Bug in the new update
after the last update I can't challenge a friend for the 80's quest
after the last update I can't challenge a friend for the 80's quest
after the last update I can't challenge a friend for the 80's quest
after the last update I can't challenge a friend for the 80's quest
Yesterday, I played my longest Legends of Runeterra match ever, clocking in at over 40 minutes in Constructed format. I was using a Lux & Heimerdinger deck, my opponent played Lux & Karma. B…
Yesterday, I played my longest Legends of Runeterra match ever, clocking in at over 40 minutes in Constructed format. I was using a Lux & Heimerdinger deck, my opponent played Lux & Karma.
By the time of about round 7 or 8, my opponent played an Unyielding Spirit to save their Lifesteal Radiant Guardian. In the following turns, I tried to remove the unit twice with Detain and Hextech Transmogulator; both were countered with Will of Ionia.
Luckily, my Luxs and Heimerdingers afforded me with enough board presence to keep things under control, but at the same time, my opponent had a free block plus 5 Nexus health each turn, so I didn't manage to push any meaningful damage through.
The scales started to tip in my favor at about round 15-20 when I used my own Unyielding Spirit first on Heimerdinger, then on Lux. I also managed to amass a good amount of top-end Heimerdinger turrets and killed my opponent's Karma with Final Spark twice.
In the end, after a hard-fought battle, I won the game with one huge attack in the final round, after which I would've won anyway because my opponent had emptied their deck.
What was your longest game yet? Anything to share? Did you enjoy it?
Guys, Having in mind the new extended duplicate rule, I'd like to ask you what's your opinion on disenchanting the bad legendaries that you have. Since you are now guaranteed that you won't open th…
Guys,
Having in mind the new extended duplicate rule, I'd like to ask you what's your opinion on disenchanting the bad legendaries that you have.
Since you are now guaranteed that you won't open them again (soon), do you think it's a good idea to disenchant the ones that never saw play? I'll gladly D/E my second Millhouse Manastorm which I opened again right after I D/E him in first place...
Not that I need dust for something specific but I ask as for the general "good practice" advice. Because previously it was to keep the legendaries no matter how playable are they, so that you don't open them again if you open more packs from that set.
Furthermore, I'd gladly D/E any 4 non-playable legendaries to craft one T1 legendary from the crafting guide.
[card]Tess Greymane[/card] is the one for me and many others. Our beloved princess who hopefully one day will be buffed to an actually competitive 6 mana. Tess is/ was an agenda. I loved the struggle…
Tess Greymane is the one for me and many others. Our beloved princess who hopefully one day will be buffed to an actually competitive 6 mana.
Tess is/ was an agenda. I loved the struggle to worship her highness with plays that would make her reign unquestioned (Blizzards and Tirions and Mind Controls, oh my). The trouble was always staying alive to see her ascension
Great Tess! I vow to you that you will see your day in wild yet!
- your humble knight
...Since this comes up, and its not really a straight-forward process. If anyone has a better explanation let me know and I will edit; if any Moderator could sticky this thread it would be appr…
...Since this comes up, and its not really a straight-forward process. If anyone has a better explanation let me know and I will edit; if any Moderator could sticky this thread it would be appreciated.
While you're writing the post it should look something like this except with square brackets instead of squiggly brackets:
{runedeck}537{/runedeck}
However when people view your post it will look like this:
Again, that's the best way I know. If anyone knows a simpler way I'd love to hear it.
Competition Theme: Two Quests Are Better Than One We're going on a quest this week!You must create a class cardYour card should synergise with both of your class's questsFor…
We're going on a quest this week!
We're specifically looking for synergy with the Quests, not the Sidequests.
DestroyerR has a quest for us this week; to improve the options for both Quests a class has access to!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
No thread rules were added to this season. Please populate and manually edit this thread with them.
[cardimg]Unseal the Vault[/cardimg] The reward for this quest used to be called Ramkahen Roar didn't it or am I just dreaming that? Now apparently its called Pharaoh's Warmask in my collection. Not …
everybode is welcome pleac check it out! https://www.twitch.tv/xrokyca?no-reload=true
everybode is welcome pleac check it out!
https://www.twitch.tv/xrokyca?no-reload=true
I was just wondering if anyone has been playing around with Dragon + Murloc menagerie builds this season and would be willing to share their deck. I had a Play 3 Rogue games quest today and decided …
I was just wondering if anyone has been playing around with Dragon + Murloc menagerie builds this season and would be willing to share their deck.
I had a Play 3 Rogue games quest today and decided to build around Candle Breath and Skyfin. It was actually a lot of fun, but my list felt pretty clunky. So I was wondering if anyone here had a build that they've been optimizing for a bit that I could try out? (not looking for a competitive deck)
My initial list was this (murlocs early and dragons late) and I only played 3 games against other memers so I didn't get a feel for what was weak/what worked (although drawing a murloc late felt really bad, as is tradition):
2x Murmy
2x Toxfin
2x Bluegill Warrior
2x Dirty Tricks
2x Tasty Flyfish
2x Fan of Knives
2x Scalerider
2x Evasive Feywing
1x Frizz Kindleroost
2x Big Ol' Whelp
2x Skyfin
1x Waxadred
2x Candle Breath
2x Evasive Wyrm
1x Flik Skyshiv
2x Evasive Drakonid
1x Deathwing
Hey there, Just for the sake of discussion, what are your wish lists for Paladin? For me, here are cards I would like to see in future expansions: Early/mid game draw - The best draw engine of P…
Hey there,
Just for the sake of discussion, what are your wish lists for Paladin?
For me, here are cards I would like to see in future expansions:
Before going hiatus from HS, Paladin used to be my favorite class (particularly Mid range paladin before standard started). So my wish list leans towards that archetype.
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards…
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards. Are there any sure fire ways to unlock champions? Can I use wildcards to buy new ones?
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards…
So I recently started playing on mobile. I’ve enjoyed the game, but I want to get some better champions. I’ve earned a few champion pods, but it keeps upgrading them to champion wildcards. Are there any sure fire ways to unlock champions? Can I use wildcards to buy new ones?
[runecard]Heimerdinger[/runecard] I'm not saying he needs a nerf, or that he's OP, or anything like that. But he is awfully annoying. :P What champs do you find very annoying even if they aren't actu…
I'm not saying he needs a nerf, or that he's OP, or anything like that. But he is awfully annoying. :P
What champs do you find very annoying even if they aren't actually broken.
Priest's new identity has been out for a while now but I haven't seen any decks that focus on this very much so far. Therefore I tried my hands at it myself, the result being this: (Edit: lol,…
Priest's new identity has been out for a while now but I haven't seen any decks that focus on this very much so far. Therefore I tried my hands at it myself, the result being this:
(Edit: lol, I just realized there are no "new identity" cards in there but Power Infusion. But yeah, the spirit is there. The deck revolves around healing and buffing our minions.)
The idea is to get out cheap minions early and buff them with spells and heal to outvalue our opponents. In my eyes the dragon package and Galakrond are especially debatable. I added the first mainly because of Breath of the Infinite. While the invokers are great and really do their job, I'm not so sure about Galakrond himself. I have yet to play him in a game and really would have needed him only once but didn't draw him in time.
Sethekk Veilweaver and Dark Prophecy are the powerhouses of this deck. If you manage to drop Embalming Ritual on a veilweaver or Reliquary of Souls, our opponent usually gets in trouble.
So far I have played the deck on ranks 3 and 2 platinum with a win rate of around 50% over less than 10 games. I've beaten a Tempo Demon Hunter and lost to a Galakrond Rogue only through highroll RNG on his side.
So maybe this deck is actually viable, but as I know that I'm no good at deck building, I was hoping for some ideas from you for improving it. What do you think?
If nothing else, it was fun to build something up from scratch that actually seems to work for a change.
I am struggling mightily against any half-decent SI player, and looking for some general advice on how to approach them. I've tried to take various approaches against SI decks adjusting for pre…
I am struggling mightily against any half-decent SI player, and looking for some general advice on how to approach them. I've tried to take various approaches against SI decks adjusting for previous ways SI players have beaten me, and it's gotten to a point where I'm losing a majority of SI games one way or the other.
A major part of the problem for me is trying to "play around" Vengeance and Ruination primarily since I've gotten burned by either building powerful units to see them wiped away with a 7 mana fast spell. Also, finding myself falling behind by holding onto big units, trying not to overextend myself in the mid/late game (knowing that they can drop a Ruination once I've gained control), as they are amassing & building up units through value plays like Ravenous Butcher or Chronicler of Ruin + The Undying/Cursed Keeper, Shark Chariot, and Barkbeast, etc.
Most of my wins vs SI are with Noxus/Ionia hyper burn, applying as much pressure as I can early and hoping my early draws win me the match in the first 6-9 rounds which isn't fun or gratifying. Sometimes I'll simply disregard the existence of Ruination, hoping the other player doesn't draw one and get away with it but I lose a lot of games this way too.
Any input or suggestions would be greatly appreciated. Thanks in advance.
Hei, folks! So I've had this idea for quite some time (and was actually inspired by [card]Aviana[/card] and [card]Kun the Forgotten King[/card] in Hearthstone) and wanted to see what other people thi…
Hei, folks! So I've had this idea for quite some time (and was actually inspired by Aviana and [Hearthstone Card (Kun the Forgotten King) Not Found] in Hearthstone) and wanted to see what other people think of it. Quick disclaimer: I barely play any ranked, so I can't exactly tell how broken the combo actually IS. I just want to start a discussion about an idea I've had.
So, there are 2 ways problematic cards are dealt with in card games, depending on the medium. In physicals CGs, if a card is problematic, it is either limited to a smaller number than usual, or outright banned from play. In a digital CG, it is nerffed anywhere from 'more reasonable power level' to 'completly unplayable' (RIP, Warsong Commander). This is all fine (for the most part) when only one card is the problem, but it feels a lot worse when a only a certain combination of cards is broken, like is the case here. Is it fair to punish one or both cards, in the process potentially killing them in any other decks?
But I think there's another way. What if instead of banning/nerffing any of the cards, you instead banned their combination. Simply declare any deck that runs both of them invalid. (you'd also do this in a digital CG, since changing the cards only when those two are around would be too confusing)
What do you think? Is this a viable alternative to banning/nerffing? Or is it too convoluted?
Having looked up lots of stuff on WoWpedia for the weekly card design competitions, I finally got curious enough to try out the game itself. I have practically no idea what is waiting for me, so I wa…
Having looked up lots of stuff on WoWpedia for the weekly card design competitions, I finally got curious enough to try out the game itself. I have practically no idea what is waiting for me, so I was hoping some of you could help me out with a few do's and don'ts.
So... first things first: I read the wikipedia article and WoW: Classic looks like a good point to start. Is that correct? I also read there's a 1 month free trial, that would be nice.
As soon as I have purchased the game, I expect having to choose a character. I guess I'm a damage dealer kind of player (sorry, not sorry) and combat suits me better than spell casting. From what I've read about the fractions, both appeal to me, but the horde is just the cooler bunch. Any tips what to have in mind when I make that choice?
From there on I'll just see where the game takes me. I get it's a very complex world and I'm looking forward to exploring it.
Any help from you would be very appreciated, especially in regards to the question which game to purchase in the first place since I can't start without an answer to that :D
Hi there, you can call me Glen (not my real name) but that doesn’t really matter at this point. Anyways, I decided to make this post so hopefully Riot could see it (whether it gets to that poi…
Hi there, you can call me Glen (not my real name) but that doesn’t really matter at this point.
Anyways, I decided to make this post so hopefully Riot could see it (whether it gets to that point who knows), but I think my point is very sound and hopefully, people will agree with me and Riot will actually consider this change.
To make a header, this post is directed at one main balance problem I have about this game - the randomness of who starts with the attack token first, and how the player who does not start with it IS NOT COMPENSATED AT ALL. They are simply at a disadvantage.
First of all a bit about my background with TCGs - I’m in my 30s, and have played TCGs since I was 10. I’ve played many TCGs, and at a very skillful and high level - I have competed at National level tournaments for World of Warcraft TCG (this is before Hearthstone), Magic the Gathering, Legend at Hearthstone, Highest level online cups at Faeria, and I’ve literally dabbled in every TCG game ever made. I was even the state champion for a TCGplayer.com event for Magic the Gathering one year. Now I say all this not to yank my chain, but to make a point - I know TCGs very well, and I know how they work at the core, what is fair and what is not fair, and what eventually drove me away from playing TCGs. I am not some random uninformed person moaning about something.
Now I”ve played LOR quite a lot - I daresay go to say, it is my favorite TCG of all time. That is ssaying A LOT. That means Riot has done a lot right- it has incorporated a lot of my favorite elements from all the TCGs i’ve ever played. Hell, I didn’t think I would play TCGs anymore because I got fed up at some game-breaking RNG factors that entail a lot of them. The spell mana bank is great - it allows you to stay in the game even if you miss your 1 or 2 drop cards and you don’t have them to begin with. I like the increased CARD DRAW because it means RNG is LESS of a factor, because you simply have more options per turn (and so does your opponent). No more getting screwed bc you didn’t draw enough lands like Magic, obviously - something Hearthstone spearheaded a while ago. A LOT of things done right- and I’ve had a LOT of fun playing this game because it was so very highly dependent on player choices. Except for one big thing that is really starting to turn me away.
You see, I am the type of player that doesn’t like to lose because of RNG. I study matchups, I study cards, I know all the cards, I know all the scenarios, I typically make as many right decisions as I can. I don’t like to lose because i happened to not draw the right card or bc RNG threw me a curveball. In fact I quit a lot of the TCGs that I spent hundreds of hours and thousands of dollars on bc I got fed up at that. And I fear that, if this balance change is not addressed - it will drive some of LoR’s most passionate players away. Because this game is touted as a “played skill above all” game - it is not advertised like Hearthstone, which is known and does not even try to hide the high level of RNG present in their game. It considers RNG as part of the “fun”. Sure, it is fun if you like RNG. But I think I, and many other players who REALLY like LoR, are drawn to it because you win your games PRIMARILY on skill and when i say PRIMARILY I mean a much higher number than 75 or 80% skill and 20% luck. Yes RNG is always SOME of a factor in card games, this is unavoidable as the nature of the card game, but in this game, its supposed to be VERY minimal. Even the RNG card design is aimed at to be “not all RNG” but RNG based on player choices - take the Allegiance keyword or say “Make it Rain” etc etc as detailed in Riot’s blog post.
Now I am primarily an Aggro player or midrange player, I do not typically enjoy playing control, though I can very well play it and actually play it very well. But aggro is my goto style. And because of that I noticed a glaring unequality in the fact who starts with the attack token first.
This inequality is really easily visible for aggro decks and for players using cards(mainly champions) who have QUICK ATTACK. See, quick attack is garbage on defense but GODLIKE on offense. Sure, nothing wrong with that. It’s the design. But hear me out (and i might be a little unclear in how I describe it) - certain champions with quick attack get a HUGE advantage, especially if theyre an aggro deck, when you get to play them RIGHT ON CURVE. And since you can’t play Allies with banked spell mana - it comes down to a complete RNG factor - did i start with the attack token this game, did I drew my bombass champion (Zed, Miss Fortune main culprits I see here), Drawn or Katarina lesser culprits, even Elise who gets to attack on curve turn 2 and get that free spider. And THERE IS NO compensation for the player who doesn’t start with the attack token, and I think there should be.
I played many Zed aggro mirror matches, and basically, the guy who goes first with the attack token - all things being equal, meaning all players making optimal decision - he will almost always win if he gets the attack token first and plays the Zed on attack turn 3. You can’t actually counter Zed easily unless you have a Mystic Shot type card and THERE AREN’T REALLY MANY CARDS OUT THERE that can do that. And you can’t block him, not on turn 3 really - very few cards capable of blocking and coming out on top. He’ll get that free 3/2 shadow and hit you in the face for 3 even if you sac one of ur guys to chump block and basically… he’s coming out WAY on top just bc he happened to start with the attack token first. I’m literally playing mirror matches with BETTER CARDS drawn than him sitting in my hand, and a Zed sitting in my hand - but because I CAN’T ATTACK on turn 3, he wins the aggro race bc you almost CANT block Zed that early. So I play my Zed turn 4 and attack but by then it’s too late - i’ve already had to sacrifice a unit to keep him from leveling up or just taking the dmg to the face and I’m WAY in the deficit. And this is all not because I got outplayed, but because he happened to start with the attack token first which is a COMPLETE RNG factor.
But not just talking about Zed, there are many champions who really benefit from having their turn line up right when they need to attack - Take Draven, or Miss Fortune, Jinx, yasuo - if your turn lines up, say T3 for Zed, Drvaen or Miss Fortune and you HAPPENED to start with the attack token - you get a BIG bonus and basically a free attack which is HUGE for aggro players. This is most prominent with Zed bc not only do they have to chump block you but even if they do, they still take some damage from the shadow. Jinx Yasuo on turn 4- free attack basically. You get the idea. It’s easier to deal with the more turns there are in the game when said champion is played but the RNG factor if you get to play these champs RIGHT on curve is just so game winning. And it would be OK, but here’s the thing - why is there no compensation for who doesn’t get to attack first? For instance, Hearthstone does this right- they give the turn 2 player “The Coin”. But in LoR, theres no such thing- the second turn player just gets to be at a clear disadvantage. Yes its not AS OBVIOUS in some deck matchups, like in control, its not as obvious but when you’re playing aggro? Or playing AGINST aggro? It makes A WORLD of difference.
Basically, I feel that the second player should be compensated somehow for not getting to attack first. The player who gets the attack token first is LITERALLY a turn ahead sometimes, just because… they get to attack one turn earlier than their opponent! And combined with certain cards and champions and keywords THIS. IS. DEVASTATING. It is not fair.
Now I haven’t thought about the specifics of how to balance this but I do know this - something should be done about this if ya’ll pride this game on being “skill above all” because I”ve lost so many games as aggro and against aggro because I was not able to be on curve with my attack lineups. For instance hearthstone has the coin for the t2 player, I’m sure something could be thought out for LoR.
Thank you for listening to me, and I’d love to hear your opinions on what ya’ll think - if you support me, or disagree - and if you disagree, how do you think making it completely random who attacks first with no compensation for the T2 player balanced?
So the title is self-explanatory I was playing the current brawl and summoned [card]the lich king[/card] and pulled [card]Arfus[/card] out with a [card]deathlord[/card]. Lich king generated 4 cards f…
So the title is self-explanatory I was playing the current brawl and summoned The Lich King and pulled Arfus out with a Deathlord. Lich king generated 4 cards for me 3 Frostmournes and a Death Coil while Arfus only triggered his death rattle giving a Frostmourne. Which in my opinion is very ironic since the brawl is all about "randomness" so that comes to my main question was this intended like the brawl last week giving us no 1 cost spells if we didn't get them, or was it just really weird odds?
Greetings there! I'm here to present you my version of how I would change Paladins's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks an…
Greetings there! I'm here to present you my version of how I would change Paladins's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Warrior. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Warrior this time because they have some of the worst cards in the entire game at their disposal (hello, Warsong Commander), aswell as invigorating the class with some new tools.
Strengths and Weaknesses
New Sets
Basic Set










Classic Set















Explanations
Gilneas Defender - a cheaper Lord of the Arena. Simple yet very effective at defending your board and pressuring your opponent if left unchecked. Clefthoof Rider - adds a nice midrange card to give you removal and card draw. Exhausting Howl - a new control tool. Gives you Armor while simultaneously weakineing enemy minions, and that effect could be even used to trade efficiently. Revenge - Another AoE tool that still shows some of that shallow 12-Health strategy. Plague of Wrath - the center of this change. While Brawl is strong, over time, it has become a bit unhealthy through the RNG aspect. I wanted to replace it with the Plague to add a healthier and usually more consistent removal option, it also emphisizes how much Warrior cares about wounding enemies. Also that sick animation for new players to amaze with. *u* Gladiator's Sword - a cheap weapon to deal with early boards or to soften enemy minions. Crush - simple card, adds some single target removal and further bolsters the aspect of having damaged characters. But if deemed useless or thrown away because of my tendencies to add cards from various expansions to the Core set a bit too much, I can replace it.
Hall of Fame






Some cards that were considered, but didn't make the cut
Drywhisker Armorer - seemed to be a very good control tool. Maybe a bit too good to be evergreen. Death's Bite - it's a very interesting card to add, but I couldn't find much room for. I Know a Guy - card generation weakness, duh. But it was still something I felt wasn't painful to hvae in the Core set. Ravaging Ghoul - this card put me into conflict to whether add this or Revenge to the set. Ultimately went for the latter, as I secretly wanted to add an even-cost AoE that Odd Warriors will never abuse with Plague of Wrath. Vicious Scraphound - felt a little weird. Also a mech. Alley Armorsmith - thought she was a bit too limiting to be evergreen. Heavy Metal! - feels odd to have. I guess it can also slightly limit design space for cheap cards that give a lot of Armor. Reckless Flurry - wasn't sold on giving such huge AoE. It's Armor removing mechanic also contradicts with what I think newer players should be teached about Armor. Among many, many, MANY other cards…








This is awesome IDK why they didn't had this trailer worldwide, it's really nicely done specially the champion poros :D also the music is catchy :D
This is awesome IDK why they didn't had this trailer worldwide, it's really nicely done specially the champion poros :D
also the music is catchy :D
New button in the battle.net ... version sliders You think it's for PTR ? Or something else ?
New button in the battle.net ... version sliders
You think it's for PTR ? Or something else ?

She is almost useless. Even if you run three it is as if you only have one. The power you build up doesn't stay on the others and unless you have her in your opening hand she takes to long to power u…
She is almost useless. Even if you run three it is as if you only have one. The power you build up doesn't stay on the others and unless you have her in your opening hand she takes to long to power up. And even if she does level up there are normal none champion cards that could do her job but better with half the resources put into them.
I don’t play a lot of HS nowadays, mainly due to the insane lag on mobile. It came to a point I can’t even finish a game without exiting and re-entering the app, and most of my games are …
I don’t play a lot of HS nowadays, mainly due to the insane lag on mobile. It came to a point I can’t even finish a game without exiting and re-entering the app, and most of my games are ruined.
Does this happen on LoR as well? If not, I might consider playing it instead of HS just for the ability to actually play the game.
Greetings, I am looking for a good wild control priest. any suggestions?
Greetings,
I am looking for a good wild control priest. any suggestions?