Seems like you probably need Doombeasts to have any real chance of leveling Nocturne. Right now, you have 3x Onlookers and Nocturne, which means he will never level up. So, he basically becomes a fancy Frenzied Skitterer without his level up, meaning you should probably just have the Skitterer instead since it's cheaper.
I've been playing Swim's Mistwraiths list, and it's definitely good. However, I'm super not-sold on the Omen Hawk. Yes, sometimes it buffs Kalisa or Elise, but sometimes it buffs Cursed Keeper. And man is it a feel-bad moment when Cursed Keeper gets the buff.
Also, though I cannot confirm this, it seemed like Omen Hawk did not work with Stalking Shadows. I played a Stalking Shadows expecting to see a buffed option, but the cards offered did not show the buffs. I don't know if this is a bug or intended, but it seemed like you're guessing which cards were buffed and which weren't. And if you don't pick a buffed one, you just wasted both buffs.
I mean. I'm not the game designer. And I have nothing against control decks. I like playing them.
But has anyone considered that giving control blockers that replace themselves could be problematic? I would have expected a few of them either would have 0 power, or couldn't block. But getting chumps that can potentially kill on block, and also replace themselves with a good spell is a bit much.
When I looked at the Targon cards. All I saw was a boost to control. I did see the synergy with Noxus, but those decks will be easier to deal with than the control ones. The 4/5 is a pretty good roadblock for something that gives you a card.
And if I ever See a Taric next to a karma. I'll probably just concede.
Well, it's as stupid as it looks. The whole expansion is a joke. Dilettante and amateurish design. A nonsense. ...Intended for numerous clueless casual mobile players.
I don't really disagree with the idea that the design of Call of the Mountain is amateurish (which, as it happens, means exactly the same thing as the adjective form of "dilettante"), but I do take issue with your characterizing it as "for clueless casual mobile players." Nothing about truly bad design supports any group of players - mobile, casual, or pro - and hating on casual players doesn't really help anyone. If you have one or more critiques of the design, please share them. But hating on a player group and calling the expansion "stupid" isn't a very productive way to engage in a discussion.
Do we really think we are in a position to decide in less than a week whether the design of Call of the Mountain was amateurish? Sure, the first 2-3 days were basically a blitz of almost all the same couple of decks. But now (like most other times in the game's history) I'm seeing a remarkable array of different viable decks and strategies. Cards that were laughed off as being unplayable are being played with brutal efficiency (Nocture and Diana, to name two).
I think the set is shaping up to be quite fun, diverse, and well-designed.
This particular ramp deck can actually handle even aggro, due to the absurdly strong healing, as well as midrange blockers. But they do need a bit of a "nut draw" to be able to both ramp into Sol AND handle aggro at the same time.
I've been playing the game for just 3 months. I missed the launch of Bilgewater. So, the question is: is it normal for the meta to be this completely saturated by a single deck right after an expansion? I'm seeing Trundle/Sol like 3 games out of 5, and some other Sol deck most of the rest of the time.
Fortunately, I'm very comfortable with aggro decks, and I think I can manage a positive winrate against the deck, but still - there is an absolutely massive percentage of the player base on one single deck right now, and I find that fairly un-fun overall.
Edit - I will add that I've never seen the meta this completely saturated by a single deck, even after balance changes.
Edit #2 - it may have been a bit of a flash in the pan. A day later, I'm seeing it a lot less.
I hear your difficulty, but the fact is that anyone who has been playing the game consistently over the last two months has a ton of wildcards and shards lying around unused. I play less than 10 games a day, and I have about 150 wildcards and over 40k shards, plus owning the vast majority of cards before this expansion, all with only a total of 3 casual months playing daily, but not aggressively.
If you haven't been playing much before this ... all I can say is that I have no idea why you would be expecting to get cards easily.
And let's be completely serious here - the free cards that Blizzard throws at you when an expansion releases do almost literally nothing to help you build a deck, unless you are absurdly lucky.
The Great Beyond has +2 power over The Immortal Fire, only costs 1 more, and has spellshield. Given that both are elusive, they are almost certainly not dying to battle damage. That means they will die to spells. Given this fact, Spellshield is identical to being reborn when killed - in both cases, it requires 2 spells to get the job done.
Verdict - The Great Beyond is better than The Immortal Fire.
Edit - If we account for Obliterate, The Great Beyond gets yet another point in its favor - The Immortal Fire will not reincarnate if Obliterated, but Spellshield will block Obliterate.
I've been playing Mistwraiths for the last week or so. It's not a high winrate or anything, but I think it's incorrect to go so all-in on the Mistwraiths. I can definitely say that Iceborn Legacy is almost never usable. I should probably just ditch my one copy. It has never won me a game that I would not have already won.
Anyways, here's the deck:
Mistwraiths SI
A Runeterra Deck created by
sto650. Last updated 4 years, 3 months ago
Vengeance is there because you need a way to kill a TWE, among other things. Ruination is there because you need a way to deal with Ashe/Sej and/or Deep.
You can fish for them specifically, though. One of the cards that Invokes says it gives options from 4,5,6 cost. Given that restriction, and 3 chances, you're looking at good odds of grabbing that Obliterate card if you try for it specifically.
Wow, that 6-cost slow spell ... Vengeance is having a heart attack. Though I guess there really is a massive difference between slow and fast spells, but still ... Obliterate instead of kill. Wow.
For the Mods - you should redo the wording of this post. The way you wrote it "24 card reveals every hour for the next 24 hours," literally means that there are 24x24=576 reveals coming. It should say "24 card reveals are coming, one every hour for the next 24 hours."
I know it's a picky thing, but it definitely confused me.
People have an uncanny tendency to fail at predicting how good/bad certain cards will be. The only exceptions are cards that are absurdly overpowered and get nerfed within 2 weeks of release, or so blatantly underpowered that they are never used in a deck and maybe get buffed at some point later.
It's already a thing right now. I've played it a fair bit; did a 7 win standard gauntlet with it. This burst speed card will make it even better than it already is.
Nocturne is going to need more Nightfall units before he's viable. Right now there are exactly 4 nightfall units in the game, giving a maximum of 12 of them in your deck. This includes Nocturne himself. And I'm not convinced that all three of the followers are even playable, so the actual number of Nightfall allies in deck will likely be smaller than 12, unless they have more Nightfall units that have not been revealed.
Side note: I really wish these game companies would stop using keywords that already exist in other games, but give them different meanings. Eternal has had a Nightfall mechanic in it for years, and it is nothing like this. Similarly, Eternal recently added a mechanic called Plunder to their game (after LoR already had Plunder) and it is not even remotely similar to LoR's Plunder. Sigh. There are a LOT of words in the English language. Can they not pick different ones?
Honestly, if I have any complaint at all about LoR, it's quite the opposite of the OP. I would say the game is TOO balanced. What do I mean by that?
Basically this - when I play a session of, say, 5 games (I'm a casual player), I often don't see the same deck twice. The variance among the decks I come up against is absolutely massive. The result of this is that I don't really learn how to play against specific decks very well. Sometimes, I don't even have the slightest clue what my opponent's deck is even trying to do.
The variety in the meta is insanely huge. There must be upwards of 20-30 decks that are competitively viable, if not more. While it makes it quite hard for me to get a read on the "meta" and optimize my plays, this can only be interpreted as a good thing.
I like the idea of a support deck with the new expansion, and I'm quite sure that there will be a competitive build of one.
This particular build has at least two issues, however. 1) Pix! is a card that is absolutely terrible without Lulu, so that probably makes it more-or-less unplayable, because having Lulu will be inconsistent. 2) You absolutely cannot play Allegiance (Kinkou Wayfinder) when you have 12 off-region cards; if you're playing Allegiance, the most cards you can have in your off-region is 6, and even that is pushing it.
I think they have succeeded in making "Support" a thing now. There will definitely be competitive decks that use Support as a primary mechanic. Young Witch is especially interesting, since she will usually be able to attack without immediately risking combat death. This has always been one of the most limiting factors with regard to Support - the ally that does the supporting is very vulnerable to just dying without killing his/her blocker.
Seems like you probably need Doombeasts to have any real chance of leveling Nocturne. Right now, you have 3x Onlookers and Nocturne, which means he will never level up. So, he basically becomes a fancy Frenzied Skitterer without his level up, meaning you should probably just have the Skitterer instead since it's cheaper.
I've been playing Swim's Mistwraiths list, and it's definitely good. However, I'm super not-sold on the Omen Hawk. Yes, sometimes it buffs Kalisa or Elise, but sometimes it buffs Cursed Keeper. And man is it a feel-bad moment when Cursed Keeper gets the buff.
Also, though I cannot confirm this, it seemed like Omen Hawk did not work with Stalking Shadows. I played a Stalking Shadows expecting to see a buffed option, but the cards offered did not show the buffs. I don't know if this is a bug or intended, but it seemed like you're guessing which cards were buffed and which weren't. And if you don't pick a buffed one, you just wasted both buffs.
Do we really think we are in a position to decide in less than a week whether the design of Call of the Mountain was amateurish? Sure, the first 2-3 days were basically a blitz of almost all the same couple of decks. But now (like most other times in the game's history) I'm seeing a remarkable array of different viable decks and strategies. Cards that were laughed off as being unplayable are being played with brutal efficiency (Nocture and Diana, to name two).
I think the set is shaping up to be quite fun, diverse, and well-designed.
This particular ramp deck can actually handle even aggro, due to the absurdly strong healing, as well as midrange blockers. But they do need a bit of a "nut draw" to be able to both ramp into Sol AND handle aggro at the same time.
I've been playing the game for just 3 months. I missed the launch of Bilgewater. So, the question is: is it normal for the meta to be this completely saturated by a single deck right after an expansion? I'm seeing Trundle/Sol like 3 games out of 5, and some other Sol deck most of the rest of the time.
Fortunately, I'm very comfortable with aggro decks, and I think I can manage a positive winrate against the deck, but still - there is an absolutely massive percentage of the player base on one single deck right now, and I find that fairly un-fun overall.
Edit - I will add that I've never seen the meta this completely saturated by a single deck, even after balance changes.
Edit #2 - it may have been a bit of a flash in the pan. A day later, I'm seeing it a lot less.
I hear your difficulty, but the fact is that anyone who has been playing the game consistently over the last two months has a ton of wildcards and shards lying around unused. I play less than 10 games a day, and I have about 150 wildcards and over 40k shards, plus owning the vast majority of cards before this expansion, all with only a total of 3 casual months playing daily, but not aggressively.
If you haven't been playing much before this ... all I can say is that I have no idea why you would be expecting to get cards easily.
And let's be completely serious here - the free cards that Blizzard throws at you when an expansion releases do almost literally nothing to help you build a deck, unless you are absurdly lucky.
The Great Beyond has +2 power over The Immortal Fire, only costs 1 more, and has spellshield. Given that both are elusive, they are almost certainly not dying to battle damage. That means they will die to spells. Given this fact, Spellshield is identical to being reborn when killed - in both cases, it requires 2 spells to get the job done.
Verdict - The Great Beyond is better than The Immortal Fire.
Edit - If we account for Obliterate, The Great Beyond gets yet another point in its favor - The Immortal Fire will not reincarnate if Obliterated, but Spellshield will block Obliterate.
I've been playing Mistwraiths for the last week or so. It's not a high winrate or anything, but I think it's incorrect to go so all-in on the Mistwraiths. I can definitely say that Iceborn Legacy is almost never usable. I should probably just ditch my one copy. It has never won me a game that I would not have already won.
Anyways, here's the deck:
Vengeance is there because you need a way to kill a TWE, among other things. Ruination is there because you need a way to deal with Ashe/Sej and/or Deep.
You can fish for them specifically, though. One of the cards that Invokes says it gives options from 4,5,6 cost. Given that restriction, and 3 chances, you're looking at good odds of grabbing that Obliterate card if you try for it specifically.
Wow, that 6-cost slow spell ... Vengeance is having a heart attack. Though I guess there really is a massive difference between slow and fast spells, but still ... Obliterate instead of kill. Wow.
Yep! *thumbs up*
For the Mods - you should redo the wording of this post. The way you wrote it "24 card reveals every hour for the next 24 hours," literally means that there are 24x24=576 reveals coming. It should say "24 card reveals are coming, one every hour for the next 24 hours."
I know it's a picky thing, but it definitely confused me.
People have an uncanny tendency to fail at predicting how good/bad certain cards will be. The only exceptions are cards that are absurdly overpowered and get nerfed within 2 weeks of release, or so blatantly underpowered that they are never used in a deck and maybe get buffed at some point later.
Why would you create a deck (that's never been used before) for the sole purpose of complaining about how annoying you imagine it would be?
It's already a thing right now. I've played it a fair bit; did a 7 win standard gauntlet with it. This burst speed card will make it even better than it already is.
Nocturne is going to need more Nightfall units before he's viable. Right now there are exactly 4 nightfall units in the game, giving a maximum of 12 of them in your deck. This includes Nocturne himself. And I'm not convinced that all three of the followers are even playable, so the actual number of Nightfall allies in deck will likely be smaller than 12, unless they have more Nightfall units that have not been revealed.
Side note: I really wish these game companies would stop using keywords that already exist in other games, but give them different meanings. Eternal has had a Nightfall mechanic in it for years, and it is nothing like this. Similarly, Eternal recently added a mechanic called Plunder to their game (after LoR already had Plunder) and it is not even remotely similar to LoR's Plunder. Sigh. There are a LOT of words in the English language. Can they not pick different ones?
Honestly, if I have any complaint at all about LoR, it's quite the opposite of the OP. I would say the game is TOO balanced. What do I mean by that?
Basically this - when I play a session of, say, 5 games (I'm a casual player), I often don't see the same deck twice. The variance among the decks I come up against is absolutely massive. The result of this is that I don't really learn how to play against specific decks very well. Sometimes, I don't even have the slightest clue what my opponent's deck is even trying to do.
The variety in the meta is insanely huge. There must be upwards of 20-30 decks that are competitively viable, if not more. While it makes it quite hard for me to get a read on the "meta" and optimize my plays, this can only be interpreted as a good thing.
I like the idea of a support deck with the new expansion, and I'm quite sure that there will be a competitive build of one.
This particular build has at least two issues, however. 1) Pix! is a card that is absolutely terrible without Lulu, so that probably makes it more-or-less unplayable, because having Lulu will be inconsistent. 2) You absolutely cannot play Allegiance (Kinkou Wayfinder) when you have 12 off-region cards; if you're playing Allegiance, the most cards you can have in your off-region is 6, and even that is pushing it.
I don't know the exact mechanics of the vault, but I am completely confident that you cannot save it until the expansion.
I think they have succeeded in making "Support" a thing now. There will definitely be competitive decks that use Support as a primary mechanic. Young Witch is especially interesting, since she will usually be able to attack without immediately risking combat death. This has always been one of the most limiting factors with regard to Support - the ally that does the supporting is very vulnerable to just dying without killing his/her blocker.