His level 1 is not that terrible it can block against aggro boards the strongest unit.
as default you are at 29 cards by turn 7 with only natural card draw, you need to toss/draw 14 cards, you want to use Salvage for sure at least once.. that's 10 cards to toss, now if you play units on curve you play the 2/1 (3), you play the 1/4 that heals and tosses (5), then you play the lifesteal guy(8) then you play maokai, and a turn after any unit (10).
ten all you need to do is to play salvage(14!) or another toss card with maokai on board and you got your deep deck-> 14 tosses by turn 5 if you play on curve.
don't think it's such a tempo loss to toss, 2/1 for 1 is an ok blocker, 1/4 blocks some aggro and also heals, the 3/2 got lifesteal, maokai let's you stall with the saplings and/or remove more stuff..
I think such deck could work.
Also while SI is good on this mechanic you don't HAVE TO be in SI..
make it rain is consistant when there are 2 or less units on the enemy board, I think the variance is not too much rng compared to any HS effect.. arcane missiles can hit the same target multiple times this can't.
The mystic shots should all cost 2, it would make the card better overall and less combo finisher..
It should add a text" whenever you cast a none fleeting spell or nexus strike, add a fleeting mystic shot to your hand" (probably with better wording/keywording).
Edit: no.. actually I agree.. you know what the spells are something you pay mana for as well so might as well, I agree seems logical.. at least you can heal in between, and it's more mana gated.
I think all the bildgewater cards you added are just not great, ki guardian is a bad tempo card.
Keep only fizz, add more 1 drops and run kinkou Wayfinder to play fizzes from deck, add good battle tricks as well, not sure yet which ones will be good from bildgewater, probably use retreat/return it's decent on elusives.
Also don't run 3 denies it's to much, not sure if it's even right to run 1.
2/2 quick attack for 4 is really weak.. It's a 2 mana body, but the play effect pays for it, the 1 damage aoe is probably the strongest one of the 3 comparing to other aoes it's worth about 3.5 spell mana in runeterra, drawing a card is worth 2 mana, but it refills one so it's 3 mana value, and lastly the best effect in tf's kit in league is probably worth about 2.5 cause it's not targeted.
Stun is worth 1 mana at slow speed(guile and archnoide sentry) , 2 damage is worth 2, the inability to target who to hit specifically subtracts 0.5 from it's value.
I think he will rarely level up, 2 hp on a 4 mana card is so easy to remove he dies to everything..
So basically it's a flexible aoe card (red card being the best) with a body.
it's much better than the spell, if you play 3 of this(by turn 2) you are already at 15 cards drawn you only need 10 more for deep to be enabled which doesn't seem like too much I think this card enables early deep triggers maybe by turn 5 or 6..
This is easily the best one of the 7 :D
Bilgewater>Piltoever&Zaun>Ionia=Noxus=Freljord>Shadow Isles>Demacia
Demacia is just the worst :D
What is this game ? is it new or something?
or play 3 soloists it's better/easier.
still hard AF to do.
@CursedParrot Teams in league are 5 v 5 though.
would prefer that every day over "while damaged" or "cannot be targeted by spells or hero powers"
His level 1 is not that terrible it can block against aggro boards the strongest unit.
as default you are at 29 cards by turn 7 with only natural card draw, you need to toss/draw 14 cards, you want to use Salvage for sure at least once.. that's 10 cards to toss, now if you play units on curve you play the 2/1 (3), you play the 1/4 that heals and tosses (5), then you play the lifesteal guy(8) then you play maokai, and a turn after any unit (10).
ten all you need to do is to play salvage(14!) or another toss card with maokai on board and you got your deep deck-> 14 tosses by turn 5 if you play on curve.
don't think it's such a tempo loss to toss, 2/1 for 1 is an ok blocker, 1/4 blocks some aggro and also heals, the 3/2 got lifesteal, maokai let's you stall with the saplings and/or remove more stuff..
I think such deck could work.
Also while SI is good on this mechanic you don't HAVE TO be in SI..
true.. but her level one is insane anyway..
RIP spiders btw.
it's not random it goes blue-red-gold.
make it rain is consistant when there are 2 or less units on the enemy board, I think the variance is not too much rng compared to any HS effect.. arcane missiles can hit the same target multiple times this can't.
The ship*, they all are ships. Makes sense since this is a ship expansion.
It won't make sense on some regions.. I mean.. For leesin, vi, maokai.
On Quinn it could work, a scouting ship.
But I might be wrong then..
The mystic shots should all cost 2, it would make the card better overall and less combo finisher..
It should add a text" whenever you cast a none fleeting spell or nexus strike, add a fleeting mystic shot to your hand" (probably with better wording/keywording).
Edit: no.. actually I agree.. you know what the spells are something you pay mana for as well so might as well, I agree seems logical.. at least you can heal in between, and it's more mana gated.
I think all the bildgewater cards you added are just not great, ki guardian is a bad tempo card.
Keep only fizz, add more 1 drops and run kinkou Wayfinder to play fizzes from deck, add good battle tricks as well, not sure yet which ones will be good from bildgewater, probably use retreat/return it's decent on elusives.
Also don't run 3 denies it's to much, not sure if it's even right to run 1.
2/2 quick attack for 4 is really weak.. It's a 2 mana body, but the play effect pays for it, the 1 damage aoe is probably the strongest one of the 3 comparing to other aoes it's worth about 3.5 spell mana in runeterra, drawing a card is worth 2 mana, but it refills one so it's 3 mana value, and lastly the best effect in tf's kit in league is probably worth about 2.5 cause it's not targeted.
Stun is worth 1 mana at slow speed(guile and archnoide sentry) , 2 damage is worth 2, the inability to target who to hit specifically subtracts 0.5 from it's value.
I think he will rarely level up, 2 hp on a 4 mana card is so easy to remove he dies to everything..
So basically it's a flexible aoe card (red card being the best) with a body.
He goes well with barrels BTW.
either him or tham kench.. I mean deals is his.. deal also that's a catfish.
This card is so good to trigger plunder effects specially much better than Warning Shot.
I was hoping for something with oranges.. there needs to be a card:
[color="orange"]oranges cost: 2 speed: burst effect: clear all crowd control from a unit and heal it for 3.[/color]
crowd control: every debuff like attack down,freeze or stun.
They got barrels so it's gotta be Gragas!! Kappa
Pirate Kled :D
He is fat so it's Gragas OBVIOUSLY.
When deep become a Flamewreathed Faceless :D
it's much better than the spell, if you play 3 of this(by turn 2) you are already at 15 cards drawn you only need 10 more for deep to be enabled which doesn't seem like too much I think this card enables early deep triggers maybe by turn 5 or 6..