Last year's single player content trailers were shown around 30 days after the expansions' release, on Tuesdays or Thursdays. Ashes of Outland went live on 7th April. This suggests that today, Thursday, 7th May would be a likely time for an announcement.
Personaly, I like this type of brawls, but only to complete my "Play a class" quests. I don´t have to bother to built a deck for classes I don´t play, just choose premade deck in brawl and play three times, not even need to win.
Sure, but how much better is it than a one turn battle trick? Most effects in runeterra are a one turn thing mostly because they tend to be more interesting that way and can be made to be more powerful..
you need to sink so much mana into it and when you do play it you only have one blocker with that effect, it got a few counter cards..
on control you need those counter cards.. on midrange/aggro tyou need to be able to end the game when your opponent over commits on ONE blocker..
Games don't last for very long tight now as far as I have seen they maximum end at turn 9~10 so.. paying 8 mana is either the win condition (for fiora/teemo) or a waste of mana cause you can't handle their board.
Don't look at it only from a blocker perspective. This can be devastating on offense too. Think Lee Sin dragon kicking every turn with no way to stop him for example. In the screenshot OP posted that Fiora wins the game after 4 kills. With some Single Combats, maybe a Judgement when blocking, you're done for. You either play Ionia and Will her away or hope you can win in 2 or 3 turns.
i'm just constantly looking for something interesting to play as the game has gotten kinda stale as of late. it would be nice to see some decks that aren't all a week old on the homepage
you need to sink so much mana into it and when you do play it you only have one blocker with that effect, it got a few counter cards..
on control you need those counter cards.. on midrange/aggro you need to be able to end the game when your opponent over commits on ONE blocker..
Games don't last for very long right now as far as I have seen they maximum end at turn 9~10 so.. paying 8 mana is either the win condition (for fiora/teemo) or a waste of mana cause you can't handle their board.
As a side question, are there any decent decks that run Hecarim or Swain currently? Both of these cards landed in my collection recently and they're both pretty interesting to me, so I'm wondering if anyone has any decent build suggestions. Figured I'd ask here first as an aside instead of constructing any entirely new thread.
Hecarim hasn't really seen much competitive play ever since he got nerfed a few months ago.
Swain isn't the best of cards either, unfortunately for you. The only deck I know is one made by Control which he got masters with. But even he admits it's not the best deck.
I am a bit shocked that a "relatively new player" is bringing such a legit question to the table but getting so many poor answers from experienced users.
Deep Answer: With the exception of Lifesteal units, Heal cards are not cost-effective in this game. There is a good reason why Burn aggro is the top S tier deck right now. Cards like Withering Wail can even do more harm then good due Crimson Disciple and Transfusion Grasp of the Undying is another joke. Best target is Crimson Disciple, paying 3 extra mana to heal 3 is terrible. Vile Feast is decent, and just decent. Killing a Legion Grenadier to get a 1/1 token while taking 1 to the face is not exactly a great trade / counter play. I just counted, burn aggro has a grand total of 48 direct damage to the nexus. Good luck enduring the early game just to lose the middle game.
Sustained Life gain effects is the answer. Search your collection for good Lifesteal keyword units or implement a strategy to beat then before they burn you. There is no other way.
You're kidding, right? Cherry picking scenarios where those three cards aren't fully optimal and then claiming Shadow Isles isn't one of the best anti-aggro strategies. Wail is phenomenal due to the fact that they have plenty of one-drops alone. That new 2/3 is just as good of a target for grasp, and so are [Hearthstone Card (used cask salesman) Not Found] and that 1 mana 3/2.
Those cards being overcosted isn't relevant at all since you generally pass your first two turns anyway, only to massively swing back with the banked spell mana. Never mind the abundance of spiders to chump-block all their attack damage in the meantime.
There is no middle game with that Nox/P&Z aggro deck. It either wins fast or loses fast. Generally by turn 5 they'll have lost control of the board and you're above 10 hp. Since the deck has no card refill whatsoever they'll never be able to kill you with over the top damage before you end them with your spiders.
What a ridiculous statement. Control beats aggro, in nearly any card game, and Shadow Isles is the best and basically only control region at this moment. Do the math.
When this game was announced they were talking about how all those dumb aspects of Hearthstone will be fixed. Now we witness how Runeterra has more dumb design solutions then HS ever had.
HS: The most unhealthy and the worst kind of deck overall is Face hunter. Runeterra: Hold my beer. Let's print dozens of direct face damage / depleting cards.
Let's advertise interactivity as the main selling point and the main design cornerstone of the game, then just implement dozens of totally non interactive mechanics and strategies.
We want 10 meta decks and all cards viable; reality: people play 3 obviously op non interactive decks / classes / cards.
We don't want random shit in our game... proceed to make random shit in the game. Even one step forward: steal random cards from your opponent without any drawback.
Let's print seemingly innocent cards. They end being exploited in decks for which they were not designed for. Aggro decks run control tools.
I am a bit shocked that a "relatively new player" is bringing such a legit question to the table but getting so many poor answers from experienced users.
Deep Answer: With the exception of Lifesteal units, Heal cards are not cost-effective in this game. There is a good reason why Burn aggro is the top S tier deck right now. Cards like Withering Wail can even do more harm then good due Crimson Disciple and Transfusion Grasp of the Undying is another joke. Best target is Crimson Disciple, paying 3 extra mana to heal 3 is terrible. Vile Feast is decent, and just decent. Killing a Legion Grenadier to get a 1/1 token while taking 1 to the face is not exactly a great trade / counter play. I just counted, burn aggro has a grand total of 48 direct damage to the nexus. Good luck enduring the early game just to lose the middle game.
Sustained Life gain effects is the answer. Search your collection for good Lifesteal keyword units or implement a strategy to beat then before they burn you. There is no other way.
Alright, I'll try that out. As to everyone else, I appreciate all the responses! I'm still in the process of trying out a lot of different decks so I'm not even sure what I like to play yet, much less what is currently good that fits my play style closest, I just know that burn is irritating to no end. I'll definitely try out the control deck suggested in an earlier post and I'll give lifesteal units a try.
As a side question, are there any decent decks that run Hecarim or Swain currently? Both of these cards landed in my collection recently and they're both pretty interesting to me, so I'm wondering if anyone has any decent build suggestions. Figured I'd ask here first as an aside instead of constructing any entirely new thread.
I've found the JSON Importer feature very useful and used it again to update my collection after opening several packs. This may have been where I went wrong. I see my collection has either 0 or 2 for any non-legendaries. It looks like any non-legendaries that I had only one of ended up getting doubled. I'm guessing the importer adds the card count of each card on to the collection's current count up to max usable in deck. I had assumed it was a full-on replacement instead. Is it possible to change this, or make it so I can manually clear the collection before I put in the latest JSON data? As of now, I think I have to go one by one to clear the count in my collection so I can start fresh.
If I am missing something obvious please let me know. I always appreciate helpful corrections.
How long would a person spend “farming” 100 gold? That’s less than a dollar’s worth of “work”. Imagine if you delivered pizzas for an hour. You could buy like 15 packs
This time last year, Henchmania was the tavern brawl. For those who don't remember, that was the teaser for Dalaran Heist, and also debuted George the Fallen and Mr. Chu. I expect to see information in the coming weeks. The Dalaran Heist launched on May 16th.
It's been a month already, so there's some hope that we'll maybe hear something about it tomorrow or next week. That's pure speculation, though. There's a rumor circulating that we won't see the Adventure until June, which I imagine would bother some people, so hopefully that's not the case.
Getting Kicked a lot This Week
Thankfully I´m not having this disconnect issues.. Maybe depends on which server you play? Idk..
Edit: I play on EU
Any news or estimates on adventures?
Last year's single player content trailers were shown around 30 days after the expansions' release, on Tuesdays or Thursdays. Ashes of Outland went live on 7th April. This suggests that today, Thursday, 7th May would be a likely time for an announcement.
Legends of Runeterra Concept Art Spotlight - Bilgewater
Oh so all those articles are made by the site content makers? I thought those were rioters who made those.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Personaly, I like this type of brawls, but only to complete my "Play a class" quests. I don´t have to bother to built a deck for classes I don´t play, just choose premade deck in brawl and play three times, not even need to win.
What kind of design is that?
Sure, but how much better is it than a one turn battle trick? Most effects in runeterra are a one turn thing mostly because they tend to be more interesting that way and can be made to be more powerful..
For example a +4/+4 for one turn costs 4 (Fury of the North) while a permanent +2/+1 costs 2/3 mana (Pocket Aces) or very restricted (Stand Alone/Take Heart).
The point is.. Would it be better to play 2 barriers on fiora, that are more useful and cheaper, rather than a 8 mana card which is more specific.
What kind of design is that?
Don't look at it only from a blocker perspective. This can be devastating on offense too. Think Lee Sin dragon kicking every turn with no way to stop him for example. In the screenshot OP posted that Fiora wins the game after 4 kills. With some Single Combats, maybe a Judgement when blocking, you're done for. You either play Ionia and Will her away or hope you can win in 2 or 3 turns.
[Game] Card Treasure Hunt (The Resurrection Attempt)
@DescentOfDragonsOp your turn
What kind of design is that?
This is more of a meme rather than a broken combo. Strong combo for sure. If it becomes too strong people will just play more recall mechanics.
can we get more frequently updated deck lists on the homepage please?
i'm just constantly looking for something interesting to play as the game has gotten kinda stale as of late. it would be nice to see some decks that aren't all a week old on the homepage
What kind of design is that?
you need to sink so much mana into it and when you do play it you only have one blocker with that effect, it got a few counter cards..
on control you need those counter cards.. on midrange/aggro you need to be able to end the game when your opponent over commits on ONE blocker..
Games don't last for very long right now as far as I have seen they maximum end at turn 9~10 so.. paying 8 mana is either the win condition (for fiora/teemo) or a waste of mana cause you can't handle their board.
How to handle burn decks?
Hecarim hasn't really seen much competitive play ever since he got nerfed a few months ago.
Swain isn't the best of cards either, unfortunately for you. The only deck I know is one made by Control which he got masters with. But even he admits it's not the best deck.
https://youtu.be/GIPOgbmi1Ag
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
I just love the restricted formats like the brawl before this one. Why don't they make more of those? :(
How to handle burn decks?
You're kidding, right? Cherry picking scenarios where those three cards aren't fully optimal and then claiming Shadow Isles isn't one of the best anti-aggro strategies. Wail is phenomenal due to the fact that they have plenty of one-drops alone. That new 2/3 is just as good of a target for grasp, and so are [Hearthstone Card (used cask salesman) Not Found] and that 1 mana 3/2.
Those cards being overcosted isn't relevant at all since you generally pass your first two turns anyway, only to massively swing back with the banked spell mana. Never mind the abundance of spiders to chump-block all their attack damage in the meantime.
There is no middle game with that Nox/P&Z aggro deck. It either wins fast or loses fast. Generally by turn 5 they'll have lost control of the board and you're above 10 hp. Since the deck has no card refill whatsoever they'll never be able to kill you with over the top damage before you end them with your spiders.
What a ridiculous statement. Control beats aggro, in nearly any card game, and Shadow Isles is the best and basically only control region at this moment. Do the math.
What kind of design is that?
When this game was announced they were talking about how all those dumb aspects of Hearthstone will be fixed. Now we witness how Runeterra has more dumb design solutions then HS ever had.
HS: The most unhealthy and the worst kind of deck overall is Face hunter. Runeterra: Hold my beer. Let's print dozens of direct face damage / depleting cards.
Let's advertise interactivity as the main selling point and the main design cornerstone of the game, then just implement dozens of totally non interactive mechanics and strategies.
We want 10 meta decks and all cards viable; reality: people play 3 obviously op non interactive decks / classes / cards.
We don't want random shit in our game... proceed to make random shit in the game. Even one step forward: steal random cards from your opponent without any drawback.
Let's print seemingly innocent cards. They end being exploited in decks for which they were not designed for. Aggro decks run control tools.
...
How to handle burn decks?
Alright, I'll try that out. As to everyone else, I appreciate all the responses! I'm still in the process of trying out a lot of different decks so I'm not even sure what I like to play yet, much less what is currently good that fits my play style closest, I just know that burn is irritating to no end. I'll definitely try out the control deck suggested in an earlier post and I'll give lifesteal units a try.
As a side question, are there any decent decks that run Hecarim or Swain currently? Both of these cards landed in my collection recently and they're both pretty interesting to me, so I'm wondering if anyone has any decent build suggestions. Figured I'd ask here first as an aside instead of constructing any entirely new thread.
JSON Importer
I've found the JSON Importer feature very useful and used it again to update my collection after opening several packs. This may have been where I went wrong. I see my collection has either 0 or 2 for any non-legendaries. It looks like any non-legendaries that I had only one of ended up getting doubled. I'm guessing the importer adds the card count of each card on to the collection's current count up to max usable in deck. I had assumed it was a full-on replacement instead. Is it possible to change this, or make it so I can manually clear the collection before I put in the latest JSON data? As of now, I think I have to go one by one to clear the count in my collection so I can start fresh.
If I am missing something obvious please let me know. I always appreciate helpful corrections.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Just reading the description, I'm randomly assuming it'll take me 5 games to get my pack ..!
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
One and done for me lol. Too much RNG for my tastes.
Egg Warrior - 59% WR HSReplay
Thanks for the response!
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
How long would a person spend “farming” 100 gold? That’s less than a dollar’s worth of “work”. Imagine if you delivered pizzas for an hour. You could buy like 15 packs
Any news or estimates on adventures?
This time last year, Henchmania was the tavern brawl. For those who don't remember, that was the teaser for Dalaran Heist, and also debuted George the Fallen and Mr. Chu. I expect to see information in the coming weeks. The Dalaran Heist launched on May 16th.
Random on Random on Random - This Week's Tavern Brawl is A Chance Encounter!
Valeera's Bag of Burgled Spells is my all-time favourite.
Different strokes for different folks indeed.
Any news or estimates on adventures?
It's been a month already, so there's some hope that we'll maybe hear something about it tomorrow or next week. That's pure speculation, though. There's a rumor circulating that we won't see the Adventure until June, which I imagine would bother some people, so hopefully that's not the case.
Getting Kicked a lot This Week
I have been kicked out at the end of games, win or lose. Have to re open the game.
Has happened a lot considering it used to be never.
Any news or estimates on adventures?
It's seams like they are taking awhile sharing any news about the upcoming adventure. When do you think it will be released?