Now that we've seen 3 other champions, Quinn seems very dull. Don't get me wrong--the scout mechanic is good and she will see play--its just that her decks are going to be very linear, like all those Rally decks that were popular ~a month ago. Step #1: get more stats than your opponent on board, Step #2: punish using multiple attacks, Step #3: wait, step #2 didn't win you the game? Concede. Her mechanics are just so much more shallow than Malokai, Swain, and Vi's. I get that simple isn't always bad; I'm just not excited for this card the same way I am for many others.
This card is either insanely good or really bad, and I love that I honestly can't tell which. The obvious combo is The Undying, but even something like Haunted Relic or Hapless Aristocrat gets crazy value with one of these in play. And of course, it turbo-progresses Malokai/Kalista/Lucian/They Who Endure/etc. The problems though are 1.) this costs a lot of mana to get into play, and 2.) you can't "turn it off", so it will be hard to get anything bigger than 4/3 into play. It does at least limit its effect to followers.
Definitely, though: I'm very excited to see what types of decks players try to invent--Runeterra needs more wacky cards like this!
I'm going to call this card very good. I think the "stunned" option is a bit of a herring--I think it will get the most play in swarm decks where you just use it use as a 1-mana single-use guillotine to punish blocking--but the fact that it ALSO works on stunned units just makes it all the more useful.
I was under the impression that it was just a token but then I noticed the rarity gem. I checked Escaped Abomination (and Valor) to confirm that tokens don't have a gem, so it looks like it's collectible.
I'm interested to see if the premium stats will make up for the lack of effects. My guess would be no but then again when played on-curve, it's almost certainly going to trade for two cards (unit+unit or unit+spell).
I would expect him to never be main-decked as well. Compare to For Demacia! and Mushroom Cloud, which are both technically collectible cards but never see play outside of when they are generated by Vanguard / Clump of Whumps / Chump Whump.
Keywords work very well with buffs, and freljord has a few.
Omen hawk into draw this is really strong
Agreed--and I think you probably only really like this card if you're playing Omen Hawk and Hearthguard. Otherwise, I think you'd probably prefer Icevale Archer or Avarosan Sentry.
Obviously, the value in this card depends on the value of Swain--if you're not playing Swain, you probably would rather just run Battering Ram.
I predict this will be a win-more card: if you start a round with both L2 Swain and this in play, you deal 3 nexus damage + stun the 3 strongest opposing units. Then you can attack in with a 4/7 Fearsome who deals 3 damage to all enemies if he connects to nexus and a 5/8 overwhelm. Sounds great, right? Except Swain's level-up condition is dealing 12 non-combat nexus damage, so sans healing your opponent is already down to at most 8 HP, less if any attacks got through. So maybe L2 Swain + Leviathan is a contingency plan when your opponent packs a lot of healing, but I think most of the time Plan A is going to be to just beat down your opponent before Swain levels.
The strength of this card is going to largely depend on Karma. If Karma continues to dominate control archetypes and Riot doesn't change any of her interactions, Malokai is going to be DOA: control players are just going to wait until after the deck obliteration, then drop an L2 Karma and Karma's Insight of Ages multiple Karmas back into their deck. Or, you know, just beat the Malokai player before they level, because: Karma. So as long as Karma is the dominate control champion and that interaction remains, Malokai is going to be too niche to bother with. I'll hedge in my rating, though, because I can't believe Riot would allow a new champion to be so entirely shutdown by a core card--I predict there will be either change that interaction (or possibly buff Malokai's effect so it also prevents any future card shuffles), or Karma is just going to get otherwise nerfed such that she's not as appealing.
I'm of 2 minds on this card. The obvious comparison is Thresh: they have similar stat lines, and Thresh is strong enough to include in many decks. However Thresh can be relatively easy to level up, and most Thresh decks get a huge power spike if he's able to pull a free Lux / Kalista / Tryn / Anivia. I think Vi is going to be much more difficult to level--not only does she need to increase her attack +8, but she also needs to successfully strike and survive--and the 5 free damage is nice-but-not-game-closing. That 10 attack is just so awkward without having barrier, quick attack, and/or overwhelm, and I think its going to be too clunky to try to combo those tags to Vi.
I see a handful of players trying to build memey decks that try (and usually fail) to use her as a win condition, and I see other players just using Vi as a 5 mana challenger and rarely attempt to level her up (i.e., comparable to how most players are currently using Draven).
Very solid card--it won't be for every deck, but it will get a lot of play. Basically its a Get Excited! except instead of discarding it costs -1 mana the turn you draw it / +1 mana every other turn and it can't go face. That last point will be a deal-breaker for some burn decks, but more control-y/midrange-y decks will gladly take it as an cost-effective option to clear out Draven, Jinx, Kalista, Karma, Heimer, Ashe, Ezreal, etc.
My tone on this site is probably what you would consider exceptionally milquetoast so I don't really feel qualified to answer your direct question. I will say though that, when this site first started, I originally tried splitting my attention between both here and HearthPwn, and over time its grown to a 99:1 split. Basically: I go over there every couple of weeks to remember why I don't go more often. Between the frequency and quality of articles, the moderation, and the community, this site is just superior to that one.
Another major difference about this video is that it doesn't feature the Champion from the first video, in this instance, Yasuo. Instead, it features Shen and a (currently) non-playable Champion for Ionia, Akali. Could it be that Akali will be the new Champion for the region, and not Lee Sin, as suspected? This could also explain why they didn't release the region showcase if she is included in the video!
I wouldn't read too much into that. The P&Z video featured Heimer, Jinx, and unreleased Ekko, yet they still revealed Vi as implied from the datamining.
If i'm not mistaken, we are only getting ONE new region in the next 120+ set of cards...
The official announcement strongly implied but didn't explicitly state that we would get just 1 new region:
Quote From https://playruneterra.com/en-us/news/launch-announcement-faq/
And most exciting of all: LoR will launch with a brand new set of 120+ cards, including a new region!
If I had to guess, I'd say one new region (Bilgewater?) with ~60 new cards and 4-5 champions, and then each of the existing 6 regions gets 10 new cards including 1 new champ (63 cards / 5 champs total).
Quote From Voidium
…and if the Season Road is tied to ranked mode (which is 2 months long) then i think we should "normally" get the season road exp going on right after next week official release.
I believe each it will be each expansion = one "season" = ranked mode period = 16 weeks.
I'm not the biggest expedition player--I think the format is fine, but personally I only want to play when I can do both trials in one long uninterrupted session so I often end up just playing normal constructed games for daily XP--and lately I've been procrastinating so much that my stock of tokens from the weekly vaults has been starting to accumulate. I was going to try to play catch-up this weekend, but then I thought: what if it would be more advantageous to wait until the release?
The expansion is coming out April 30th, and they've said it will include 120+ new cards. Currently, there are 318 unique collectible cards (6 regions, 53 per). Now granted, they have not identified how exactly rewards will differ after the expansion releases, but even if they just intermix the new cards with the current cards that still implies you'll have a ~25% chance of each card being new. Plus there's the whole season road: if you can apply your XP progression towards that, then doing the full 3 expeditions/week means that you should get a quick burst of progression.
Great! Now I can safely play Magtheridon without worrying if my meme dreams will be crushed for zero mana.
Indeed--you only need to worry about Faceless Corruptor, Polymorph, Hex, Deadly Shot, and the exceptionally likely possibility that your opponent can still kill you first. All of which consume more than zero mana.
EDIT: wait, I forgot about Shadowstep. Resume despair.
In the interest of not leaving this forum empty, I submit to you my Shadow Ashe control deck. I know I posted this on the General Forums about a month back and that thread didn't get much activity; however I'll post it again here just because I find this deck so cool and NO ONE is playing it. Your Plan A Win Con is just what you would expect: use an Elise spider package with Ashe splashed in to get ahead on board. However if you do get behind, you can The Ruination the entire board away and fall back on your secret weapon: The Harrowing. If you've juiced enough Ashe into your rez pool, you'll get an ephemeral cavalry of 6/4 attackers, each of which will make one of your opponents minions unable to block. So much fun!
Her level up is hard to do but it's fine, she is good as is..
I would say her level is hard to rush, but not necessarily hard to do. I think most games that go 10+ rounds, those first 10 rounds include both players taking nexus damage on at least 3 of them without either making special effort.
Greetings, fellow LoR Card Discussion forum-browsers!
In the future, this forum will be mostly populated by threads about specific cards as they're announced. Since we don't have that yet, though, I'd like to propose: which individual card do YOU think the LoR community is most polarized about--i.e., some many vigorously argue its too powerful while many also argue its perfectly balanced and/or undertuned?
I will submit Shadow Assassin. I know there are flashier candidates, but those all tend to be tent-poles that you build your deck around. Riot previously said this card was the most played card in the game, and I believe it--she is probably the single most independently-valuable card in the game. However, every region should have "good" cards, and there will also be a best "good" card. E.g., think of Omen Hawk, who has enough value to earn a spot in most Frejlord decks and yet we'd be pressed to argue he is too powerful. The question is: is Assassin too good or is she just-right good? I've seen convincing arguments on both sides.
EDIT: doh! I started this thread because it was empty at the time, but by the time I finished, Arthas had already started auto-posting. :-P
Well, i just thought it would be nice to have a reference for how long it takes to compare it with other games, not that i was aiming for it anyway.
It's kinda of an awkward metric, since going 90% -> 100% probably takes as much time as going from 0% -> 50%. Using myself as an example: I'm pretty casual (~10 hrs/week, always hit Vault Rank 10 but usually not much higher), and most of my capsules are ~80% duplicates, yet I discovered last week that I'm still 1:3 on Assembly Bot and Shroom Peddler.
But then again: I've been playing HS since Boomsday and before this no-duplicates change I was 0:2 on Flame Imp, so /shrug.
Now that we've seen 3 other champions, Quinn seems very dull. Don't get me wrong--the scout mechanic is good and she will see play--its just that her decks are going to be very linear, like all those Rally decks that were popular ~a month ago. Step #1: get more stats than your opponent on board, Step #2: punish using multiple attacks, Step #3: wait, step #2 didn't win you the game? Concede. Her mechanics are just so much more shallow than Malokai, Swain, and Vi's. I get that simple isn't always bad; I'm just not excited for this card the same way I am for many others.
This card is either insanely good or really bad, and I love that I honestly can't tell which. The obvious combo is The Undying, but even something like Haunted Relic or Hapless Aristocrat gets crazy value with one of these in play. And of course, it turbo-progresses Malokai/Kalista/Lucian/They Who Endure/etc. The problems though are 1.) this costs a lot of mana to get into play, and 2.) you can't "turn it off", so it will be hard to get anything bigger than 4/3 into play. It does at least limit its effect to followers.
Definitely, though: I'm very excited to see what types of decks players try to invent--Runeterra needs more wacky cards like this!
I'm going to call this card very good. I think the "stunned" option is a bit of a herring--I think it will get the most play in swarm decks where you just use it use as a 1-mana single-use guillotine to punish blocking--but the fact that it ALSO works on stunned units just makes it all the more useful.
I would expect him to never be main-decked as well. Compare to For Demacia! and Mushroom Cloud, which are both technically collectible cards but never see play outside of when they are generated by Vanguard / Clump of Whumps / Chump Whump.
Agreed--and I think you probably only really like this card if you're playing Omen Hawk and Hearthguard. Otherwise, I think you'd probably prefer Icevale Archer or Avarosan Sentry.
Obviously, the value in this card depends on the value of Swain--if you're not playing Swain, you probably would rather just run Battering Ram.
I predict this will be a win-more card: if you start a round with both L2 Swain and this in play, you deal 3 nexus damage + stun the 3 strongest opposing units. Then you can attack in with a 4/7 Fearsome who deals 3 damage to all enemies if he connects to nexus and a 5/8 overwhelm. Sounds great, right? Except Swain's level-up condition is dealing 12 non-combat nexus damage, so sans healing your opponent is already down to at most 8 HP, less if any attacks got through. So maybe L2 Swain + Leviathan is a contingency plan when your opponent packs a lot of healing, but I think most of the time Plan A is going to be to just beat down your opponent before Swain levels.
The strength of this card is going to largely depend on Karma. If Karma continues to dominate control archetypes and Riot doesn't change any of her interactions, Malokai is going to be DOA: control players are just going to wait until after the deck obliteration, then drop an L2 Karma and Karma's Insight of Ages multiple Karmas back into their deck. Or, you know, just beat the Malokai player before they level, because: Karma. So as long as Karma is the dominate control champion and that interaction remains, Malokai is going to be too niche to bother with. I'll hedge in my rating, though, because I can't believe Riot would allow a new champion to be so entirely shutdown by a core card--I predict there will be either change that interaction (or possibly buff Malokai's effect so it also prevents any future card shuffles), or Karma is just going to get otherwise nerfed such that she's not as appealing.
I'm of 2 minds on this card. The obvious comparison is Thresh: they have similar stat lines, and Thresh is strong enough to include in many decks. However Thresh can be relatively easy to level up, and most Thresh decks get a huge power spike if he's able to pull a free Lux / Kalista / Tryn / Anivia. I think Vi is going to be much more difficult to level--not only does she need to increase her attack +8, but she also needs to successfully strike and survive--and the 5 free damage is nice-but-not-game-closing. That 10 attack is just so awkward without having barrier, quick attack, and/or overwhelm, and I think its going to be too clunky to try to combo those tags to Vi.
I see a handful of players trying to build memey decks that try (and usually fail) to use her as a win condition, and I see other players just using Vi as a 5 mana challenger and rarely attempt to level her up (i.e., comparable to how most players are currently using Draven).
Very solid card--it won't be for every deck, but it will get a lot of play. Basically its a Get Excited! except instead of discarding it costs -1 mana the turn you draw it / +1 mana every other turn and it can't go face. That last point will be a deal-breaker for some burn decks, but more control-y/midrange-y decks will gladly take it as an cost-effective option to clear out Draven, Jinx, Kalista, Karma, Heimer, Ashe, Ezreal, etc.
Agreed--this card is going to see a lot of play in a lot of decks:
I admit its a little underwhelming, but keep in mind:
My tone on this site is probably what you would consider exceptionally milquetoast so I don't really feel qualified to answer your direct question. I will say though that, when this site first started, I originally tried splitting my attention between both here and HearthPwn, and over time its grown to a 99:1 split. Basically: I go over there every couple of weeks to remember why I don't go more often. Between the frequency and quality of articles, the moderation, and the community, this site is just superior to that one.
I wouldn't read too much into that. The P&Z video featured Heimer, Jinx, and unreleased Ekko, yet they still revealed Vi as implied from the datamining.
The official announcement strongly implied but didn't explicitly state that we would get just 1 new region:
If I had to guess, I'd say one new region (Bilgewater?) with ~60 new cards and 4-5 champions, and then each of the existing 6 regions gets 10 new cards including 1 new champ (63 cards / 5 champs total).
I believe each it will be each expansion = one "season" = ranked mode period = 16 weeks.
I'm not the biggest expedition player--I think the format is fine, but personally I only want to play when I can do both trials in one long uninterrupted session so I often end up just playing normal constructed games for daily XP--and lately I've been procrastinating so much that my stock of tokens from the weekly vaults has been starting to accumulate. I was going to try to play catch-up this weekend, but then I thought: what if it would be more advantageous to wait until the release?
The expansion is coming out April 30th, and they've said it will include 120+ new cards. Currently, there are 318 unique collectible cards (6 regions, 53 per). Now granted, they have not identified how exactly rewards will differ after the expansion releases, but even if they just intermix the new cards with the current cards that still implies you'll have a ~25% chance of each card being new. Plus there's the whole season road: if you can apply your XP progression towards that, then doing the full 3 expeditions/week means that you should get a quick burst of progression.
What do you guys think?
Indeed--you only need to worry about Faceless Corruptor, Polymorph, Hex, Deadly Shot, and the exceptionally likely possibility that your opponent can still kill you first. All of which consume more than zero mana.
EDIT: wait, I forgot about Shadowstep. Resume despair.
Greetings, fellow Deckbuilding & Sharing forum-browsers!
In the interest of not leaving this forum empty, I submit to you my Shadow Ashe control deck. I know I posted this on the General Forums about a month back and that thread didn't get much activity; however I'll post it again here just because I find this deck so cool and NO ONE is playing it. Your Plan A Win Con is just what you would expect: use an Elise spider package with Ashe splashed in to get ahead on board. However if you do get behind, you can The Ruination the entire board away and fall back on your secret weapon: The Harrowing. If you've juiced enough Ashe into your rez pool, you'll get an ephemeral cavalry of 6/4 attackers, each of which will make one of your opponents minions unable to block. So much fun!
I would say her level is hard to rush, but not necessarily hard to do. I think most games that go 10+ rounds, those first 10 rounds include both players taking nexus damage on at least 3 of them without either making special effort.
Greetings, fellow LoR Card Discussion forum-browsers!
In the future, this forum will be mostly populated by threads about specific cards as they're announced. Since we don't have that yet, though, I'd like to propose: which individual card do YOU think the LoR community is most polarized about--i.e., some many vigorously argue its too powerful while many also argue its perfectly balanced and/or undertuned?
I will submit Shadow Assassin. I know there are flashier candidates, but those all tend to be tent-poles that you build your deck around. Riot previously said this card was the most played card in the game, and I believe it--she is probably the single most independently-valuable card in the game. However, every region should have "good" cards, and there will also be a best "good" card. E.g., think of Omen Hawk, who has enough value to earn a spot in most Frejlord decks and yet we'd be pressed to argue he is too powerful. The question is: is Assassin too good or is she just-right good? I've seen convincing arguments on both sides.
EDIT: doh! I started this thread because it was empty at the time, but by the time I finished, Arthas had already started auto-posting. :-P
It's kinda of an awkward metric, since going 90% -> 100% probably takes as much time as going from 0% -> 50%. Using myself as an example: I'm pretty casual (~10 hrs/week, always hit Vault Rank 10 but usually not much higher), and most of my capsules are ~80% duplicates, yet I discovered last week that I'm still 1:3 on Assembly Bot and Shroom Peddler.
But then again: I've been playing HS since Boomsday and before this no-duplicates change I was 0:2 on Flame Imp, so /shrug.