I'm really mixed on this change overall. I kind of liked the board management aspect of having to keep a spot open for a new unit to play if you have a lot of stuff on the board. But on the flipside, it occasionally created very boring board states where you're left with nothing to do if your opponent refuses to kill any of your (weak) units. I'll have to see how it works out in practice before I can make up my mind.
Im sure if they did that, there would be another person complaining they have to click away the quest screen on every log-in. They cant please everyone.
Hey, i was first at something! :D Thanks for the shout-out. I went for something a bit unconventional, i was just browsing through my saved up art and i saw this beauty and decided to make a card for it :) Felt fitting, since dragons hoard loot :)
Why not just go full Murloc? You're basically running a deck that risks bricking early and drawing garbage late just to run highlander support, which just isn't worth it.
I would imagine most wins might be from likes of Bloodlust, so maybe it is :)
While i certainly understand the sentiment, it does take away some tactical aspect of the game, until now you had to be mindful of not locking up your board, or you had to use your own removals to free it up. It made for an interesting gameplay. But this change will bring a faster pace to the game, which i suppose is one of the many things that will do that.
I dont agree with that. While it might seem lazy, small chips of spell mana gain is really nice, you dont have to skip a turn to play a minion to save up that "what-if" spare mana or to prepare for a combo. And most Attune minions will end up being really cost efficient, if you add that up. I think it will see a lot of play.
Im really liking the implementation of all the League champions into LOR. They are doing a pretty good job with their flavor and their abilities flavor wise and even mechanic wise most of the time.
Seems so, also it only triggers 3 times, so you will always get all 3 options, if you can play 3 cards. Not clear from the video, but i doubt you can get 3 Reds for example, probably coded like this on purpose.
Imprison used to destroy a minion and resummon it once you have no minions, but the current version makes more sense thematically and mechanically. Prison is to keep people locked, not to kill them - so triggering Deathrattles wouldn't make sense. Also makes sense to keep it dormant for easier tracking of when it will break free.
I get that, my issue is that Dormant was not a mechanic when the game launched, so it makes no sense it would be on a Classic card. I guess with set changes nowadays, one could overlook this, but it still doesnt feel like it should be there.
I really like your changes. They do a good job at bringing some of the cards in line with the current design philosophy of the game while keeping things simple enough for basic and classic. That said, the wording on some of the cards should be updated.
Heroes Never Die should read: Shuffle a copy of the three highest cost friendly minions that have died this game into your deck.
Imprison should read: Choose a minion. It goes Dormant. When you have no minions, it awakens.
I personally would like all of these to be added into the game. Hopefully next year blizzard does something similar.
Yup, those are my only issues with this as well. Except for i dont like Imprison in the Classic set at all, but other than that seems fair i think.
In light of the new Plunder mechanic, I'm updating my rating from 2:5 to 4:5.
Yeah, this card was a bit of a sleeper without knowing the rest of the set, but a continuous "free" trigger for a lot of synergy will probably see play. Unless Vulnerable decks are prevalent which could then just pull this into play and destroy it :o
There is certainly a room for improvement when it comes to UI, i will agree with that.
Yup, I agree on both accounts.
Im sure if they did that, there would be another person complaining they have to click away the quest screen on every log-in. They cant please everyone.
CG! :)
Hey, i was first at something! :D Thanks for the shout-out. I went for something a bit unconventional, i was just browsing through my saved up art and i saw this beauty and decided to make a card for it :) Felt fitting, since dragons hoard loot :)
TF and Graves are like Bud Spencer and Terence Hill :D They continue their goofy partnership from Leauge, love it! :)
There could have been a problem with the update, it was launch day after all, have you tried doing that again since?
I would imagine most wins might be from likes of Bloodlust, so maybe it is :)
Yeah, im looking forward to that combo :)
While i certainly understand the sentiment, it does take away some tactical aspect of the game, until now you had to be mindful of not locking up your board, or you had to use your own removals to free it up. It made for an interesting gameplay. But this change will bring a faster pace to the game, which i suppose is one of the many things that will do that.
Geralt became a champion in Gwent, so now he looks for challenges elsewhere :)
I dont agree with that. While it might seem lazy, small chips of spell mana gain is really nice, you dont have to skip a turn to play a minion to save up that "what-if" spare mana or to prepare for a combo. And most Attune minions will end up being really cost efficient, if you add that up. I think it will see a lot of play.
WOW, holy smokes! That is quite a feat. Congratulations!
No weapons Warrior did that well, eh? I guess all the Rush minions make up for that?:)
Baby Wukongs?:D
Im really liking the implementation of all the League champions into LOR. They are doing a pretty good job with their flavor and their abilities flavor wise and even mechanic wise most of the time.
Seems so, also it only triggers 3 times, so you will always get all 3 options, if you can play 3 cards. Not clear from the video, but i doubt you can get 3 Reds for example, probably coded like this on purpose.
No way they can go without MF!
I get that, my issue is that Dormant was not a mechanic when the game launched, so it makes no sense it would be on a Classic card. I guess with set changes nowadays, one could overlook this, but it still doesnt feel like it should be there.
Yup, those are my only issues with this as well. Except for i dont like Imprison in the Classic set at all, but other than that seems fair i think.
Yeah, this card was a bit of a sleeper without knowing the rest of the set, but a continuous "free" trigger for a lot of synergy will probably see play. Unless Vulnerable decks are prevalent which could then just pull this into play and destroy it :o