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  • New Priest Spell - Shadow Word: Undeath

    This is a 5 mana double Consecration if you manage to fulfill the likely easy condition. Given that would cost 8 mana, I'm going to assume this is good.

  • New Priest Spell - Grave Digging

    Why isn't the base cost 3, like Arcane Intellect? I'm sure killing your undead minions will be easy enough that this will rarely matter, and at 1 mana, drawing two cards is pretty damn strong.

  • New Priest Minion - High Cultist Basaleph

    I don't think Priest is lacking in board clears. I imagine this would be good after playing Clean the Scene in a deck with mostly undead minions to bring them back. Though both cost 5, so not the best for curving, and I don't see any 4-Cost clears except Shadow Word: Ruin, and that isn't killing many undead.

  • New Hunter Weapon - Hope of Quel'Thalas

    +2/+2 to everything no matter where it is seems nice, though given the cost of this, you may have already played quite a few minions before you can even play this. I'm guessing it's too OP with lower attack and lower mana cost.

  • The Secret Post Ionia Meta - How To Win - What To Play

    Also I don't think building 5 versions of the same Gwen deck makes you a brewer...trolls lol so bad

  • New Death Knight Spell - Frost Strike

    As we have seen, frost cards are good. And this being an easy condition to fulfill, I can't see this not seeing play.

    I mean, you can a third Horn of Winter, or Frostwyrm's Fury, that's just insane.

  • The Secret Post Ionia Meta - How To Win - What To Play

    Okay so it's no secret I took a bit of an LOR break to play Overwatch 2 but I'm back and man have people been asleep.

    Time to delve into what is actually worth playing post Ionia and Akshan nerfs.

    Theory - biggest change besides the removal of Ionias easy acess to the double bounce with added health potion benefit is the toning down of cycling Champs like akshan and Taylor Swift 

    So what that actually means is board presence, honest to God numbers on a freaking board aka vanilla Runeterra is exponentially better again.

    This is countered by the value of honest to God hard removal, because soft removal has been toned down.

    Here are some examples:

    Deep - been around for ages numbers on board plus mill condition and solid pings should auto win for you

    Thralls - free 8/8s are really good when bounces are bad

    Tribal - Elites, yordles, and any either tribal synergy you can think of to pit numbers on board

    Ramp - feel the 10/10s the deck the recent addition of shatter ups the flexibility of Freijord and makes it less reliant on shadow isles

    Jayce/Lux - when bounces are bad you're essentially forcing hard removal answers and ever since the play priority change where you get Lazer at instant speed should be easy dub

    Heimer/Nora - nothing really happened to stop this board swarmed do nothing deck from being good so why did people stop playing it?

    Fated- they literally just hit the 1 drop fated card by one point and you want to tell me this deck is bad now? Are you actually dumb?

    Darkness - again solid control option that does better in a post combo Ionia meta

    Pirate aggro/scouts - I just played scouts its nuts just run the 4 mana rally instead of the nerfed 5 mana rally, plus there's that cool 1 mana strike card to try

    Midrange - Archetypal midrange like Swain (nerfed) and Ash (super buffed) is valuable when nobody knows what to play

    Master yi - that's right I think master yi is very strong in a post Akshan world got a lot of synergistic cards in the last set

    Plunder - gangplank sejuani is still nuts and only gets better when there are no bounces

    Jax/Orn - super buffed to the point of being game winning actually low key insane

    Sion/heckarim - big game winning Champs that have unique build around conditions and swing 4 value are actually good now

    Landmarks - oh yeah you better believe I didn't forget zigs or thaliyah

    Mono shurima - sundisc is always viable and probably my biggest losing matchup to date

    Riven/Fizz- yes elusive combo is good there is always one best version to run, but generally speaking the burst combo version has been better then the good stuff versions

    Ezreal/Catarina- nothing is stopping ezreal from being good right now, in the absence of Lee Sin and low commitment 2 mana cycling Champs hard removal gets better

    Evelyn/Viego - now Viego did get nerfed a little bit but the absence of cheap answers for him should compensate and bring this deck back to light.

    Honestly, I could do this all day listing decks that I can or could pilot to a plus 50% winrate in the current meta rather then use these garbage lists and I'm bad, so my biggest recommendation right now is steer clear till people remember how to play LOR pre-Ionia

     

  • Soooo Tierlist Looking Kinda Sus Right Now

    Mastering runeterra is a little better:

    1. Kat Gwen - got the new landmark so a good deck got a little better- obvious weaknesses and a little dusty but it's aight

    2. Kayne Vayne - meh Kayne is absolutely buffed in the latest patch bit Vayne is probably the least interesting way to run him

    3. Elusive Good stuff - yup still here being unremarkable 

    4. Annie Tf - just buffed but at a 50% winrate people aren't building the list right

    5. Timeliness- I had mentioned ramp is in a good position but again 50% the deck is better then that try getting out of shadow isles

    6. Sophie Viktor - sub 50%

    So other then elsuvie good stuff, Gwen, and Vayne these list are failing to obtain a positive win rate.

    So basically my point still stands whether it's Swims old website Mobalytics (rip) or Majin Baes new website nobody has figured out how to play after the auto build Ionia meta.

    Jesus I'm running the table with an elite list that's how absolute dog poop peoples current meta expectations are right now. Again, I can do a post and talk about what decks out of our massive card pool are worth considering and what isn't.

  • [Updated] Special Limited-Time Rattlegore Event for Hearthstone Mercenaries Has Ended Earlier Than Previously Announced, Solution Being Worked On

    True, but what I meant was that when the expansion launches doing those visitor missions will once again reward XP and thus become relevant.

  • [Updated] Special Limited-Time Rattlegore Event for Hearthstone Mercenaries Has Ended Earlier Than Previously Announced, Solution Being Worked On

    Maybe, but in all likelihood when the next bunch of mercs arrive you're still going to get visitors for mercs who you have already maxed out. Those 2 daily slots don't seem to care who's maxed out or not.

  • New Death Knight Spell - Anti-Magic Shell

    Feels like a pointless gimmick. Spellproof on wide boards is rarely that useful. I'd rather spend my mana on even more ghouls  instead of trying to buff the few I have.

  • New Death Knight Spell - Dark Transformation

    A 2-mana 4/5 with rush, but it requires a target to activate. Feels a bit like Gnoll, except not as cheesy. Could be useful if running lots of 1drops is good to capitalize on the turn 2 blowout

  • New Death Knight Minion - Gnome Muncher

    Nuts with buffs and still pretty good at baseline. Fantastic defense against aggro.

  • New Death Knight Minion - Lord Marrowgar

    Might be too slow. Corpses are better spent than stored.

    But hey, maybe a big pile of stats is the finisher you need in triple Green.

  • New Death Knight Spell - Glacial Advance

    1-mana deal 4. Cracked.

  • New Death Knight Spell - Plague Strike

    Seems a tad strong. It's essentially an even better Fel Barrage in terms of removal and Fel BArrage is already pushing the envelope of what's considered balanced.

  • New Death Knight Spell - Frost Strike

    ^Tooth of Nefarian is a great card, and this has an even better pool to pull from. 5/5

  • New Neutral Minion - Bone Flinger

    Very good card in any aggresive deck. Will see a bunch of play.

  • New Warrior Minion - Thori'belore

    Very good control card. I can see this getting played a bunch in Control warrior, especially condering there are good fire spells like Light of the Phoenix and Embers of Strength. And Sunfire Smithing is decent as well. So yeah i think it sees play as long as most fire spells are good enough. (Just 2x Light of the Phoenix isn't enough to justify running Thori'belore.)

  • New Warrior Spell - Sunfire Smithing

    Seems decent. Nice handbuff, and it gives you a weapon. Seems decent.

  • New Warrior Spell - Last Stand

    4 mana do nothing? I dont think this helps Control warrior and taunt warrior. You could use this alongside Mor'shan Elite, but i dont think its good enough. This seems pretty bad, just because it's 4 mana do nothing. That's way too big of a downside in current HS.

  • New Warrior Spell - Light of the Phoenix

    must-include in MANY warrior decks, not just Enrage. Warrior needs more draw and this is a really good solution for that problem. Also Enrage warrior DESPIRATELY needed draw. 5 star card.

  • New Warrior Spell - Blazing Power

    The Warlock Location, but as a spell and with enrage synergy instead of imp synergy. Still i wonder if Imbued Axe is better, considering board buffs are often better then single target buffs. And Imbued Axe can trigger multiple times.

  • New Warrior Minion - Sunfury Champion

    Risky Skipper that requires fire spells? Seems like a worse version, but still decent i guess. A Risky Skipper kinda card is exactly what enrage warrior needs, and you can Blazing Power afterwards, so i think it will see a bunch of play in enrage warrior. 

  • New Warrior Minion - Asvedon, the Grandshield

    Wow, this is a really cool Thief Priest legendary! This will be fun to play around with it thief priest!..... Wait what do you mean it's a warrior card? 

    This is a Control warrio card. The problem? Control warrior is dead in a ditch, and it's been dead since Blizz Killed it by over-nerfing it during Sunken City. So i don't see this slotting into a good deck just yet, unless the fire spell package manages to make the deck playable.