Yeah, but we still don't know what the options are for the negative effects.
Side note - All of these are pretty clearly themed for Fizz. So, it's looking like the four dual-region champions are counting as the first four champions for Bandle City, given that they are putting out supporting card packages for all of them.
I have a strong suspicion that the Hungry Owlcat is intended as a cheap unit that can be easy support fodder for a Lulu deck. Aside from that, I'm struggling to find a purpose for such a unit in any existing deck archetype.
I think the stats are not good enough for the cost of this unit, but I love the flavor of a giant eggplant leaping off a cliff and directly onto your nexus, for an "impact" of 4 damage.
This is a slow spell, so it's vulnerable to disruption and is not a battle trick.
However, those are premium stats for only 4-cost. Nothing else in the game lets you add that many stats permanently for that cost. This card is low-key VERY good ... and it specifically works extremely well with Taric's level-up condition.
Just as comparisons - Taric's champion burst spell grants 3/3 for one more cost than this spell; Back to Back in Demacia gives 3/3 to two different units for the turn only, at 2 more cost than this spell.
Permanent stats, in a region that has spellshield and healing, are not trivial. I think this spell is low-key very good.
Yeah, basically every digital card game has the discover mechanic at this point.
However, as long as we are talking about copying ideas from other card games, that's an interesting Beach Party set of skins that Hearthstone has up for sale right now. Can't imagine where they got the idea and motivation to add so many more skins to their game in the past year - and the most recent set is specifically a water-party theme to boot!
Well, given that this set is supposedly going to be more cohesive than the last few set releases, I hope they are smart enough to put the supporting cards in the same set as the champion this time.
A Hexcore Foundry on the board already activates this card to deal 3 to a unit. If you're in puffcaps, you'll want ways to remove units, since your wincon is puffcaps to the face, and that takes some time to accomplish.
I'd say this card is significantly better than people are giving it credit for.
This card does several things that are very interesting.
1. It gives you information that is normally hidden from view. You literally get to see 3 cards that are still in the opponent's deck.
2. It puts three puffcaps on the same card, not randomly attached to random cards. It's highly specific. This removes some degree of the randomness that has literally always been a part of Teemo decks up until now.
3. It lets you target a card that your opponent might need to fish for. Are you facing Anivia control and they haven't tutored out Anivia yet? Well, maybe you can guarantee 3 damage to their face when they do cast that Entreat. Are you facing Lee Sin? Make sure to put it on a spell, so they take 3 damage when they fire off a "Draw 2 spells" card.
4. If you are paying enough attention before you play this card and after you play this card, you will know how many copies of your chosen card are in the opponent's deck by seeing how much their puffcap count increased. Again, this is information that would normally be hidden from you. And if you can keep track of which cards they have already played, this will tell you if they have a copy of that card in their hand right now, beyond any doubt.
Overall, this card will be quite potent in the hands of a skilled player.
This is so true. I think I probably need to be the one playing the deck, rather than the one getting tilted by it, almost entirely because of Aloof Travelers.
So, we make a Bandle City deck with The Bandle Tree. Then we include Teemo, Fizz, and Lulu in the deck. This gets us up to 4 regions already, so we only need 6 procs from the Tree in order to win the game, because we already know that we'll definitely draw one copy each of the three champions, and have the Tree to drop exactly on turn 5.
There is no Singleton Gauntlet anymore. They completely eliminated it at least three months ago. It's been entirely replaced by the Best-of-three format that is basically the same as the tournament format, and it serves as a secondary way to qualify for the tournaments that happen every 2 months.
As for memes, off the top of my head I would say: Legion Marauders (with Ashe and LeBlanc) is one option. Mono-LeBlanc Yetis is another option.
For RNG (if you're a fan of control) you could do a Howling Abyss deck with basically all board wipes and removals, plus The Howling Abyss. Then have fun outvaluing every other deck in the game with level 2 champions for days.
However: 1 tipp for beating gp: make sure his board is full when you hit him below 20 hp to make the ship not spawn.
I'd love to know how you manage(d) to do this with any consistency, and without dying to his attacks. So far, I've had zero opportunities to let him fill his board without being in danger of dying due to his attack, and then somehow damaging him below 20 without killing off any units.
Just finished my first run with MF, didn't have much problem with GP since I had an insanely fast deck with domination and an elusive Miss Fortune my only death came from getting snowballed by a legion marauders deck.
I haven't lost yet with MF against GP, but I've rarely spent so much time planning my moves carefully against an AI before. In my most recent battle, I was going for the S-badge for Skill, meaning no deaths and no healing nodes. I picked up a few healing potions on spells, and those kept me healthy throughout the run.
I wound up beating GP by planning ahead to the next turn when I was going to spawn in the Dreadway. I had a Hextech Transmogulator, which reduced cost when spells are cast. It was down to costing 1. I also had a Siphoning Strike in hand, as well as a 7/3 spellshield Akshan on the board. So, I purposely dropped him below 20 health, knowing it would spawn Dreadway and draw GP. There's no way he keeps GP in hand, so we know he will play GP. I Siphoning Strike GP, he responded with a Make It Rain that was killing off both of my 1/1 units, so I had to respond to that by doing the Transmogulator earlier than planned. But in any case, I killed GP and transformed Dreadway to a 1/1. Then I killed him on my open attack on the next turn, since all of my units had overwhelm. Incidentally, Crush is one of the best passives in this game mode, even if you don't get Evolution.
But even with all that, he still had me down to 20 health at the end. When this kind of dramatic dominance and planning are required just to have a chance at winning, you know that a fight is hard.
I agree that I think this mechanic is not compelling. And if it becomes hugely popular, the counter is very easy - just have tough units.
Elite Scouts deck with Poppy and Field Promotion. Might even give Quinn a new viable deck that doesn't have MF in it.
I'll be like everyone who's not currently using one of the quests - hoping they nerf the quest I happened to open so I can disenchant it for dust.
Yeah, but we still don't know what the options are for the negative effects.
Side note - All of these are pretty clearly themed for Fizz. So, it's looking like the four dual-region champions are counting as the first four champions for Bandle City, given that they are putting out supporting card packages for all of them.
I have a strong suspicion that the Hungry Owlcat is intended as a cheap unit that can be easy support fodder for a Lulu deck. Aside from that, I'm struggling to find a purpose for such a unit in any existing deck archetype.
I think the stats are not good enough for the cost of this unit, but I love the flavor of a giant eggplant leaping off a cliff and directly onto your nexus, for an "impact" of 4 damage.
This is a slow spell, so it's vulnerable to disruption and is not a battle trick.
However, those are premium stats for only 4-cost. Nothing else in the game lets you add that many stats permanently for that cost. This card is low-key VERY good ... and it specifically works extremely well with Taric's level-up condition.
Just as comparisons - Taric's champion burst spell grants 3/3 for one more cost than this spell; Back to Back in Demacia gives 3/3 to two different units for the turn only, at 2 more cost than this spell.
Permanent stats, in a region that has spellshield and healing, are not trivial. I think this spell is low-key very good.
Yeah, basically every digital card game has the discover mechanic at this point.
However, as long as we are talking about copying ideas from other card games, that's an interesting Beach Party set of skins that Hearthstone has up for sale right now. Can't imagine where they got the idea and motivation to add so many more skins to their game in the past year - and the most recent set is specifically a water-party theme to boot!
Or like them releasing Bone Skewer, literally Pyke's champion spell, before Pyke.
Well, given that this set is supposedly going to be more cohesive than the last few set releases, I hope they are smart enough to put the supporting cards in the same set as the champion this time.
Or you can play a single Chump Whump or Poro Cannon.
This guy needs the new Senna tribal tag. (See Reddit for the joke reference.)
He's literally Senna, with a different region and a different art.
A Hexcore Foundry on the board already activates this card to deal 3 to a unit. If you're in puffcaps, you'll want ways to remove units, since your wincon is puffcaps to the face, and that takes some time to accomplish.
I'd say this card is significantly better than people are giving it credit for.
This card does several things that are very interesting.
1. It gives you information that is normally hidden from view. You literally get to see 3 cards that are still in the opponent's deck.
2. It puts three puffcaps on the same card, not randomly attached to random cards. It's highly specific. This removes some degree of the randomness that has literally always been a part of Teemo decks up until now.
3. It lets you target a card that your opponent might need to fish for. Are you facing Anivia control and they haven't tutored out Anivia yet? Well, maybe you can guarantee 3 damage to their face when they do cast that Entreat. Are you facing Lee Sin? Make sure to put it on a spell, so they take 3 damage when they fire off a "Draw 2 spells" card.
4. If you are paying enough attention before you play this card and after you play this card, you will know how many copies of your chosen card are in the opponent's deck by seeing how much their puffcap count increased. Again, this is information that would normally be hidden from you. And if you can keep track of which cards they have already played, this will tell you if they have a copy of that card in their hand right now, beyond any doubt.
Overall, this card will be quite potent in the hands of a skilled player.
This is so true. I think I probably need to be the one playing the deck, rather than the one getting tilted by it, almost entirely because of Aloof Travelers.
Easy! Some random champion got alienated from their home region and showed up in Bandle City!
They could even make them Dual-region, just to account for that weirdness, but still have it count as a Bandle City champion.
So, we make a Bandle City deck with The Bandle Tree. Then we include Teemo, Fizz, and Lulu in the deck. This gets us up to 4 regions already, so we only need 6 procs from the Tree in order to win the game, because we already know that we'll definitely draw one copy each of the three champions, and have the Tree to drop exactly on turn 5.
Easy Masters.
There is no Singleton Gauntlet anymore. They completely eliminated it at least three months ago. It's been entirely replaced by the Best-of-three format that is basically the same as the tournament format, and it serves as a secondary way to qualify for the tournaments that happen every 2 months.
As for memes, off the top of my head I would say: Legion Marauders (with Ashe and LeBlanc) is one option. Mono-LeBlanc Yetis is another option.
For RNG (if you're a fan of control) you could do a Howling Abyss deck with basically all board wipes and removals, plus The Howling Abyss. Then have fun outvaluing every other deck in the game with level 2 champions for days.
I'd love to know how you manage(d) to do this with any consistency, and without dying to his attacks. So far, I've had zero opportunities to let him fill his board without being in danger of dying due to his attack, and then somehow damaging him below 20 without killing off any units.
I haven't lost yet with MF against GP, but I've rarely spent so much time planning my moves carefully against an AI before. In my most recent battle, I was going for the S-badge for Skill, meaning no deaths and no healing nodes. I picked up a few healing potions on spells, and those kept me healthy throughout the run.
I wound up beating GP by planning ahead to the next turn when I was going to spawn in the Dreadway. I had a Hextech Transmogulator, which reduced cost when spells are cast. It was down to costing 1. I also had a Siphoning Strike in hand, as well as a 7/3 spellshield Akshan on the board. So, I purposely dropped him below 20 health, knowing it would spawn Dreadway and draw GP. There's no way he keeps GP in hand, so we know he will play GP. I Siphoning Strike GP, he responded with a Make It Rain that was killing off both of my 1/1 units, so I had to respond to that by doing the Transmogulator earlier than planned. But in any case, I killed GP and transformed Dreadway to a 1/1. Then I killed him on my open attack on the next turn, since all of my units had overwhelm. Incidentally, Crush is one of the best passives in this game mode, even if you don't get Evolution.
But even with all that, he still had me down to 20 health at the end. When this kind of dramatic dominance and planning are required just to have a chance at winning, you know that a fight is hard.