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TheTriferianGeneral

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Joined 02/10/2020 Achieve Points 555 Posts 878

TheTriferianGeneral's Comments

  • As the "Hero of the meek" is Poppy proably on the stronger side of champions.

    Her ability to "lead the charge" in aggro and midrange decks will certainly boost demacia and bandle decks quite a bit. 

    I also could see myself dropping 1-2 Sorakas from my Taric Soraka deck to increase the tempo of the deck.

  • That's... one way to screw the reforge mechanic. Other than this niche application I don't really see a point in playing this card because it doesn't grant you enough of an advantage to be good... but that's proably a good thing 

  • I am a little worried that Riot could overdo the handdisruption theme with Bandle City and cause a very unpleasant play experience this way.

    Like decreasing the attack of strike ability-units to 0 permanently or increase the cost by 2 is enough to make certain cards worthless. 

    It is however less toxic than the MTG interation where you can just say: I pay 2 mana I remove the best card from your hand - enjoy.

    Still the hand disruption theme usually can be quite unfun and I doubt it's that fun to use

  • The card isn't good but... combine it with Stress Testing and this is actually silly because you can play all the created cards. 

  • Yes the mode offers more and better decision making and is overall an improvement in comparison to the lab of legends however I don't think that gp is thaat hard to beat. 

    If you use all the options offered by the campain you will fight him with a godtier deck almost all of the times and with such you will stomp him. 

    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. 

    In reply to Saltwater Scourge
  • Quote From minuano28

    So they finally confirmed Bandle City. 

    I am very intrigued by the PVE focus expansion.

    As a LoL Rumble main I already smell scorched enemies :)

    Edit let me Theorycraft what Rumble will look like:

    Rumble is a 5 mana 3/4 with: Whenever I see you cast your second spell each turn I enter the dangerzone.

    Whenever I see you cast the 4th spell each turn Silence me and give me 3+0 and overwhelm this round.

    Attack: give me +0/+1 and deal 1 damage to all enemies if I am in the dangerzone give me +0/+2 and deal 2 damage to all enemies instead (this ability goes on the stack).

    Level up condition: Rumble or Abilities of Rumble have dealt a total of 10 damage (Needs to be seen but counts damage dealt while he is silenced) 

    Level 2 Rumble: Same Abilities as lvl 1 rumble but also: as long as he is in the dangerzone: spells cost 1 mana less to cast and deal 1 damage to all enemies and the enemy nexus.

    As his Champion spell he has Rumble's Electro Harpoon:

    2 mana focus speed:

    deal 1 damage to target enemy. The Next time the enemy takes damage from a spell or ability this turn he takes that much damage plus 1 and stun him. Create: " Round two" in hand. This is essentially the same spell without creating an additional copy of it in hand.

  • What's your thoughts about our boy Taric? He does really well for me in my Soraka Taric deck aiming at making all units permanently invincible.

    While it is not a safe haven anymore to have a/multiple unit(s) that is/are indestructable and has/have spellshield... we still talk of "quite" durable units and Soraka Taric gets there

  • I know that they changed that in a  patch about 5 months ago but I don't know of a rule saying that.

    In reply to Card Casting Limit
  • Am I the only one who eighter runs Sejuani Swain or Vi Riven, decks that both don't care about Viego because the only thing that matters to these decks is how much hard removal the opponent has (which Viego decks do not tend to have plenty of)

    To me Viego seems very doable as a matchup but sure: Viego is a very strong aggro counter while giving control a hard time aswell. 

    I don't think he has to be nerfed but that comes from someone who plays decks that only care about the opponent's answers, not their threats

  • Not gonna lie: this list looks pretty outdated and I doubt that just focussing all on burn will be enough for the current meta.

    A Sumpworks Map Swain combo is dangerous but not really outstanding imo and if I had to pick I would prefer Sejuani Swain  over it.

    In reply to Mono Swain
  • We are miles away from an archetype like monoblue tempo, which is a red flag for me till today for being one of the most obnoxious to play against archetypes.

    Monoblue was the result of a powercreep in counterspells during it's era, allowing the deck to completely shut down decks that don't play a 1-3 cmc curve or that are immune to counterspells (which not a single deck was during that time).

    Tempo decks in general aren't that disruptive. They play a mix between disruption, cheap but effective creatures and cheap carddraw. If they work they usually become one of the top decks without praying much on a specific archtype. They usually are unversally good decks that if you can pilot them correctly can beat every archetype which I prefer over strongly polarising archetypes like aggro, combo or control.

     

  • To stick to my point from the previous control talk:

    Why does control have to be strong why do we need the likes of tlc/FTR control in the meta?

    LoR has been a midrange oriented game when it was released, and majority of players liked it that way. There is nothing wrong with the nope players not getting what they want because then games tend to be not very engaging.

    If you want to know what I am talking of: just take a look at mtg's current Standard 2022 format being dominated by dimir/esper control.

    You litereally have to win until turn 4-5 against a deck with several counters, chumbblockers and killspells or you will lose the game.

    While LoR is miles away from this state I just want to remind why riot is careful with creating strong control cards because there is always a risk of a control meta where games tend to be many things but not fun or engaging.

  • It might be just me but to me it seems you never take the effort to finetune your lists. 

    The reason why I think so is that you always build lists with every card but 1 as a 3 of which makes me think you don't think too hard what cards might work better as a 1 or 2 of. 

    While it is sufficient to build this style of decks in unranked environment you should consider finetuning quantities and tech cards for the current meta to end up with a (slighly) more optimal list. 

    For example: Battle Fury certainly has an application in this list and I see it as a card you want in the lategame at least once in your hand but not a card you wouldn't mind having multiples of in your hand during midgame (what a 3 of represents) cut it down to 1-2 copies and you will certainly be better off 

    In reply to Overwhelm new meta
  • Quote From Nifty129

    Depends on your definition, feel the rush pulls out two other cards from your deck and is therefore a 3 card self contained combo. Lor is definately a strange game. Like harrowing is similar, it's one card that pulls out all the other cards you already played and is most definately a combo piece

     

    Feel The Rush is as much of a combo card as emergent ultimatum is a combo card in MTG and both aren't fitting the description of a combo card imo.

    Yes there might be synergy between the cards you fetch from the mega tutor effect but if you don't have to assemble any set of cards but instead play one tutor to fetch all the cards you need you play control with a combo'ish finisher, not combo.

     

  • Why exactly do you want an outdated game concept being reintroduced to a game that knowingly avoided it so far?

    I am sure Riot never wanted control to resemble control from mtg because control in mtg is one of the least innovative and one of the most tiresome archetypes of the game.

    LoR goes the better way since it provides strong lategame cards that swing the game on their own but doesn't allow control to deny aggression that well that if control draws nuts early you don't stand a chance to ever get agency as the opponent. 

    Do we actually need the likes 3 mana Deny 5 mana Vengeance and 7 mana The Ruination and therefore a faster clock for control for control decks to be viable? 

    Control decks never struggled to win lategame in LoR but to stablelize (aka shutting down the game early)so why do we need to buff the archetype's intended weakness? 

    Let control decks in LoR be what they are: an archetype featuring big splashy units that take over the game on their own that you only get to play if you stabilize the game eaely enough.

    You are right: Lux is the only real control card and imo she could use a rework to make her less boring of a champion. 

  • Quote From VaBeZ

    Then I'M sorry to sadden you, but we'll end the Ruination's corruption. ;)

    Blah blah darkness Blah blah light seriously guys who cares about luminance? 

    All that that matters is that noxus reigns supreme over these wannabe nations no matter if we unite with the bright  or dark side 

  • This card has certainly a spot in my Karma Viktor Glorious Evolution list. Since GE is the only slow speed spell and since every fast speed spell is removal/deny  the whale is an exzellent tutor for this deck. 

     

  • I don't really believe in 7 cost units that don't win the game and this seems strong but not really game winning strong

  • This should be very effective against aggro while being rather bad against the rest. I can see it seeing some play and doing wonders with kegs but the it is still a slow speed spell... I think one has to see how well it does in practice...