I've been out of the Hearthstone loop for a long time. I was just in a game of Tavern Brawl where my opponent kept randomly getting Spellburst units. I hovered them, and I clicked them, and generally did every permutation of this I could come up with, and nowhere was I rewarded with an explanation of what Spellburst actually does. I did figure it out when he played a spell and BAM the effect happened. But the game client never explained the keyword at all, despite my efforts to make it do so.
Runeterra has approximately 30 keywords that are non-trivial. I just looked up a list. And unlike Hearthstone, all you have to do is click on a card to get a full explanation of everything the card does, including seeing copies of cards it generates.
Hearthstone also has at least 30 non-trivial keywords (list here: https://hearthstone.gamepedia.com/Ability). And if we just go with raw number of keywords, including ones that are obvious from their name, Hearthstone has more than LoR. In addition, you cannot just click on a card in Hearthstone to find out what it does. A prime example of this is Elite Tauren Chieftains - "Give Both Players the Power to ROCK! (with a Power Chord card)." Wow, I'm so glad they included that parenthesis. That totally helps me know better what this card actually does.
If ETC were a Runeterra card, you'd be able to click on it, see explanations of everything it does, and also see copies of the Power Chord cards. Hearthstone gives zero explanation for what you're going to get.
I'll take LoR's way of handling things hands-down over Hearthstone's mysterious voodoo. Massively easier to understand overall than Hearthstone is. And if you're ever confused, all you have to do is click and read. If you're ever confused with Hearthstone, your only recourse is to go look it up on a fansite, because the game client offers no help whatsoever for explaining the card text. Literally zero.
Especially the increased cost on Pilfered Goods. I don't actually care at all about my deck losing two cards. What I care about is the absurd efficiency of drawing 2 cards for 2 mana. The card advantage that generates is insane, combined with the ability to fish out answers that aren't in his own deck. 3 mana draw 2 is a lot more reasonable.
It's more likely that the elusive turret will be replaced with a scout turret. They could move elusive to 5 cost .. but it would go from a 3/1 elusive to a 5/1 elusive ... not sure I like that at all. And 4 cost spells see tons of play, so Heimer would still get to generate tons of elusive turrets in that slot too, and they would be 4/1. I think if they keep the elusive turrets at all, it will still be too powerful. It's more likely that they just ditch the elusive option and replace it with scout.
Regardless of the deck you choose for this event, there is some luck involved. If aggro curves out and you don't have removal or early drops, you'll probably lose. That's just bad luck, especially if you don't have any removal OR early drops.
But it should be hard for aggro to curve out, due to the inconsistency of a singleton deck.
So, I have yet to have the opportunity to cast this spell or have it cast against me. From the wording, it's hard for me to tell exactly what will happen.
If fewer than 6 things have died on your side, does it only summon that number of things, or do some of them get summoned twice, to make 6 copies? (Example - only 3 of your allies have died, you cast Harrowing - do only those 3 come back, or do 2 copies of each come back to make a total of 6?)
Most likely, a bunch of the offending burst spells will be moved to fast. Probably the easiest and most fair way to do some of the nerfing. Not all of it, but some of it.
The difference between fast and burst is quite large and probably provides a sufficient nerf to some of the problem cards.
The biggest issue with Pilfer is card advantage and additional complexity of playing around your own cards without knowing what they are.
Pilfer is just far too efficient, getting 2 cards for 2 mana. THAT is the problem. This is a card game, and anytime you can significantly out-draw your opponent, you have automatic advantage in that game, regardless of what cards you draw.
I agree that the best solution would be to make the stolen cards visible to the opponent. That should be enough to level the playing field.
Lastly, anyone who is super tilted by yoink mechanics has just not played many other card games (such as MtG or Eternal). Those games have plenty of steal effects as well. You get used to it or you stop playing, but there is no point in raging about it. Personally, the only things that bother me about the yoink mechanics is that I don't know what they got, and that they gained significant card advantage over me. (Also, the fact that Yordle Grifter always succeeds on his Allegiance ability.)
Other people have answered your questions already, but I'll just add this little nugget for some general advice:
Legends of Runeterra is a LOT more complex than Hearthstone; therefore, the learning curve is steeper for understanding how everything works. When you see a surprising interaction or an unexpected result, you need to choose to try to understand what happened and why, rather than just getting angry.
Also, as already mentioned, you can click on any card that involves another card or effect to see a copy of the other card or effect (example: Riptide Rex and Cannon Barrage - if you click Riptide Rex, you can see a copy of Cannon Barrage behind him). By the way, Riptide Rex requires you to hit the enemy nexus first (Plunder) in order for his effect to happen at all.
For the sake of the community, I wanted to post this deck here. I was given this deck by a friend in the game, and I started using it in Silver rank. It was so effective (at least for me) that I kept using it all the way to Platinum. I've been playing LoR for less than 4 weeks total, maybe 5 ranked games per day, and I'm already Platinum. I did not track my winrate, but it was very high (as you can tell from that information, it has to be, mathematically).
Edit: It stopped having a positive winrate in Platinum. Win some, lose some. So I don't recommend this deck past platinum. But it was great up until then.
Burn aggro is not even that good. I win against it at least 50/50, regardless of the deck I'm playing.
The trick is that you use every possible opportunity to remove their ability to deal damage. Throw anything and everything under the bus to prevent nexus damage. They run out of gas really fast, and then their deck just doesn't do anything anymore.
Having any kind of healing in your deck also helps.
Side note: Burn Aggro already got nerfed, like less than 2 weeks ago.
I am brand new to the game, less than 2 weeks played, but I did some looking around and decided on Sea Monsters as my first real deck. It took some serious learning and experimentation with the list before I got it to a point that I feel comfortable with. Since I'm so new and my collection is lacking, I incorporated the must-haves and other things that I happened to already have, along with copious amounts of removal, and wound up with a bit of a frankenstein monster of a deck. But it has been working, so I thought I would share and see if anyone else around here is playing this deck and if they have any pointers.
I've been out of the Hearthstone loop for a long time. I was just in a game of Tavern Brawl where my opponent kept randomly getting Spellburst units. I hovered them, and I clicked them, and generally did every permutation of this I could come up with, and nowhere was I rewarded with an explanation of what Spellburst actually does. I did figure it out when he played a spell and BAM the effect happened. But the game client never explained the keyword at all, despite my efforts to make it do so.
Runeterra has approximately 30 keywords that are non-trivial. I just looked up a list. And unlike Hearthstone, all you have to do is click on a card to get a full explanation of everything the card does, including seeing copies of cards it generates.
Hearthstone also has at least 30 non-trivial keywords (list here: https://hearthstone.gamepedia.com/Ability). And if we just go with raw number of keywords, including ones that are obvious from their name, Hearthstone has more than LoR. In addition, you cannot just click on a card in Hearthstone to find out what it does. A prime example of this is Elite Tauren Chieftains - "Give Both Players the Power to ROCK! (with a Power Chord card)." Wow, I'm so glad they included that parenthesis. That totally helps me know better what this card actually does.
If ETC were a Runeterra card, you'd be able to click on it, see explanations of everything it does, and also see copies of the Power Chord cards. Hearthstone gives zero explanation for what you're going to get.
I'll take LoR's way of handling things hands-down over Hearthstone's mysterious voodoo. Massively easier to understand overall than Hearthstone is. And if you're ever confused, all you have to do is click and read. If you're ever confused with Hearthstone, your only recourse is to go look it up on a fansite, because the game client offers no help whatsoever for explaining the card text. Literally zero.
Which do you care about more? Shorter games or having more fun playing them?
Incidentally, the shortest reasonable LoR game is longer than the shortest reasonable HS game, yes.
But the longest possible LoR game is a LOT shorter than control warrior mirror matches.
And LoR is just a better and more fun game than HS.
I dunno, I think Legends of Runeterra's VFXs are quite a lot better than Hearthstone, particularly when Champions level up.
Especially the increased cost on Pilfered Goods. I don't actually care at all about my deck losing two cards. What I care about is the absurd efficiency of drawing 2 cards for 2 mana. The card advantage that generates is insane, combined with the ability to fish out answers that aren't in his own deck. 3 mana draw 2 is a lot more reasonable.
It's more likely that the elusive turret will be replaced with a scout turret. They could move elusive to 5 cost .. but it would go from a 3/1 elusive to a 5/1 elusive ... not sure I like that at all. And 4 cost spells see tons of play, so Heimer would still get to generate tons of elusive turrets in that slot too, and they would be 4/1. I think if they keep the elusive turrets at all, it will still be too powerful. It's more likely that they just ditch the elusive option and replace it with scout.
Regardless of the deck you choose for this event, there is some luck involved. If aggro curves out and you don't have removal or early drops, you'll probably lose. That's just bad luck, especially if you don't have any removal OR early drops.
But it should be hard for aggro to curve out, due to the inconsistency of a singleton deck.
This has been working quite well for me. There's a guide on the deck page.
Thanks for the answer!
So, I have yet to have the opportunity to cast this spell or have it cast against me. From the wording, it's hard for me to tell exactly what will happen.
If fewer than 6 things have died on your side, does it only summon that number of things, or do some of them get summoned twice, to make 6 copies? (Example - only 3 of your allies have died, you cast Harrowing - do only those 3 come back, or do 2 copies of each come back to make a total of 6?)
I had a lot of success with this deck.
I included a bit of a guide to how to use it, if you click through.
Most likely, a bunch of the offending burst spells will be moved to fast. Probably the easiest and most fair way to do some of the nerfing. Not all of it, but some of it.
The difference between fast and burst is quite large and probably provides a sufficient nerf to some of the problem cards.
That's some interesting math there. 9/40 equals one-third, somehow. And then, in the next sentence, one-third becomes guaranteed 100% multiples. Nice.
The biggest issue with Pilfer is card advantage and additional complexity of playing around your own cards without knowing what they are.
Pilfer is just far too efficient, getting 2 cards for 2 mana. THAT is the problem. This is a card game, and anytime you can significantly out-draw your opponent, you have automatic advantage in that game, regardless of what cards you draw.
I agree that the best solution would be to make the stolen cards visible to the opponent. That should be enough to level the playing field.
Lastly, anyone who is super tilted by yoink mechanics has just not played many other card games (such as MtG or Eternal). Those games have plenty of steal effects as well. You get used to it or you stop playing, but there is no point in raging about it. Personally, the only things that bother me about the yoink mechanics is that I don't know what they got, and that they gained significant card advantage over me. (Also, the fact that Yordle Grifter always succeeds on his Allegiance ability.)
Other people have answered your questions already, but I'll just add this little nugget for some general advice:
Legends of Runeterra is a LOT more complex than Hearthstone; therefore, the learning curve is steeper for understanding how everything works. When you see a surprising interaction or an unexpected result, you need to choose to try to understand what happened and why, rather than just getting angry.
Also, as already mentioned, you can click on any card that involves another card or effect to see a copy of the other card or effect (example: Riptide Rex and Cannon Barrage - if you click Riptide Rex, you can see a copy of Cannon Barrage behind him). By the way, Riptide Rex requires you to hit the enemy nexus first (Plunder) in order for his effect to happen at all.
The Endure "Spiders" deck is a lot less about the spiders and a lot more about the Endure. Anything that dies fills the role of the spiders.
Hey all,
For the sake of the community, I wanted to post this deck here. I was given this deck by a friend in the game, and I started using it in Silver rank. It was so effective (at least for me) that I kept using it all the way to Platinum. I've been playing LoR for less than 4 weeks total, maybe 5 ranked games per day, and I'm already Platinum. I did not track my winrate, but it was very high (as you can tell from that information, it has to be, mathematically).
Here's the deck, with a small guide:
Hope it helps you all win some games too!
Edit: It stopped having a positive winrate in Platinum. Win some, lose some. So I don't recommend this deck past platinum. But it was great up until then.
Thanks for the comments! I did get a third nautilus since this post, and cleaned up some other aspects as well.
Burn aggro is not even that good. I win against it at least 50/50, regardless of the deck I'm playing.
The trick is that you use every possible opportunity to remove their ability to deal damage. Throw anything and everything under the bus to prevent nexus damage. They run out of gas really fast, and then their deck just doesn't do anything anymore.
Having any kind of healing in your deck also helps.
Side note: Burn Aggro already got nerfed, like less than 2 weeks ago.
I am brand new to the game, less than 2 weeks played, but I did some looking around and decided on Sea Monsters as my first real deck. It took some serious learning and experimentation with the list before I got it to a point that I feel comfortable with. Since I'm so new and my collection is lacking, I incorporated the must-haves and other things that I happened to already have, along with copious amounts of removal, and wound up with a bit of a frankenstein monster of a deck. But it has been working, so I thought I would share and see if anyone else around here is playing this deck and if they have any pointers.