I like the Bestial Wrath's existence but i would really be happy if they change it with The Beast Within which is a Green-like card of MTG that suits very well with Hunter as well.
I mean, if some new player wants to play a control-ish Hunter, I mean one of bigger hunters, I think that they should use that card for some removal tool. I really like its synergy with cards like Wild Bloodstinger and cards with Rush and Lifesteal. I was using it with Vicious Scalehide + Dire Frenzy to get some healing.
I don't think that it doesn't fit classic also. It fits classic very well in my opinion.
If you completed your champions just don't. It gives 600 shards instead but there is still chances that it can be upgraded to champion wildcard tho. I've played mine, got 1200 shards + 1 champion wildcard + shards from my wins which i really don't remember. Since I also finished all of my regional rewards and those experiences only gives me vault level (There is not another reward tree; you can see this thread of me), expeditions gives me nothing but shards now.
So, if you completed regions and champions like me, just save your tokens for future.
Well, I really don't know after new changes, They will activate those season road level or not because it now gives unlimited vault levels so it might be possible to be activated it right now.
If they trade with the spores into your spore, your spore should lose all buffs according to the text so buffing the card isn't worth it.
This card is a Trolden card that's it.
oh well, That's what i didn't consider.
So, this brings new thoughts to my mind. It seems i shouldn't try to buff them. Instead of buffing them, I should resummon them with priest but first i need to conjure some win-condition for it.
Yeah it turns into a 1/2, as the text doesn't say "a copy of this minion".
While your Libram Paladin seems good, I still think a Pure version will be stronger due to the Lightforged cards.
I also think that pure version is even more consistent and stronger but well, that is the obvious one that everyone will try and i can't use Lightforged minions because the obvious reason, Infectious Sporeling is a neutral one and you know it might lie at the bottom of the deck. :)
This deck's existence is just for Infectious Sporelings. The first reason that I choose to play with Paladin and Librams is they are the best 2-cost buffs right now. I don't build this deck just because I want to make Librams viable, I built it because I want to make Infectious Sporeling viable. Viable Librams are another story. :)
Can you help me refine this deck or would you say it is refined enough ? I guess i need a bit of help of you guys.
A neutral Polymorph Idea allured me when I first saw Infectious Sporeling. At first, I have tried a build a deck with Priest. Even though priest is one of the greatest class that i can protect Infectious Sporelings, it doesn't have a 2-mana buff right now so it decreases the power level of the t1 Infectious Sporeling.
After some thinking and checking all the cards, I've decided to put Infectious Sporelings to the Libram deck. There are great 2-cost buffs which I can abuse Infectious Sporeling's effect more but I can't be sure the deck is on its best state after I built it.
Do you think I should keep dragons and dragon synergistic cards or I should build something different than dragons for example ?
Do you think this deck can stick board at early game ?
Do you think draw and card generation is enough ?
Thanks for everyone that will suggest or read this thread.
Ps. Btw i guess when buffed Infectious Sporeling deals damage to a minion, it will change it to 1/2 version, isn't it ? Not the buffed version. At least i understand it like that from its text.
I don't know how viable it would be but i really like The Voraxx in buff Paladin. I always loved its synergy with Spikeridged Steed and now considering Libram of Wisdom might be decreased to (0) mana and regeneratable, it might be a good piece for this deck. Its tokens might also give you more Libram of Wisdoms as well. I would probably drop Lightforged Crusaders and add 2nd Spikeridged Steed for The Voraxx fantasy. It might be also better for your mana curve imo. Don't you think 7-mana slot is so heavy in the deck ?
I also want to make a Highlander version of this deck so I can use 1x Potion of Heroism instead of 2x Hand of A'dal for example. There are so much buff cards in Paladin and dudes don't work in Buff strategies mostly. Putting Sir Finley of the Sands wouldn't be a bad choice imo so I will try to make a Highlander version.
But nice deck, I really liked it, except The Voraxx of course. :D I love non-viable stuff. :P
Shadow Isles Strenghts - Token/Card Generation, Aggressive Early Game, Boardclears, Single Target Removals, Healing, Graveyard Interactions. Shadow Isles Weaknesses - Combat Disruption, Permanent Buffs, Unit Protection.
"PS: I might have skipped some, I'm not a master of this topic, just sharing what I have observed."
So as you can see here, i didn't mentioned self damage synergies for Noxus/Freljord for example or tribe synergies with Elnuk/Elites or something like that. Synergies are different topic while identity is a different one.
If you for example give Piltover&Zaun Sturdy units + Unit protection with new cards, it will not suit its region identity and looks absurd when you saw them and may bring some other issues. So this kind of weaknesses should be surpassed with partnershipping with other regions, If you want to use Sturdy units with P&Z, You can always use Freljord splash for example. That's related with synergies at some sorts for Game-Designing philosophy but not completely same.
Btw, I honestly think that it is more defined than Hearthstone because there are no neutral cards which means in Hearthstone, You can abuse the Identities by using neutral cards, Just put some [Hearthstone Card (Loot Hoarders) Not Found], etc. to your Hunter deck and you have been surpassed the Drawing Engine weakness of it. It is a fair mechanic for Hearthstone because you can't pair your deck with another class.
So for Players;
In LoR and MTG - You should surpass region identities and weaknesses by using region partnership mechanic and combine your deck with 2 regions which shares some synergies but have different strong aspects
In HS - You should surpass class identities and weaknesses by using neutral cards.
For Designers;
In LoR and MTG - You shouldn't add identity breakers to the game if you want to create a strong game-base and if you want to make all regions feel unique.
In HS - You shouldn't add identity breakers to the classes if you want to create a strong game-base and also you shouldn't add too powerful neutral version of some identical cards if you want to make all classes feel unique.
If you won't do those, There is no meaning of different classes'/regions' existence.
Not necessarily I don't see the pair themes of regions being restrictive..
For example, Spiders, it's true Noxus has spider cards but you don't HAVE to play spider decks with Noxus, nor you have to play the Noxus spiders with SI, House Spider is seeing play in decks that don't even use spiders as a tribe.
As more cards and regions get introduced those pairing might be less of an issue as you could even run mono decks of some regions or essentially mono + 3/6/9 cards (known as splash) of another region decks.
So although some cards look to "force synergize" some combos they actually don't..
You need some common sense for deck building too I mean currently there are 15 region combos you add one region and you then get 21 combos, they plan to add at least 3, or maybe even more (they might start adding regions into regions for example P&Z, so shadow isles might be shadow isles + void or shadow isles + demons).
So there will be much more variety in the game and more open ended deck building..
Just from mixing 2 regions you could try to mix and match 2 champions from each region sure a lot of combos don't make sense.. you might also want 2 champions of the same region in a deck.. rarely 3, or even 1..
There are tonnes of options even with just the 15 available combination of regions
you and others here are confused about the difference between "synergy" and "identity".
They are different facts. Synergy refers to interactions between cards that are powerful when they are combined and used together. Identity refers to engines that a region/class may have such as drawing cards, boardclears, single target removals etc. Even though they have some little access to some of them, it is always stronger in other classes like how Warlock can draw tons of cards while Hunter can't etc. .
Look at hearthstone, Mage has access to beasts as well but don't have synergistic cards. You can use beasts in mage decks too but you can't synergize it well how Hunter does for example. It is the synergy. Not an engine. But for class Identity, Mage doesn't have access to weapons, (legendary weapon was an exceptation) that means you can't use weapons in Mage decks.
New no duplicate rule doesn't change the maximum amount card packs needed to complete the collection because it is calculated for Legendaries which is the most rare card of sets. So the maximum amount of card pacs needed to complete sets are still same. Nothing changed
New duplication rule only gives players a simple boost that they can collect less rare cards quicker which also means you will get lesser amount of dust after you opened your packs. So that also gives some disadvantages to players to craft some legendaries with the dust from duplicated cards.
Practically, If we consider it like all of your packs are simple 4 common and 1 rare packs; 26 packs would be enough for completing common cards 70 packs would be enough for completing rare cards.
Nothing ever changes except players who buys lesser packs now can complete all common + rares quicker.
Also no more duplicate epics (which happened me a lot-> never lucky)
It saves you dust if you didn't open 100+ packs.. every expansion I craft about 10 rares.. that's another legendary or 2 epics I could craft.
and since I stopped preordering I sometimes craft a few commons...
It saves you enough dust to actually be more competitive, at least you don't have to worry about crafting rares or commons.
I still have sets which I don't have all rares.. and I will open around 3 packs of those as a completionist..
Yeah, I will open some old packs too after patch arrives. I want to complete some of older expansions as well since I like to play wild.
New no duplicate rule doesn't change the maximum amount card packs needed to complete the collection because it is calculated for Legendaries which is the most rare card of sets. So the maximum amount of card pacs needed to complete sets are still same. Nothing changed
New duplication rule only gives players a simple boost that they can collect less rare cards quicker which also means you will get lesser amount of dust after you opened your packs. So that also gives some disadvantages to players to craft some legendaries with the dust from duplicated cards.
Practically, If we consider it like all of your packs are simple 4 common and 1 rare packs; 26 packs would be enough for completing common cards 70 packs would be enough for completing rare cards.
Nothing ever changes except players who buys lesser packs now can complete all common + rares quicker.
Untrue. A lot of regions combo in ways u would never think of. Ezrael now combos fantastically with Noxus. Its also a great deck to combo with karma. Frostbite decks with ashe and katarina are seriously underrated and not even sen in meta lists despite its great matchup vs elusive decks.
Identity wise theres a lot of ot for each region so ifk wtf ur talking about not to mention theres practically a way to play aggro or midrange controllish for every region.
Remember to keep up with the game cause the meta switches heavily each week and takes a serious overhaul with each nerf buff.
Well, Discussion isn't about combo. I am also playing a Heimerdinger/Draven deck and also a Jinx/Elise Von Yipp Spider deck.
He was talking about region identity and yes i believe there is some.
For example, Noxus doesn't have access to simple card draws, There is only Trifarrian AsessorBADCARDNAME. So one of its weakness is simple card draws and you would say that healing is one of the weaknesses of Noxus aswell.
There are some weaknesses and strengths of regions in Runeterra but you might abuse those by simply using 2 regions in a deck like in MTG. In MTG, You are also able to pass over these weaknesses. For example, While Green has no access to Flying units, you can use some with it by pairing the deck with another color. It is just like how Freljord/Ionia Elusive deck do in Runeterra.
I don't think it will be a problem with newer regions because there are too much mechanics that could be added to the game right now. First one comes to my mind; none of the existing regions don't have access to gaining excess health. They might always add it with newer regions - I would say Targon | Shurima - and I honestly think that this is 2 of new regions' mechanic because all of mechanics find its place in at least 2 regions. So other regions surpass this when it is once added to the game.
So Yes, There are some identitites for regions. You can't simply play an Elusive deck with Freljord/Shadow isles deck for example or you can't play a board clear centric full control deck with Demacia/Ionia. You might say Judgment or Shadow Flare here but they are conditional boardclears that you can't use always or You don't have access to enough draws with Ionia/Noxus splash which is the problem of full control Yasuo decks right now.
I am happy with how they shaped identities in LoR. I hope they won't break those and for instance won't give so much simple card draws to Noxus etc.
Actually, that Lorewalker Cho doubling grant me a win with 3x Savage Roar thanks to my playmate. I was the Mage btw.
We both have almost full board and killed Mechazod in 2 blows. It was like 70+ damage on 2 turns and i had Animated Armor on board which causes my Jaina to deal 6 damage with Savage Roar for 1 damage to my face also. It was a really nice game :)
I can understand that. You are also right for your point of view. I am not judging you. If you don't like rng and it bores you to see evolve shaman and random spell mage every time what should I say?
I decided to play both games at the same time. With new no-duplicates rule of hearthstone and f2p friendly model of LoR i believe that I can spare enough time to both games. I like both of them for their aspects. I also like MTG but that game is so expensive for my wallet. So i can't play that like how i do for LoR and HS.
When I want to play some rng heavy game i will just play HS and when I want to play a more consistent game, I will play LoR. Games for people to entertain themselves after all.
Thanks for your suggestion to other people btw. I don't know why people downvoted you. You just suggested something that you believe it is good for players who got bored from RNG and you were right that LoR isn't RNG-heavy so that is a wise suggestion if you don't like rng so much with MTG:A of course. That game isn't also RNG heavy but I believe that Land mechanic of the game is kind of primitive for digital card games. I mean, D-CCGs already solved that problem and it is not problem that you can't draw your lands anymore. That mechanic with being an expensive game is keeping some players out of the MTG:A. It is like that for me at least. So i will stick with HS and LoR for my CCG gaming.
I like the Bestial Wrath's existence but i would really be happy if they change it with The Beast Within which is a Green-like card of MTG that suits very well with Hunter as well.
I mean, if some new player wants to play a control-ish Hunter, I mean one of bigger hunters, I think that they should use that card for some removal tool. I really like its synergy with cards like Wild Bloodstinger and cards with Rush and Lifesteal. I was using it with Vicious Scalehide + Dire Frenzy to get some healing.
I don't think that it doesn't fit classic also. It fits classic very well in my opinion.
Weren't you already with us ? I've thought that you re not active but following this forum.
Anyways Welcome Back ! :)
oh right, i need to find a replacement, I always thought that card is from Rise of Shadows.
Edit: I've added Nithogg + The Lurker Below for 2x Rain of Toads. It won't give same value with King Phaoris and won't give same protection that Rain of Toads will give but well, I couldn't find better replacements for that slot.
Use Hoard Pillager if you want to summon more Reliquary of Souls and Cobalt Spellkin for more value.
I was using Hoard Pillagers for my King Phaoris + The Fist of Ra-den and i can say that it generates great value.
It is a meme deck so use all of the memes that you can use.
also don't use Galakrond, drop all of Invoke cards for the cards that i suggested above + you would want to use some spells that you can target Reliquary Prime so Ancestral Spirit is better than Vivid Spores in this deck and if you would add Ancestral Spirit you can also use Walking Fountain.
So the deck i'm suggesting is shaping like this;
Deck ID Not Found
I would use this deck instead. Fun meme tho. :)
If you completed your champions just don't. It gives 600 shards instead but there is still chances that it can be upgraded to champion wildcard tho. I've played mine, got 1200 shards + 1 champion wildcard + shards from my wins which i really don't remember. Since I also finished all of my regional rewards and those experiences only gives me vault level (There is not another reward tree; you can see this thread of me), expeditions gives me nothing but shards now.
So, if you completed regions and champions like me, just save your tokens for future.
Well, I really don't know after new changes, They will activate those season road level or not because it now gives unlimited vault levels so it might be possible to be activated it right now.
oh well, That's what i didn't consider.
So, this brings new thoughts to my mind. It seems i shouldn't try to buff them. Instead of buffing them, I should resummon them with priest but first i need to conjure some win-condition for it.
Thanks for being an inspiration. :)
I also think that pure version is even more consistent and stronger but well, that is the obvious one that everyone will try and i can't use Lightforged minions because the obvious reason, Infectious Sporeling is a neutral one and you know it might lie at the bottom of the deck. :)
This deck's existence is just for Infectious Sporelings. The first reason that I choose to play with Paladin and Librams is they are the best 2-cost buffs right now. I don't build this deck just because I want to make Librams viable, I built it because I want to make Infectious Sporeling viable. Viable Librams are another story. :)
Can you help me refine this deck or would you say it is refined enough ? I guess i need a bit of help of you guys.
A neutral Polymorph Idea allured me when I first saw Infectious Sporeling. At first, I have tried a build a deck with Priest. Even though priest is one of the greatest class that i can protect Infectious Sporelings, it doesn't have a 2-mana buff right now so it decreases the power level of the t1 Infectious Sporeling.
After some thinking and checking all the cards, I've decided to put Infectious Sporelings to the Libram deck. There are great 2-cost buffs which I can abuse Infectious Sporeling's effect more but I can't be sure the deck is on its best state after I built it.
I'm open to all suggestions except replacing Librams and Infectious Sporeling.
Deck ID Not Found
What are your thoughts about the deck?
Do you think I should keep dragons and dragon synergistic cards or I should build something different than dragons for example ?
Do you think this deck can stick board at early game ?
Do you think draw and card generation is enough ?
Thanks for everyone that will suggest or read this thread.
Ps. Btw i guess when buffed Infectious Sporeling deals damage to a minion, it will change it to 1/2 version, isn't it ? Not the buffed version. At least i understand it like that from its text.
I don't know how viable it would be but i really like The Voraxx in buff Paladin. I always loved its synergy with Spikeridged Steed and now considering Libram of Wisdom might be decreased to (0) mana and regeneratable, it might be a good piece for this deck. Its tokens might also give you more Libram of Wisdoms as well. I would probably drop Lightforged Crusaders and add 2nd Spikeridged Steed for The Voraxx fantasy. It might be also better for your mana curve imo. Don't you think 7-mana slot is so heavy in the deck ?
Well, I might consider to put Spirit of the Tiger out too for The Voraxx but it would break pure synergy.
I also want to make a Highlander version of this deck so I can use 1x Potion of Heroism instead of 2x Hand of A'dal for example. There are so much buff cards in Paladin and dudes don't work in Buff strategies mostly. Putting Sir Finley of the Sands wouldn't be a bad choice imo so I will try to make a Highlander version.
But nice deck, I really liked it, except The Voraxx of course. :D I love non-viable stuff. :P
Just Maiev Shadowsong
I will craft her anyways but will be happier if i can get her golden from packs.
Hith them to the face.
Yeah, it is like;
Identity;
Freljord Strenghts - Drawing engine, Boardclears, Combat Disruptions, Sturdy Units, Deck Buffs, Buff spells, Ramp, Healing.
Freljord Weaknesses - Aggressive early game, Single Target Removal, Token Generating, Direct damage.
Demacia Strenghts - Disabling effects, Single Target Removals, Unit Protection, Attack token abuse, Temporary and Permanent buffs, Mana cheating (RememberanceBADCARDNAME/MobilityBADCARDNAME, extra win condition.
Demacia Weaknesses - Drawing engine, Direct damage spells, Boardclears.
Noxus Strenghts - Aggressive early game, Single Target Removals, Direct Nexus Damage, Temporary buffs, Token/card generation.
Noxus Weaknesses - Drawing Engine, Boardclears, Unit Protection, Healing, Permanent buffs.
Ionia Strenghts - Card Generation, Combat Disruptions, Handbuff, Unit Protection, Healing, Aggressive early game, Temporary Buffs/Units.
Ionia Weaknesses - Boardclears, Sturdy Units, Direct damage spells/units, Single Target Removal.
Piltover&Zaun Strenghts - Card Generation, Direct damage spells, Drawing Engine, Token Generation, Deck Disruption, Aggressive early game, Deck fattening.
Piltover&Zaun Weaknesses - Boardclears, Temporary/Permanent Buffs, Sturdy Units, Unit Protection, Combat Disruption.
Shadow Isles Strenghts - Token/Card Generation, Aggressive Early Game, Boardclears, Single Target Removals, Healing, Graveyard Interactions.
Shadow Isles Weaknesses - Combat Disruption, Permanent Buffs, Unit Protection.
"PS: I might have skipped some, I'm not a master of this topic, just sharing what I have observed."
So as you can see here, i didn't mentioned self damage synergies for Noxus/Freljord for example or tribe synergies with Elnuk/Elites or something like that. Synergies are different topic while identity is a different one.
If you for example give Piltover&Zaun Sturdy units + Unit protection with new cards, it will not suit its region identity and looks absurd when you saw them and may bring some other issues. So this kind of weaknesses should be surpassed with partnershipping with other regions, If you want to use Sturdy units with P&Z, You can always use Freljord splash for example. That's related with synergies at some sorts for Game-Designing philosophy but not completely same.
Btw, I honestly think that it is more defined than Hearthstone because there are no neutral cards which means in Hearthstone, You can abuse the Identities by using neutral cards, Just put some [Hearthstone Card (Loot Hoarders) Not Found], etc. to your Hunter deck and you have been surpassed the Drawing Engine weakness of it. It is a fair mechanic for Hearthstone because you can't pair your deck with another class.
So for Players;
In LoR and MTG - You should surpass region identities and weaknesses by using region partnership mechanic and combine your deck with 2 regions which shares some synergies but have different strong aspects
In HS - You should surpass class identities and weaknesses by using neutral cards.
For Designers;
In LoR and MTG - You shouldn't add identity breakers to the game if you want to create a strong game-base and if you want to make all regions feel unique.
In HS - You shouldn't add identity breakers to the classes if you want to create a strong game-base and also you shouldn't add too powerful neutral version of some identical cards if you want to make all classes feel unique.
If you won't do those, There is no meaning of different classes'/regions' existence.
you and others here are confused about the difference between "synergy" and "identity".
They are different facts.
Synergy refers to interactions between cards that are powerful when they are combined and used together.
Identity refers to engines that a region/class may have such as drawing cards, boardclears, single target removals etc. Even though they have some little access to some of them, it is always stronger in other classes like how Warlock can draw tons of cards while Hunter can't etc. .
Look at hearthstone, Mage has access to beasts as well but don't have synergistic cards. You can use beasts in mage decks too but you can't synergize it well how Hunter does for example. It is the synergy. Not an engine. But for class Identity, Mage doesn't have access to weapons, (legendary weapon was an exceptation) that means you can't use weapons in Mage decks.
Yeah, I will open some old packs too after patch arrives. I want to complete some of older expansions as well since I like to play wild.
New no duplicate rule doesn't change the maximum amount card packs needed to complete the collection because it is calculated for Legendaries which is the most rare card of sets. So the maximum amount of card pacs needed to complete sets are still same. Nothing changed
New duplication rule only gives players a simple boost that they can collect less rare cards quicker which also means you will get lesser amount of dust after you opened your packs. So that also gives some disadvantages to players to craft some legendaries with the dust from duplicated cards.
Practically, If we consider it like all of your packs are simple 4 common and 1 rare packs;
26 packs would be enough for completing common cards
70 packs would be enough for completing rare cards.
Nothing ever changes except players who buys lesser packs now can complete all common + rares quicker.
Yeah but that doesn't change the truth that they print such a card just because Hand of Gul'dan so what I meant was actually that.
Well, Discussion isn't about combo. I am also playing a Heimerdinger/Draven deck and also a Jinx/Elise Von Yipp Spider deck.
He was talking about region identity and yes i believe there is some.
For example, Noxus doesn't have access to simple card draws, There is only Trifarrian AsessorBADCARDNAME. So one of its weakness is simple card draws and you would say that healing is one of the weaknesses of Noxus aswell.
There are some weaknesses and strengths of regions in Runeterra but you might abuse those by simply using 2 regions in a deck like in MTG. In MTG, You are also able to pass over these weaknesses. For example, While Green has no access to Flying units, you can use some with it by pairing the deck with another color. It is just like how Freljord/Ionia Elusive deck do in Runeterra.
I don't think it will be a problem with newer regions because there are too much mechanics that could be added to the game right now. First one comes to my mind; none of the existing regions don't have access to gaining excess health. They might always add it with newer regions - I would say Targon | Shurima - and I honestly think that this is 2 of new regions' mechanic because all of mechanics find its place in at least 2 regions. So other regions surpass this when it is once added to the game.
So Yes, There are some identitites for regions. You can't simply play an Elusive deck with Freljord/Shadow isles deck for example or you can't play a board clear centric full control deck with Demacia/Ionia. You might say Judgment or Shadow Flare here but they are conditional boardclears that you can't use always or You don't have access to enough draws with Ionia/Noxus splash which is the problem of full control Yasuo decks right now.
I am happy with how they shaped identities in LoR. I hope they won't break those and for instance won't give so much simple card draws to Noxus etc.
Actually, that Lorewalker Cho doubling grant me a win with 3x Savage Roar thanks to my playmate. I was the Mage btw.
We both have almost full board and killed Mechazod in 2 blows. It was like 70+ damage on 2 turns and i had Animated Armor on board which causes my Jaina to deal 6 damage with Savage Roar for 1 damage to my face also. It was a really nice game :)
I can understand that. You are also right for your point of view. I am not judging you. If you don't like rng and it bores you to see evolve shaman and random spell mage every time what should I say?
I decided to play both games at the same time. With new no-duplicates rule of hearthstone and f2p friendly model of LoR i believe that I can spare enough time to both games. I like both of them for their aspects. I also like MTG but that game is so expensive for my wallet. So i can't play that like how i do for LoR and HS.
When I want to play some rng heavy game i will just play HS and when I want to play a more consistent game, I will play LoR. Games for people to entertain themselves after all.
Thanks for your suggestion to other people btw. I don't know why people downvoted you. You just suggested something that you believe it is good for players who got bored from RNG and you were right that LoR isn't RNG-heavy so that is a wise suggestion if you don't like rng so much with MTG:A of course. That game isn't also RNG heavy but I believe that Land mechanic of the game is kind of primitive for digital card games. I mean, D-CCGs already solved that problem and it is not problem that you can't draw your lands anymore. That mechanic with being an expensive game is keeping some players out of the MTG:A. It is like that for me at least. So i will stick with HS and LoR for my CCG gaming.
This reminds me of Arathi Weaponsmith so much and she is quite better than this imo because she has immediate effect.