Right, good to know! I was getting concerned about doing Expeditions after a while because I was worried I might roll something I already own the max of, which would have felt REALLY bad for a 750 refund...
Good to know I'll get there, one step at a time. Still have something like 38-ish champion cards to collect...
Yeah, it seems like the wildcards limit will work for this current set, but if players buy the maximum every week they’ll be able to get the entire next expansion when it releases, making the limit only relevant for new paying players (which seems against the spirit of the limits). Maybe they’ll make it so that you can’t buy wildcards if you have all the cards of that rarity already
This. I think you shouldn't be able to accumulate wildcards bought with real money from multiple months. It defeats the whole purpose of "nobody can get everything instantly when a new expansion launches"
I think Shark Chariot is kinda the same as The Undying. You invest mana into reoccuring attack power with no defensive capabilities. So the answer is either 1) Kill it before it kills you or 2) Purify it.
I think the strongest cards are never combo cards because they are inconsistent. Yes, Butcher + Keeper combo is strong as hell, but needs 2 distinct cards in your opening hand to work.
For single cards, I'd say Elise is the strongest by far. 2 mana 2/3 fearsome summon a 1/1. Still a good deal even if she dies to the first trade. And the potential to snowball with level up. 10/10
I actually don’t mind if it’s not a pirate card, they could have change artwork like Omega Defender.
The “Deal 1 damage to all characters” doesn’t fit well for pirates, but maybe it’s good that we need to balance out pirates card pool from getting them good generated ones.
Quite certain you can't get champion duplicates, think you can't get duplicate of epics as well.
Well except if you happen to have all epics/champions.
About the dust value it seems to be 15/100 for common and 60/300 for rare, so around 1/5 of the value of the card so 240/1200 for epic and 600/3000 for champion
They knew about it about a month ago when the card was leaked.. Was sure it would be fixed by the time the card would be released but adding a tag to a card turns out to be too much work.
It also ensures that Overwhelm is appropriately powerful - it'd be a lot less impactful as a keyword if the same effect could be reproduced by basically any targeted removal spell.
SPEAKING of Overwhelm, it's worth noting that if a blocker is removed against an unit with Overwhelm, you're going to take full damage from the Overwhelm dude.
Not sure how many people already knew this, but I didn't see it pointed out, so...
Has anybody gotten any extra copies of Champions they already own three of yet? I'm THINKING they might have a similar system to HS where you don't pull a Legendary card you don't need, but I don't have any hard evidence for that.
...And just for laughs, how many shards are extra champions worth?
it's NOT COMPLEXITY...it's just convoluted counterintuitive retardness...it actually makes the step by step battle system (a BRILLIANT MECHANIC BTW-and something I have been waiting for a long time in a cardgame) completly redundant...
I realy can't undestand how complacent and jaded people can be...to support this...and I am enraged that this utter idiocy ruins a game that is otherwise PERFECT!
it's NOT COMPLEXITY...it's just convoluted counterintuitive retardness...it actually makes the step by step battle system (a BRILLIANT MECHANIC BTW-and something I have been waiting for a long time in a cardgame) completly redundant...
I realy can't undestand how complacent and jaded people can be...to support this...and I am enraged that this utter idiocy ruins a game that is otherwise PERFECT!
I would argue that the issue isn't with Rush, nor even with Rush being too common - as a keyword it helps promote a board-centric trade-heavy style which tends to be interesting (to me, at least).
The problem is that all keywords should be appropriately costed, and Rush simply isn't. Far too many of the Rush minions which have been released have had good stats, inappropriately-costed downsides, or archetype-specific benefits. In most cases, the reason behind undercosting seems to me to be due to class premium and/or archetype premium - Oasis Surger being the obvious one, but even cards like Militia Commander being good examples. Trouble is, when you give too much weight to class premium and then give every class those cards, you wind up with an inflated set.
So yeah, I'd argue the issue goes all the way back to the overarching design decisions underpinning every expansion since Witchwood. No single major mistake, but lots and lots of tiny ones adding up over time.
Quick explanation of keyword costing for those unfamiliar with the concept:
Show Spoiler
Almost by default, a card with a keyword should either have worse stats than a card without that keyword, should cost more, or should have some additional downside. The alternative is that you're getting that keyword for 'free', which leads to that card being overly powerful relative to other similar cards. The question of how much weaker/more expensive/etc is the 'cost' of that keyword for that card, and applying a rough-and-ready average across other cards with that keyword gives the keyword cost in general.
Well rush sounds the ideal thing: you want to remove your opponent's minions and establish your own to get in control and win the game.
The problem is a bit that if both players decks are only rush minions each turn becomes quite boring, just rush/remove/attack/ rinse repeat and the one with the most rush minions drawn wins. If we look at a lot of galakrond games we see this happening, the rush 4 minions, then the taunt 5 ones, some class specific ones (invoke mechanic of Shaman is rush tokens). To counter the taunt at 5 often the 6 mana dragon rush divine shield is used and so on. It all becomes a bit predictable. One reason why priest is irritating is because the health of his minions is often too high to remove using your standard rush stuff. You need real removal there instead of rush. But then you are weaker minion-wise since you sacrificed one possible rush minion slot for a removal card. That is also the reason why Embiggen druid is so strong now: bigger stats are more difficult to remove with rush or otherwise, especially having taunt, reborn and evasive.
I also have no idea how to counter Shark Chariot. The only cards I can think of from the top of my head are Detain and recall cards like Will of Ionia, which are all incredibly mana inefficient if used on a Chariot (and they don't even fully remove it).
Purify and Mageseeker Investigator would be my go-to choices for Chariot hate - though noting you'll need to kill it since you'll be removing Ephemeral as well. And now I stop to think about it, I'm not even certain they'd work - unsure whether removing the text persists after follower death. I'd have to test it.
For the record, all-out aggro tends to beat Ephemeral decks on average (both sides are largely reduced to just flinging raw damage at face, but Noxian aggro decks have more damage to throw unless the Ephemeral deck pulls a god-draw). The issue is that Noxian aggro decks tend to lose against basically everything else, wheras Ephemeral decks are actually well placed to fight against the all-encompassing Ionian Elusives that have been flooding the meta since release.
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
Agreed. There seems to be issues with everything they release these days :/
Abusive Sergeant OTK!
Like incredibly inconsistent and ba
Abusive Sergeant OTK!
This deck suck
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
I posted almost the exact same comment on HearthPwn last night and it got downvoted haha. That site is a swamp
Champion duplicates?
Right, good to know! I was getting concerned about doing Expeditions after a while because I was worried I might roll something I already own the max of, which would have felt REALLY bad for a 750 refund...
Good to know I'll get there, one step at a time. Still have something like 38-ish champion cards to collect...
Champion duplicates?
https://support-legendsofruneterra.riotgames.com/hc/en-us/articles/360035570054-Duplicate-Protection-and-Shard-Conversion-in-Legends-of-Runeterra
champion are 750 shards if this article is right.
Economy throttle actually pointless?
This. I think you shouldn't be able to accumulate wildcards bought with real money from multiple months. It defeats the whole purpose of "nobody can get everything instantly when a new expansion launches"
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
Blizzard is tanking hard these days. This oversight does not help things.
Still, at least it has been acknowledged early.
Best Cards In Legends Of Runeterra?
I think Shark Chariot is kinda the same as The Undying. You invest mana into reoccuring attack power with no defensive capabilities. So the answer is either 1) Kill it before it kills you or 2) Purify it.
I think the strongest cards are never combo cards because they are inconsistent. Yes, Butcher + Keeper combo is strong as hell, but needs 2 distinct cards in your opening hand to work.
For single cards, I'd say Elise is the strongest by far. 2 mana 2/3 fearsome summon a 1/1. Still a good deal even if she dies to the first trade. And the potential to snowball with level up. 10/10
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
I actually don’t mind if it’s not a pirate card, they could have change artwork like Omega Defender.
The “Deal 1 damage to all characters” doesn’t fit well for pirates, but maybe it’s good that we need to balance out pirates card pool from getting them good generated ones.
Champion duplicates?
Also had no champion duplicates after I had some chances to receive one. Think it's the same system like in HS as you mentioned.
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
They did not catch
a bug, made a patch
T'was not for her eye
But for a tribe she should match!
Champion duplicates?
Quite certain you can't get champion duplicates, think you can't get duplicate of epics as well.
Well except if you happen to have all epics/champions.
About the dust value it seems to be 15/100 for common and 60/300 for rare, so around 1/5 of the value of the card so 240/1200 for epic and 600/3000 for champion
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
Blizzards quality control seems to be non existent any more.
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
Risque (pirate) Stripper
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
Thanks Blizz for solving important things above all
Risky Skipper Not Being a Pirate an Oversight! Fixed in an Upcoming Patch
They knew about it about a month ago when the card was leaked.. Was sure it would be fixed by the time the card would be released but adding a tag to a card turns out to be too much work.
what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?
SPEAKING of Overwhelm, it's worth noting that if a blocker is removed against an unit with Overwhelm, you're going to take full damage from the Overwhelm dude.
Not sure how many people already knew this, but I didn't see it pointed out, so...
Champion duplicates?
Has anybody gotten any extra copies of Champions they already own three of yet? I'm THINKING they might have a similar system to HS where you don't pull a Legendary card you don't need, but I don't have any hard evidence for that.
...And just for laughs, how many shards are extra champions worth?
what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?
The irony consumes us all. [Emphasis added]
what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?
it's NOT COMPLEXITY...it's just convoluted counterintuitive retardness...it actually makes the step by step battle system (a BRILLIANT MECHANIC BTW-and something I have been waiting for a long time in a cardgame) completly redundant...
I realy can't undestand how complacent and jaded people can be...to support this...and I am enraged that this utter idiocy ruins a game that is otherwise PERFECT!
what's with the mechanic of units not being able to attack after blockers have been removed from in front of them?
have you ever played mtg?
it's exactly the opposite of what you say......once you remove a blocker in mtg the blocked creature can attack
Does anyone else feel like rush has ruined the game?
I would argue that the issue isn't with Rush, nor even with Rush being too common - as a keyword it helps promote a board-centric trade-heavy style which tends to be interesting (to me, at least).
The problem is that all keywords should be appropriately costed, and Rush simply isn't. Far too many of the Rush minions which have been released have had good stats, inappropriately-costed downsides, or archetype-specific benefits. In most cases, the reason behind undercosting seems to me to be due to class premium and/or archetype premium - Oasis Surger being the obvious one, but even cards like Militia Commander being good examples. Trouble is, when you give too much weight to class premium and then give every class those cards, you wind up with an inflated set.
So yeah, I'd argue the issue goes all the way back to the overarching design decisions underpinning every expansion since Witchwood. No single major mistake, but lots and lots of tiny ones adding up over time.
Quick explanation of keyword costing for those unfamiliar with the concept:
Does anyone else feel like rush has ruined the game?
Well rush sounds the ideal thing: you want to remove your opponent's minions and establish your own to get in control and win the game.
The problem is a bit that if both players decks are only rush minions each turn becomes quite boring, just rush/remove/attack/ rinse repeat and the one with the most rush minions drawn wins. If we look at a lot of galakrond games we see this happening, the rush 4 minions, then the taunt 5 ones, some class specific ones (invoke mechanic of Shaman is rush tokens). To counter the taunt at 5 often the 6 mana dragon rush divine shield is used and so on. It all becomes a bit predictable. One reason why priest is irritating is because the health of his minions is often too high to remove using your standard rush stuff. You need real removal there instead of rush. But then you are weaker minion-wise since you sacrificed one possible rush minion slot for a removal card. That is also the reason why Embiggen druid is so strong now: bigger stats are more difficult to remove with rush or otherwise, especially having taunt, reborn and evasive.
Best Cards In Legends Of Runeterra?
Purify and Mageseeker Investigator would be my go-to choices for Chariot hate - though noting you'll need to kill it since you'll be removing Ephemeral as well. And now I stop to think about it, I'm not even certain they'd work - unsure whether removing the text persists after follower death. I'd have to test it.
For the record, all-out aggro tends to beat Ephemeral decks on average (both sides are largely reduced to just flinging raw damage at face, but Noxian aggro decks have more damage to throw unless the Ephemeral deck pulls a god-draw). The issue is that Noxian aggro decks tend to lose against basically everything else, wheras Ephemeral decks are actually well placed to fight against the all-encompassing Ionian Elusives that have been flooding the meta since release.