Coins are purchased with cash. Apart from cosmetic items, your ability to spend coins in the game is very limited, with a weekly reset. You may use them to purchase up to 3 Champions, 3 epics, 6 rares and 6 commons per week, plus expedition tokens (of which you can use only 2 or three per week).
Wildcards are exactly as you said: You used them to craft a card of the given rarity, on a 1-1 basis.
Each Expedition Token will get you one expedition run, consisting of two trials (i.e. separate drafts). Each trial lasts up to seven wins or two consecutive losses, whichever comes first (though you do not get a second chance at the final battle). Each trial grants an XP bonus upon completion (up to 2000 XP for seven wins), so it's important to do your best on both trials. Your first three Expeditions also grant card and shard rewards based on the completed trial with the better record; the worse trial doesn't figure in at all for this part of the reward. This final reward always includes a random Champion.
After three Expeditions in one week, further Expeditions are free to enter, but they are only one trial apiece and there are no card or shard rewards. You simply get the normal trial completion XP bonus based on your number of wins.
Shards can come from chests or from receiving a fourth copy of a common or rare. (Extras are converted automatically; you can never actually own more than three copies of anything.) Shards can be spent to craft any card or to enter an Expedition.
Note also that random card rewards of epic or Champion rarity will never be a fourth copy. You will always get something you didn't have three of.
Also, the shard price to craft a Champion is 3000, the same as the price to enter an Expedition (up to three Expeditions per week). The deciding factor here is: Do you need a specific Champion, or are you content with a random one plus the additional Expedition rewards? In the long run, Expeditions are more economical than spending your shards on Champions directly, but in the short term, your decks will be better if you craft what you actually need.
Overwhelm is not supposed to hit the nexus unless the unit dies (or is removed from combat, which should probably be the actual wording).
Not exactly...
It never says anywhere that the target must die or be removed from combat in order to inflict damage to the Nexus. Overwhelm just inflict excess damage to the enemy's Nexus, ignoring whatever is actually happening to the minion that was defending.
The wording on the tooltip is pretty clear in explaining it and that's why I was saying that it's "working as intended".
The comparison with Withering Wail was to explain that Overwhelm act in a similar manner: it consider the Nexus just as another target for the damage, so Barrier has nothing to do with the damage inflicted to the Nexus since it's not affecting it at all but it just protect the minion.
The point is that Overwhelm doesn't care what happens to the blocking minion: it just calculates the difference between the attack value and the health value and everything exceeding is inflicted as damage to the Nexus.
Barrier protect only the minion with it from the first istance of damage, but that doesn't affect in any way further injuries dealt to other targets. Another example of this is Withering Wail: if one of the enemy minion has Barrier, the damage is prevented only for that single one but not for all the others.
That's not the point at all, though. Withering Wail states that it damages all enemy units. Overwhelm is not supposed to hit the nexus unless the unit dies (or is removed from combat, which should probably be the actual wording). Barrier does not remove anything from combat.
The definitions of both keywords point to this not working.
It would be an interesting way to help new collectors out with Wild packs, as it is much more efficient for getting commons when it takes 3 times as long before you are only getting duplicates (aka 5 dust).
I cannot think of any other great uses for grouping multiple sets, but it does open up a world of possibilities if they want to take them. Perhaps tribal packs where all the cards are elementals, or pirates etc, along with associated synergy cards. I doubt they would do it but it would be an interesting option for the people who would love to play those decks but just don't have the means to make them.
Board clears are a part of collectable card games, period.
More important, the statement that "all good players understand that setting up your field while diminishing the enemies is more important than constantly belittling the opponents hp" is very, very far from the truth.
There are multiple strategies possible in a game like this, and many different ways to win. In fact, a dominant control strategy has always been to allow the opponent to overextend on the board, then destroy everything and start fresh with the advantage.
When you are playing against Shadow Isles (or Noxus or Demacia, for that matter) it's important to remember that many factions have ways to wipe out your entire board with ease, so it's usually wise to hold some resources in reserve if you can. Sometimes you just can't possibly win without going all in, and that's just one of those decisions that separate the seasoned players from those with room to grow.
Identifying your opponent as control, midrange or aggro is your first step toward playing around such crushing strategies.
Twisting nether. Its broken bois. Sure i can say that u can play it at round 6 but u need to bank mana and tempo loss for that.
Anyways its simple if u facing a control Shadow dexk then u should force is hand by not spamming the board. Keep slowly hitting its nexus while holding back some cards.
This card was created for Hearthpwn's Custom Class competition #5 "Trials and Errors". I worked more on it and i wish to share it with you guys to see what you think. So what's a Bloodburner?
Description
All magic needs fuel. Most mages use mana as it is safe (as much as it can be) and plentiful. But it's not the most powerful, no, that would be Blood Magic. To use one's own blood as fuel is incredibly dangerous and most would run dry in a few casts. in truth the only ones who can wield it properly are lizardfolk with their powerful regenerative abilities.
Bloodburners use their own health as fuel, self damage is a key mechanic of the class. A powerful tool is always present at their disposal, that being the Hero Power: "Blood to Fire". Odd mage showed what 2 damage for 2 mana can do early and late game, but like Warlocks, you also pay 2 life yourself whenever you use it. But this can be an advantage, especially to activate the class' keyword Fresh Blood:
Fresh Blood can trigger during your turn or the opponent's as well, forcing him to think if he should go face or eliminate the minions with this keyword.
In short, the class is centered around these:
Self Damage as a downside to powerful effects but also something you can benefit from
Hero Power Interactions will be present in almost all sets, the class relying heavily on the Hero Power to win games
Powerful Spells. Since blood magic is so potent, it makes sense they'd have some neat tricks up their sleeves
Dragons! Reptile people like big winged lizards, who knew?
I can't count how many times I've played smarter than my opponent resulting in having a massive lead on field with close to equal cards in hand, then they play The Ruination, and suddenly we're only equal playing field, 6+ rounds of work to best the opponent successfully and its demolished entirely by a single card, it ruins the skill in every match that card is had, the opponent will often times win from the RNG of pulling that card, despite being bested every round up to him being able to play that card. .
I would respectfully argue that from your opponents' point of view, they were the ones that played smarter. They feinted out the minimum amount of minions to get you to commit to the board and reserved true threats until after the board reset. Had you either reserved some of your big threats too or attacked more aggressively such that they weren't able to wait for the perfect time to play Ruination, then this strategy would not have worked as well.
I do agree that I find Shadow Isles a little awkward in that it has a great combination of aggro + control. Flavor-wise I get it--they're the creepy death guys so they grow hordes of spiders and kill things and are empowered when things die--I'm just not comfortable with their overall power level relative to the other regions.
Boompistol Bully (4) - Fine card, not as good as Loatheb, but still playable.
Shadow Sculptor (2) - Inefficient card draw in Arena. Miracle plays with Coin or other small token cards is the dream, otherwise you're probably drawing 1 card which makes this horrible.
Bomb Wrangler (2) - Better then a Harvest Golem. The Kaboom bot is stronger then a 2/1 and can create issues. Not sure if this is better then a generic 3 mana 3/4 but it's in that range.
Chopshop Copter (3) - Not many mechs in the pool right now which brings this card down a bit.
Cleric of Scales (3) - Worse Netherspite Historian and Shadow Visions ? Somewhere around there.
Frenzied Felwing (4) - Getting this card down early makes your first couple turns really strong. Easy trigger for a discount, often free.
Risky Skipper (3) - Better/worse then Wild Pyromancer, will depend on the situation.
Rotnest Drake (5) - Card is insane, slightly worse then Crazed Netherwing.
Scalelord (4) - It's a Dragon Pit Fighter, rarely better.
Steel Beetle (3) - Worse then Plated Beetle. Still a 2 drop beast, so it still holds value for Druids and Hunters.
Animated Avalanche (3) - Not much Elemental support right now in the pool, but this card is comparable to Blazecaller in terms of value.
Boom Squad (4) - Good flexible card for Warrior, maybe a bit too many options so the range of quality can be high. Dragons and Lackeys will produce good results most likely, while the mechs can be weak.
Explosive Evolution (3) - On average looking at +2/+2 unless you are healing a minion. Average outcome card with the chance to high roll.
Fiendish Servant (3) - Fine 1 drop Demon for Zoolock builds. Worse then Young Priestess.
Fresh Scent (3) - Weak beast pool, but Hunter is the right class for this card. Dire Frenzy never excited anyone, this is slightly better, but not going to light the world on fire.
Hailbringer (5) - Easily one of the best 5 drops in the game. The stats are great, and the shards ability can win games.
Skydiving Instructor (2) - Worse then Razorfen Hunter most likely. Thins your deck, but still pretty bad.
Skyvateer (4) - Good minion with the poison activators. Stealth can work with Cold Blood. Similar to Loot Hoarder. Cycles are always good for Rogue.
Twisted Knowledge (5) - One of the most efficient card generators ever. Being in Warlock keeps this cards power level in check.
Waxmancy (3) - Blazing invocation never performed well in Shaman, and I don't expect this to either. The Battlecry pool is too large to be consistent.
Favorite champ ? Eh Cassio I guess. I put her in Shurima tho cuz I hate Noxus :D. Beware that I'm shit at balancing stuff.
Poison : A poisoned unit take 1 damage at the end of the round. Cannot be stacked. The unit is poisoned until the beginning of the next round.
Noxious Blast is also a standalone spell (much like mystic shot).
Note that Cassio Evolved effect apply when the unit become poisoned, so she doesn't kill 1 health poisoned unit upon evolving.
Evolve condition is based on the enemy units dieing while being poisoned (regardless of what killed it, it just had to be poisoned by the time it died).
I love midrange stuff so I kinda designed her to be a defensive unit preying on low cost units.
There are going to be some cards that do a lot by themselves, that is the entire point of big drops.
In my opinion, if there was zero chance of winning after getting behind on the board then THAT would be bad design. There should be a card to help you get out of any situation. Whether you are behind or ahead on board, life, or cards in hand there should be some way of turning things around.
20€/$ for 25 packs, equals 0.8€/pack, that's better than the 50€ preorder, which was 0.83€/pack.
Seeing these cards will stay with us for more than a year, and the Year of the Dragon being the strongest year ever alongside Year of the Mammoth, I think this pack is very well worth it for both Standard and Wild players wanting to expand their collection. Not even mentioning the guaranteed 2 or more Legendaries.
It only works because the packs are treated as a new set, technically. Imo its an oversight on Blizzards part, or lazy coding (again). Thankfully, this time it benefits the player, so yay!
I've personally never played hearthstone, I preferred Elder Scrolls Legends, the problem with The Ruination for me is that it can be played round 6 due to spell mana, which isn't necessarily late game.
Yeah I just hit legend with Embiggen Druid this morning. My favorite thing was just that rogues can't sap half the minions in the deck. It felt like a nice counter to the predominant meta deck of the moment.
I agree shadow isles are a bit overtuned, but ruination is a fair card, you aren't obligated to spam the board and you CAN play around it(by having more draw or more minions in hand, for demacia is also a balanced card in that it costs a lot, it's a finisher, if you can't control the board or have any answer it's kind of over.. it's good to have finishers so matches don't draw out forever...
The game has powerful tools to deal with most situations.. If you keep losing to shadow isles you need to adjust your deck accordingly, that's why the game gives you so many cards so fast.. so people can keep up.
There's data for everything: popularity,play rate, ranks played.. etc. if therer's something to balance be sure Riot will shortly nerf/buff it if needed.. the meta is still developing
Meanwhile Ionia gets to just cancel spells for basically no tempo loss (3-mana is a joke) while also having an insanely versatile arsenal.
LoR isn't really a game where you can just win the war of attrition if you don't have some sick lategame cards. Either you win fast and hard or you play the long game and have a deck built accordingly.
Spells are incredibly impactful, which is why they are also pretty high cost (compare to Hearthstone, where basically every comparable spell is at least 1-mana cheaper)
You're essentially complaining about Twisting Nether existing in another game, and much like Twisting Nether the best way to play around it is by not just throwing your minions out at will (or just trying to gain an advantage before that, it's a 9-mana spell after all). There are plenty of good minions that leave behind bodies after death (if they don'T just straight-up revive themselves). If Shadow Isles control becomes meta there will be counters.
I'm on the fence. Like you, I've won almost every single game where I've picked Tirion. This probably suggests that it's out of balance. But I think it's close. I wonder if making it 2-mana is fair, considering that neutrals are far more common and varied than Demons (Jaraxxus's buff).
Also, unlike Jaraxxus, the minions you play aren't costing you LP.
Like the only "downside" is that some of your best minions come from TT1 and TT2...which isn't really that bad considering the buffs. But I wonder if the buff cost is increased if it becomes too strong a nerf to those minions.
It also struggles if it doesn't get Rivendare or Demons.
They will probably nerf him, 2 mana HP seems like a logical candidate, or maybe change the HP to give +1 attack or health. Redesigning it would be the last choice, imo.
Yeah sometimes you don't get Demons or Rivendare, but the minions scale up so well throughout the game, you get the victory anyways. Golden Selfless Hero and Zapp are my MVPs. Bolvar is also one of my favourites.
at the same time they still haven't nerfed Cobalt Guardian and Spawn of N'Zoth despite those things constantly running away with games if they appear early enough.
Rafaam and Edwin are also still able to snowball games consistently and with little option to fight them and A.F.K. is still basically a guaranteed top 4 unless you get really bad rolls
Some heroes are always going to be better than others, and at the very least Tirion brings something different to the table instead of just hoping to stack tribals and hope your opponent's are weaker.
Please help me understand the economy
Coins are purchased with cash. Apart from cosmetic items, your ability to spend coins in the game is very limited, with a weekly reset. You may use them to purchase up to 3 Champions, 3 epics, 6 rares and 6 commons per week, plus expedition tokens (of which you can use only 2 or three per week).
Wildcards are exactly as you said: You used them to craft a card of the given rarity, on a 1-1 basis.
Each Expedition Token will get you one expedition run, consisting of two trials (i.e. separate drafts). Each trial lasts up to seven wins or two consecutive losses, whichever comes first (though you do not get a second chance at the final battle). Each trial grants an XP bonus upon completion (up to 2000 XP for seven wins), so it's important to do your best on both trials. Your first three Expeditions also grant card and shard rewards based on the completed trial with the better record; the worse trial doesn't figure in at all for this part of the reward. This final reward always includes a random Champion.
After three Expeditions in one week, further Expeditions are free to enter, but they are only one trial apiece and there are no card or shard rewards. You simply get the normal trial completion XP bonus based on your number of wins.
Shards can come from chests or from receiving a fourth copy of a common or rare. (Extras are converted automatically; you can never actually own more than three copies of anything.) Shards can be spent to craft any card or to enter an Expedition.
Note also that random card rewards of epic or Champion rarity will never be a fourth copy. You will always get something you didn't have three of.
Also, the shard price to craft a Champion is 3000, the same as the price to enter an Expedition (up to three Expeditions per week). The deciding factor here is: Do you need a specific Champion, or are you content with a random one plus the additional Expedition rewards? In the long run, Expeditions are more economical than spending your shards on Champions directly, but in the short term, your decks will be better if you craft what you actually need.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
What I was expecting: Valdris Felgorge, Veranus or Sir Finley of the Sands
What I really got: Shu'ma and Octosari
Feels bad...
[Game] Card Treasure Hunt (The Resurrection Attempt)
Mischief Maker?
I'm not sure how well that fits, but it's the closest thing I see.
Overwhelm does damage to nexus even if the opponent has a barrier..
Not exactly...
It never says anywhere that the target must die or be removed from combat in order to inflict damage to the Nexus. Overwhelm just inflict excess damage to the enemy's Nexus, ignoring whatever is actually happening to the minion that was defending.
The wording on the tooltip is pretty clear in explaining it and that's why I was saying that it's "working as intended".
The comparison with Withering Wail was to explain that Overwhelm act in a similar manner: it consider the Nexus just as another target for the damage, so Barrier has nothing to do with the damage inflicted to the Nexus since it's not affecting it at all but it just protect the minion.
Overwhelm does damage to nexus even if the opponent has a barrier..
That's not the point at all, though. Withering Wail states that it damages all enemy units. Overwhelm is not supposed to hit the nexus unless the unit dies (or is removed from combat, which should probably be the actual wording). Barrier does not remove anything from combat.
The definitions of both keywords point to this not working.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
You give them too much credit i think :)
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
Since they're not *actually* a small indie company, I'm willing to bet this was very much intentional.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
It would be an interesting way to help new collectors out with Wild packs, as it is much more efficient for getting commons when it takes 3 times as long before you are only getting duplicates (aka 5 dust).
I cannot think of any other great uses for grouping multiple sets, but it does open up a world of possibilities if they want to take them. Perhaps tribal packs where all the cards are elementals, or pirates etc, along with associated synergy cards. I doubt they would do it but it would be an interesting option for the people who would love to play those decks but just don't have the means to make them.
"The Ruination" is a horrible concept for a card. Balance issues.
Board clears are a part of collectable card games, period.
More important, the statement that "all good players understand that setting up your field while diminishing the enemies is more important than constantly belittling the opponents hp" is very, very far from the truth.
There are multiple strategies possible in a game like this, and many different ways to win. In fact, a dominant control strategy has always been to allow the opponent to overextend on the board, then destroy everything and start fresh with the advantage.
When you are playing against Shadow Isles (or Noxus or Demacia, for that matter) it's important to remember that many factions have ways to wipe out your entire board with ease, so it's usually wise to hold some resources in reserve if you can. Sometimes you just can't possibly win without going all in, and that's just one of those decisions that separate the seasoned players from those with room to grow.
Identifying your opponent as control, midrange or aggro is your first step toward playing around such crushing strategies.
"The Ruination" is a horrible concept for a card. Balance issues.
Twisting nether. Its broken bois. Sure i can say that u can play it at round 6 but u need to bank mana and tempo loss for that.
Anyways its simple if u facing a control Shadow dexk then u should force is hand by not spamming the board. Keep slowly hitting its nexus while holding back some cards.
Bloodburner Custom Class - Classic and Basic sets
This card was created for Hearthpwn's Custom Class competition #5 "Trials and Errors". I worked more on it and i wish to share it with you guys to see what you think. So what's a Bloodburner?
Description
All magic needs fuel. Most mages use mana as it is safe (as much as it can be) and plentiful. But it's not the most powerful, no, that would be Blood Magic. To use one's own blood as fuel is incredibly dangerous and most would run dry in a few casts. in truth the only ones who can wield it properly are lizardfolk with their powerful regenerative abilities.
Bloodburners use their own health as fuel, self damage is a key mechanic of the class. A powerful tool is always present at their disposal, that being the Hero Power: "Blood to Fire". Odd mage showed what 2 damage for 2 mana can do early and late game, but like Warlocks, you also pay 2 life yourself whenever you use it. But this can be an advantage, especially to activate the class' keyword Fresh Blood:
Fresh Blood can trigger during your turn or the opponent's as well, forcing him to think if he should go face or eliminate the minions with this keyword.
In short, the class is centered around these:
Basic
Classic
"The Ruination" is a horrible concept for a card. Balance issues.
I would respectfully argue that from your opponents' point of view, they were the ones that played smarter. They feinted out the minimum amount of minions to get you to commit to the board and reserved true threats until after the board reset. Had you either reserved some of your big threats too or attacked more aggressively such that they weren't able to wait for the perfect time to play Ruination, then this strategy would not have worked as well.
I do agree that I find Shadow Isles a little awkward in that it has a great combination of aggro + control. Flavor-wise I get it--they're the creepy death guys so they grow hordes of spiders and kill things and are empowered when things die--I'm just not comfortable with their overall power level relative to the other regions.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
Sorry, I should have included this in the post.
The offer expires on February 11, so you've got about 2 weeks to get it.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
Receiving a legendary card through a promo has always not touched the pity timer, so the assumption here is the same.
This pack should not reset any pity timers since it is a unique pack from the rest and packs have always been unique on the timers
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
This is the only way.
I gotta say though, I love the idea of themed boosters and would love to see these become available in other ways.
Galakrond's Awakening: Arena Impact
Boompistol Bully (4) - Fine card, not as good as Loatheb, but still playable.
Shadow Sculptor (2) - Inefficient card draw in Arena. Miracle plays with Coin or other small token cards is the dream, otherwise you're probably drawing 1 card which makes this horrible.
Bomb Wrangler (2) - Better then a Harvest Golem. The Kaboom bot is stronger then a 2/1 and can create issues. Not sure if this is better then a generic 3 mana 3/4 but it's in that range.
Chopshop Copter (3) - Not many mechs in the pool right now which brings this card down a bit.
Cleric of Scales (3) - Worse Netherspite Historian and Shadow Visions ? Somewhere around there.
Frenzied Felwing (4) - Getting this card down early makes your first couple turns really strong. Easy trigger for a discount, often free.
Licensed Adventurer (3) - Generic 2 drop with some upside potentially.
Risky Skipper (3) - Better/worse then Wild Pyromancer, will depend on the situation.
Rotnest Drake (5) - Card is insane, slightly worse then Crazed Netherwing.
Scalelord (4) - It's a Dragon Pit Fighter, rarely better.
Steel Beetle (3) - Worse then Plated Beetle. Still a 2 drop beast, so it still holds value for Druids and Hunters.
Animated Avalanche (3) - Not much Elemental support right now in the pool, but this card is comparable to Blazecaller in terms of value.
Boom Squad (4) - Good flexible card for Warrior, maybe a bit too many options so the range of quality can be high. Dragons and Lackeys will produce good results most likely, while the mechs can be weak.
Explosive Evolution (3) - On average looking at +2/+2 unless you are healing a minion. Average outcome card with the chance to high roll.
Fiendish Servant (3) - Fine 1 drop Demon for Zoolock builds. Worse then Young Priestess.
Fresh Scent (3) - Weak beast pool, but Hunter is the right class for this card. Dire Frenzy never excited anyone, this is slightly better, but not going to light the world on fire.
Hailbringer (5) - Easily one of the best 5 drops in the game. The stats are great, and the shards ability can win games.
Skydiving Instructor (2) - Worse then Razorfen Hunter most likely. Thins your deck, but still pretty bad.
Skyvateer (4) - Good minion with the poison activators. Stealth can work with Cold Blood. Similar to Loot Hoarder. Cycles are always good for Rogue.
Twisted Knowledge (5) - One of the most efficient card generators ever. Being in Warlock keeps this cards power level in check.
Waxmancy (3) - Blazing invocation never performed well in Shaman, and I don't expect this to either. The Battlecry pool is too large to be consistent.
Favorite champions not yet in the game?
Favorite champ ? Eh Cassio I guess. I put her in Shurima tho cuz I hate Noxus :D. Beware that I'm shit at balancing stuff.
Poison : A poisoned unit take 1 damage at the end of the round. Cannot be stacked. The unit is poisoned until the beginning of the next round.
Noxious Blast is also a standalone spell (much like mystic shot).
Note that Cassio Evolved effect apply when the unit become poisoned, so she doesn't kill 1 health poisoned unit upon evolving.
Evolve condition is based on the enemy units dieing while being poisoned (regardless of what killed it, it just had to be poisoned by the time it died).
I love midrange stuff so I kinda designed her to be a defensive unit preying on low cost units.
"The Ruination" is a horrible concept for a card. Balance issues.
There are going to be some cards that do a lot by themselves, that is the entire point of big drops.
In my opinion, if there was zero chance of winning after getting behind on the board then THAT would be bad design. There should be a card to help you get out of any situation. Whether you are behind or ahead on board, life, or cards in hand there should be some way of turning things around.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
20€/$ for 25 packs, equals 0.8€/pack, that's better than the 50€ preorder, which was 0.83€/pack.
Seeing these cards will stay with us for more than a year, and the Year of the Dragon being the strongest year ever alongside Year of the Mammoth, I think this pack is very well worth it for both Standard and Wild players wanting to expand their collection. Not even mentioning the guaranteed 2 or more Legendaries.
Hearthstone Esports Gets a New Crowdfunding Bundle - The Dragon Masters Bundle Now Available with a New Card Pack
It only works because the packs are treated as a new set, technically. Imo its an oversight on Blizzards part, or lazy coding (again). Thankfully, this time it benefits the player, so yay!
"The Ruination" is a horrible concept for a card. Balance issues.
I've personally never played hearthstone, I preferred Elder Scrolls Legends, the problem with The Ruination for me is that it can be played round 6 due to spell mana, which isn't necessarily late game.
The Galakrond's Awakening Hearthstone Adventure Week 2 Cards - Clash at Wyrmrest
Yeah I just hit legend with Embiggen Druid this morning. My favorite thing was just that rogues can't sap half the minions in the deck. It felt like a nice counter to the predominant meta deck of the moment.
"The Ruination" is a horrible concept for a card. Balance issues.
I agree shadow isles are a bit overtuned, but ruination is a fair card, you aren't obligated to spam the board and you CAN play around it(by having more draw or more minions in hand, for demacia is also a balanced card in that it costs a lot, it's a finisher, if you can't control the board or have any answer it's kind of over.. it's good to have finishers so matches don't draw out forever...
The game has powerful tools to deal with most situations.. If you keep losing to shadow isles you need to adjust your deck accordingly, that's why the game gives you so many cards so fast.. so people can keep up.
There's data for everything: popularity,play rate, ranks played.. etc. if therer's something to balance be sure Riot will shortly nerf/buff it if needed.. the meta is still developing
"The Ruination" is a horrible concept for a card. Balance issues.
Meanwhile Ionia gets to just cancel spells for basically no tempo loss (3-mana is a joke) while also having an insanely versatile arsenal.
LoR isn't really a game where you can just win the war of attrition if you don't have some sick lategame cards. Either you win fast and hard or you play the long game and have a deck built accordingly.
Spells are incredibly impactful, which is why they are also pretty high cost (compare to Hearthstone, where basically every comparable spell is at least 1-mana cheaper)
You're essentially complaining about Twisting Nether existing in another game, and much like Twisting Nether the best way to play around it is by not just throwing your minions out at will (or just trying to gain an advantage before that, it's a 9-mana spell after all). There are plenty of good minions that leave behind bodies after death (if they don'T just straight-up revive themselves). If Shadow Isles control becomes meta there will be counters.
Tirion too strong?
at the same time they still haven't nerfed Cobalt Guardian and Spawn of N'Zoth despite those things constantly running away with games if they appear early enough.
Rafaam and Edwin are also still able to snowball games consistently and with little option to fight them and A.F.K. is still basically a guaranteed top 4 unless you get really bad rolls
Some heroes are always going to be better than others, and at the very least Tirion brings something different to the table instead of just hoping to stack tribals and hope your opponent's are weaker.