best emotes? 2) I have him in golden form? 3) The beast generation lets you last the long game against slow decks?
Probably a mixture of all 3 reasons! A fun deck overall, that is different to anything else that is out there on the ladder.
Video contents: 2) 2:20 My voice 3) 8:12 Egg Hat Hunter deck discussion 4) 10:28 vs Pirate Warrior 5) 16:08 vs Discardlock 6) 20:30 vs Reno Dragon Priest
I've played since open Beta but still feel I don't have too much insight into what's just good and what's broken good. I'll give my guesses anyway:
Facerush/burn spells: even though you don't mind them, I'm quite certain they will see nerfs if they ever rise to dominance.
Recall/stun: Very unlikely to see any massive changes in my opinion.
Deep: The mechanic is unlikely to change, the balance of individual cards might.
Unyielding Spirit: Already got nerfed. I don't think it can be nerfed further without completely killing it. If it's still an issue, it might get a rework. But is it?
Heimerdinger: They've already confirmed that some changes to his token turrets will happen in the next patch. What kind of effect it'll have for those decks is uncertain.
I also find it funny that you didn't mention Elusives, which is a source for annoyance to many, myself included. Or maybe they go under facerush.
My advice would be to not give up just yet. Riot makes constant balance changes every month (sometimes less, sometimes more) and we'll get a new expansion and new region next month, so maybe things will change to your liking. Meanwhile, you can play more Labs. I've found them a nice alternative to constructed when I don't feel like facing meta decks.
Does it technically count as card generation though? If it was phrased instead as "Give your next spell twinspell", or "Your next spell does not leave your hand" it would have the same effect but you would not consider it card generation. I would personally treat it more like Headcrack or Anub'arak than anything else, which I consider to be the same card rather than being generated each time (even if in the code it might be the latter).
The thing is, you're still generating a resource. Even if it is the same resource you had before, being able to use it again is an additional new resource.
Agreed, but there is nevertheless a huge distinction between this effect and the usual card generation effects: you only get what you already had. Nothing is being generated from outside the game and your hand is not being filled with more copies than you had before. It is arguably closer akin to Shadowstep than it is to the usual card generation effects.
Looking at it from another angle: nowhere does it say a class weakness should mean they have absolutely none of it. Only that their tools are significantly more limited than other classes get. Only being able to generate a card you already have, and only 1 copy too, sounds exactly like the limited version Shaman should get, since it does not let them get anywhere near to clogging their hands with value like rogue, mage and priest can.
That's not inconsistent since that is exactly what it says it will do. It would only be inconsistent with itself if it decides to do the same thing on some boards, or if it changes what it does on a given board.
You might consider it unreliable if you are relying on it to fill a specific role, but that is an entirely separate matter.
Regardless, 'inconsistently consistent' was about having different wording for the same effect as something else, not the variability of the effect. It is possible the wording of the effect on one (or more) specific boards is inconsistent with what has come before, but I have not checked that.
Kind of similar to The Glass Knight albeit a more limited effect, but Goody Two-Shields is still better especially with numerous cheap spells that Paladin has right now. Hitting this with a discounted Libram is already good, and you can put two of them in your deck.
Card art is great too, love the youthful expression on the young paladin's face.
This game sounds fun. I am Wild only player and here are a few concepts that I would like to see added to the game. I generally like to play control, midrange and value decks. I understand that some of the wording won't fit on the standard card but here is what I got.
Mage/Rogue: Mysterious Hall Monitor - Epic minion - 6 mana 6/6 . Battlecry: Shuffle a copy of each secret you have played into your deck.
C'mon Blizzard! You released Glacial Mysteries eons ago and it is still useless. Let's give this card the support it deserves! I want to play some secret control mage not that aggro garbage. Also Shadowjeweler Hanar could use some support in standard with only 2 rogue secrets in standard plus the nerf.
Mage/Shaman: Brain Freezer - Legendary Minion - 10 mana 5/5 . Battlecry: Summon 3 random elementals from your hand that freeze.
Let's kill 3 birds with 1 stone here. 1. Elemental synergy 2. Freeze Synergy 3. Destroy the 10 cost pool. There are some interesting non-battlecry elementals in standard right now and a few more additions could make a card like this work.
Paladin/Priest: Ruler of Thirds - Legendary Minion - 9 mana 6/3 . Taunt. Deathrattle: Set each player's health, armor, and mana to 3, 6, and 9 randomly.
Is anyone else tired of Druid having so much armor in wild? Yeah, me too. Let's hurt the 9 pool while we are at it also. I wanted to give priest a different method to go late game by continually resurrecting this minion through cards such as Embalming Ritual. Paladin could also resurrect this on turn 10 with Redemption. Paladin likes to manipulate mana in strange ways. Synergies with this card such as Jepetto Joybuzz and Nozdormu the Timeless might make it playable.
Rogue/Warrior: Boarding Schooler - Rare minion- 4 mana 1/6 Pirate - Whenever you summon an exact copy of a minion, shuffle a copy into your deck.
We are looking for some control Pirates here or infinite value but Patron warrior is good too! Captain Hooktusk could also benefit.
Rogue/Warrior: Tattletale - Common minion - 5 mana 3/5 - Spellbust: Swap stealth minions to taunt; and vice versa.
Druid/Hunter: Multiple Choice Mascots - Rare minion - 4 mana 4/2 - Choose a deathrattle (Secretly) - Summon 2 3/3 bears. Give them Taunt, Poisonous, or Lifesteal.
It is time to bring back Fatespinner and test it with a class that can put secrets on Heroes and minions. This can also help Heal Druid while giving some support to control Hunter. I hope to see a card like this one in the set.
Priest/Warlock: Shadow Word: Procrastination - Common Spell - 4 mana. Lifesteal. Deal 4 damage to all minions. Destroy 3 mana crystals.
I want to see more mana destruction cards. Priest and Warlock could use a legendary that destroys cards in you opponents deck based on how many mana crystals destroyed throughout the game.
As much fun brawl is with the new jumpstart cards, I cannot recommend trying out Historic enough. The format is probably one of the most balanced formats throughout the entire game right now and with WotC handpicking cards to be added to it, it can only become more interesting as far as I am aware. I'm not sure if any of the new legendaries are going to do well in the format, but there is just a ton of potential and so much cool stuff to do there.
As for Zurzoth, he's a very interesting card, to say the least. He could be a super fun madness commander but as of right now there is none of those on Arena, as well as very little red discard synergy/red graveyard matters cards which makes him feel a bit lackluster to me, at least with the currently available cards. I have some pretty high hopes for him though, lots of potential.
More Runeterra Haikus
For I am gangplank
I shall parley your face. AH!
It's cannon time
---------------------------------------
Thought you had me dead?
Arise from my frozen egg
I am back. Revenge!
New Paladin Minion - Goody Two-Shields
Those are neutral cards e.g. they are weake
Newish player question:
Big cardpool is not a good thing for a newbie, this is why card games rotate expansions (Hearthstone, Magic
Another Runeterra Recipe from the Riot Faction Wars Event
Tea is always good. But personally, I can do without the milk.
Newish player question:
I actually think this is mostly due to the fact that there isn't many cards in the game yet. Once a few expansions come out and there is a larger pool I'm sure the amount of viable decks will increase 10 fold. Thus adding for more variety among decks on the ladder.
T E N
Fun deck that sometimes leaves your opponent scratching their head wondering how they got Pyroblasted on turn 7, haha. 6-2 at Diamond 5 into 4, then had to log off for the day. Thanks!
Transfer Student's Effect Changes Based on the Game Board - Here Are All the Effects!
After it rotates out of standard is still 2 years from now. so thats another 4 types that will be made before it becomes "discover a card from the board's expansion" which is fine actually.
Newish player question:
You really need to post what kind of deck you are playing or wanna play so we can give you bettter advice.
Newish player question:
Use an aggro and / or elusive deck. They are very cheap and can be consistent even with no champions. They give very good results against any "complex" deck. For instance
CEBQEAQDAMCAGAIDDYSS6BIBAIDAYEJGHEBQCAQCBIBACAQCFQBACAYCB4AA
or
CEBAEAIBAQLAUAICAIDAYEIVC4UCYMRZAEBACAQJGEAA
Newish player question:
I only have problems with mechanics that have few or no counters. Burn spells can be beat by buffs/heals/large bodies/life steal, elusives are all small enough to pwn with most burn spells and since every deck seems to have burns in some form idk why people have issues with them.
With recall I just want card stats (minus health damage I guess) to not be affected by recall to hand. In a way that buffs recall on your own unit but discourages it being an automatic ass kicking vs anyone else's buff decks.
As for stun, its fine EXCEPT there are too many cards with stun and when paired with Yasuo and the extremely cheesy 4? damage burn on damaged??? or stunned creatures that is also cheaper than others it becomes silly. They need to increase the amount of regeneration cards or add a buff card for it to even things out or add a new Immovable keyword "cant be stunned/recalled" as they currently have no counter. Note that freeze has no equivalent freeze = damage card that also affects damaged targets AND freeze doesn't stop blocks or attacks unlike stun and recall.
Unyielding Spirit because it only has 2 counters in the whole game, or maybe 3 if you count Obliterate. Yes its expensive but unless you can recall a beefy life steal with it, that's gg. Or Garen, or any large onslaught card, or just about any high value champion really.
Deep I just want a fix for the highroll "gain Deep buff on turn 5-6 and you win" shit. Deep should be harder to get so you don't have extremely high value cards spammed out for almost no cost that ALSO have obliterate which has no counter in the game besides instant kill cards (only one in the game for 7 cost works vs deep buffed critter) or instant health buffs, which usually aren't big enough to get around the average 7/7-10/10 deep buffed cards.
Heimerdinger I only really care that he can fill his entire board with zero cost elusive 3/1s in one turn if you don't immediately wreck his heimer the second he plays it. Even that doesn't always work because they just hold burst spells so they can spam out all of them immediately. If they nerf that so each mech has a cost more normal for its size id say thats a fix.
Additionally, they need a keyword similar to hexproof (cant be targets of hostile spells or abilities) in the game, with statlines similar to elusive so there can be a direct counter to early burn cards if people want to tech for it.
Scholomance Academy - Reveal Season Community Bingo
Well you sounded too sarcastic to me for some reason...
Archetype cards you wish they would add to LoR.
They don't, thats the point.
Unlike other card games, discarded cards don't go to the Graveyard to prevent ressurection abuse like the one i listed.
New Paladin Minion - Goody Two-Shields
Those are both neutrals, paladin is the divine shield class so it's not creep
Let's speculate Dual class cards
My guess for Paladin/Warriors is... Some big card for Duel! Paladin and recruit/Big/Dimensional Ripper Warrior. This is based on the fact that they showed us already some big Warrior cards, and warrior/paladin share this archetype (somewhat). Maybe they will also give Warrior/paladin some AOE, as both classes need better AOE to survive at least early/mid game for this archetype to actually work.
Darkseeker's channel - 13th November update: KOtsosKOtsos' Reno Evolve Shudderwock Shaman - ft. Archivist Elysiana
18th July update: Dane’s WILD Egg Hat Hunter ft. Deathstalker Rexxar (1080p)
Today's deck features Dane’s Egg Hat Hunter –with the addition of Deathstaker Rexxar.
This deck has done surprisingly well for me – beating a Pirate Warrior and Reno Dragon Priest! Feign Death feels strong.
I added Deathstalker Rexxar to the deck. Why? Is it because:
1) He has the best emotes?
2) I have him in golden form?
3) The beast generation lets you last the long game against slow decks?
Probably a mixture of all 3 reasons! A fun deck overall, that is different to anything else that is out there on the ladder.
Deck code: AAEBAR8GhwSJtAKG0wLJ+AKbhQPUugMMyQT3DfoNxw/bD7kXx64Cq8ICnM0C39ICvaYDzrgDAA==
Video contents:
2) 2:20 My voice
3) 8:12 Egg Hat Hunter deck discussion
4) 10:28 vs Pirate Warrior
5) 16:08 vs Discardlock
6) 20:30 vs Reno Dragon Priest
https://youtu.be/mrxOccry6gM
How to become a Content creator for out of cards?
Thank you!
Quest Trading - Play A Friend!
Battletag: SirLynx#1266
Region: NA
Trade Only?: Yes (Proof Challenge plz).
Big Archivist Shaman is insane fun and effective as well
Just got D5 : D
Also, 23 wins from my golden portrait
Newish player question:
I've played since open Beta but still feel I don't have too much insight into what's just good and what's broken good. I'll give my guesses anyway:
Facerush/burn spells: even though you don't mind them, I'm quite certain they will see nerfs if they ever rise to dominance.
Recall/stun: Very unlikely to see any massive changes in my opinion.
Deep: The mechanic is unlikely to change, the balance of individual cards might.
Unyielding Spirit: Already got nerfed. I don't think it can be nerfed further without completely killing it. If it's still an issue, it might get a rework. But is it?
Heimerdinger: They've already confirmed that some changes to his token turrets will happen in the next patch. What kind of effect it'll have for those decks is uncertain.
I also find it funny that you didn't mention Elusives, which is a source for annoyance to many, myself included. Or maybe they go under facerush.
My advice would be to not give up just yet. Riot makes constant balance changes every month (sometimes less, sometimes more) and we'll get a new expansion and new region next month, so maybe things will change to your liking. Meanwhile, you can play more Labs. I've found them a nice alternative to constructed when I don't feel like facing meta decks.
Scholomance Academy - Reveal Season Community Bingo
Agreed, but there is nevertheless a huge distinction between this effect and the usual card generation effects: you only get what you already had. Nothing is being generated from outside the game and your hand is not being filled with more copies than you had before. It is arguably closer akin to Shadowstep than it is to the usual card generation effects.
Looking at it from another angle: nowhere does it say a class weakness should mean they have absolutely none of it. Only that their tools are significantly more limited than other classes get. Only being able to generate a card you already have, and only 1 copy too, sounds exactly like the limited version Shaman should get, since it does not let them get anywhere near to clogging their hands with value like rogue, mage and priest can.
Scholomance Academy - Reveal Season Community Bingo
That's not inconsistent since that is exactly what it says it will do. It would only be inconsistent with itself if it decides to do the same thing on some boards, or if it changes what it does on a given board.
You might consider it unreliable if you are relying on it to fill a specific role, but that is an entirely separate matter.
Regardless, 'inconsistently consistent' was about having different wording for the same effect as something else, not the variability of the effect. It is possible the wording of the effect on one (or more) specific boards is inconsistent with what has come before, but I have not checked that.
New Druid/Shaman Spell - Lightning Bloom
This feels like a nerf candidate in the future, I'm gonna hoard copies of these.
Even Shaman will love this in Wild, and it's yet another spell that could enable some crazy Kael'thas Sunstrider combos.
New Paladin Minion - Goody Two-Shields
Kind of similar to The Glass Knight albeit a more limited effect, but Goody Two-Shields is still better especially with numerous cheap spells that Paladin has right now. Hitting this with a discounted Libram is already good, and you can put two of them in your deck.
Card art is great too, love the youthful expression on the young paladin's face.
Let's speculate Dual class cards
This game sounds fun. I am Wild only player and here are a few concepts that I would like to see added to the game. I generally like to play control, midrange and value decks. I understand that some of the wording won't fit on the standard card but here is what I got.
Mage/Rogue: Mysterious Hall Monitor - Epic minion - 6 mana 6/6 . Battlecry: Shuffle a copy of each secret you have played into your deck.
C'mon Blizzard! You released Glacial Mysteries eons ago and it is still useless. Let's give this card the support it deserves! I want to play some secret control mage not that aggro garbage. Also Shadowjeweler Hanar could use some support in standard with only 2 rogue secrets in standard plus the nerf.
Mage/Shaman: Brain Freezer - Legendary Minion - 10 mana 5/5 . Battlecry: Summon 3 random elementals from your hand that freeze.
Let's kill 3 birds with 1 stone here. 1. Elemental synergy 2. Freeze Synergy 3. Destroy the 10 cost pool. There are some interesting non-battlecry elementals in standard right now and a few more additions could make a card like this work.
Paladin/Priest: Ruler of Thirds - Legendary Minion - 9 mana 6/3 . Taunt. Deathrattle: Set each player's health, armor, and mana to 3, 6, and 9 randomly.
Is anyone else tired of Druid having so much armor in wild? Yeah, me too. Let's hurt the 9 pool while we are at it also. I wanted to give priest a different method to go late game by continually resurrecting this minion through cards such as Embalming Ritual. Paladin could also resurrect this on turn 10 with Redemption. Paladin likes to manipulate mana in strange ways. Synergies with this card such as Jepetto Joybuzz and Nozdormu the Timeless might make it playable.
Rogue/Warrior: Boarding Schooler - Rare minion- 4 mana 1/6 Pirate - Whenever you summon an exact copy of a minion, shuffle a copy into your deck.
We are looking for some control Pirates here or infinite value but Patron warrior is good too! Captain Hooktusk could also benefit.
Rogue/Warrior: Tattletale - Common minion - 5 mana 3/5 - Spellbust: Swap stealth minions to taunt; and vice versa.
Druid/Hunter: Multiple Choice Mascots - Rare minion - 4 mana 4/2 - Choose a deathrattle (Secretly) - Summon 2 3/3 bears. Give them Taunt, Poisonous, or Lifesteal.
It is time to bring back Fatespinner and test it with a class that can put secrets on Heroes and minions. This can also help Heal Druid while giving some support to control Hunter. I hope to see a card like this one in the set.
Priest/Warlock: Shadow Word: Procrastination - Common Spell - 4 mana. Lifesteal. Deal 4 damage to all minions. Destroy 3 mana crystals.
I want to see more mana destruction cards. Priest and Warlock could use a legendary that destroys cards in you opponents deck based on how many mana crystals destroyed throughout the game.
Brawl Haul - Stampeding Over our Opponents with Sethron, Hurloon General
As much fun brawl is with the new jumpstart cards, I cannot recommend trying out Historic enough. The format is probably one of the most balanced formats throughout the entire game right now and with WotC handpicking cards to be added to it, it can only become more interesting as far as I am aware. I'm not sure if any of the new legendaries are going to do well in the format, but there is just a ton of potential and so much cool stuff to do there.
As for Zurzoth, he's a very interesting card, to say the least. He could be a super fun madness commander but as of right now there is none of those on Arena, as well as very little red discard synergy/red graveyard matters cards which makes him feel a bit lackluster to me, at least with the currently available cards. I have some pretty high hopes for him though, lots of potential.