Teemo Sejuani is still and will remain just a bad Version of Sejuani burn decks you do nothing but handycap yourself with playing the inconsistant variant that freezes at the wrong time.
With Sejuani you want to freeze with a fast speed spell mid combat so your opponent can't develop his board/buff his units effectively-period also you have the new 2 mana augment bot that will do that trick without a chance to miss (which therefore is better for this purpose aswell although his spell being slow speed)
This card is just broken... and I guess it will get nerfed in no time. I mean a 1/3 which creates a card every turn that is used for plunder, discard, spell and augment synergy while being an augment card itself for 2? I might be wrong but to me this card is an easy autoinclude in most p & z decks and makes p & z in general very attractive for other regions.
The augment archetype seems very strong. The speed at which you can grow your units if you have a proper build will be very fast and kinda reminds me of izzet-spellslinger from MTG, a deck which is VERY explosive and infamous for stealing games very early. These decks can be stopped with removal but if you don't get removal early enough...
Well lets see the other cards first but i can see how this archetype will become tier 1 in no time
I don't think this landmark will be any better to be honest. If you play against aggro this landmark will screw you hard and if you play against combo you don't get an advantage. The only archetype that this card is decent against is slow control and even there... the fact that it doesn't generate an advantage makes it just not good.
In magic we have the same effect on a 2 mana 2/2 unit with evasion and this sees about 0 play.
I know i am very fast at calling cards bad but this card is one of them
A leveled up champion is supposed to be a wincondition in the majority of cases in LoR. If you say a leveled up 5 mana champion is not suppsed to win games while for example Ezreal exists at 3 mana, Ashe at 4 mana or even Swain who is right as "difficult" to level if not easier who is 5 mana aswell, i wonder how riot's statement is wrong.
What is the issue with the right to left approach with Vladimir? Is it so much better with a left to right approach?
Shyvana on the other hand is just a statpile champion I don't mind if she is bad or if the dragon archetype is bad.
Taric is actually very hard to kill in the deck he is in. We have so many health buffs available to him that he hardly every dies to anything but a hard kill spell such like venganceBADCARDNAME. He doesn't even need any buffs himself right now he just needs a better deck around him to work.
Champions CAN be niche and strong at the same time that is NOT contradictive. Otherwise Fiora and Shen were bad champions right?
Darius isn't really used right now since he is "too expansive" in aggro and not desired that much outside of it. He is certainly a good champion but he doesn't really has a home right now.
Teemo and Fizz decks are both annoying but not good archetypes which is good. You don't want neighter of those being tier 1. Riot's statement is right: 1 mana champions need to rather weak to be balanced because a tier 1 one mana champion dictates the meta way more servere than a tier 1 5 mana champion because the range of answers for a 5 mana champion is way more wide and the amount of drawn cards until the champions hits the battlefield asks for less counter cards in your decks because you have access to more cards to answer them.
Minah Swiftfoot sees exactly as much play as she did before in constructed ... about 0 so I (literally) don't see the problem with her buff...
Zephyr Sage combo is a lame archetype indeed and i agree we don't neeed it to exist although one has to admit that it is a rather slow deck that can be beaten by aggro reliably.
And lastly about the Ravenous Flock: Yes it is strong, yes it fits perfectly into swain deck and it will continue doing so with 3 damage. It is slighly overtuned, yet it has to compete with execute spells on 3 mana and would be pretty meh at 2 mana therefore. If anything makes the Swain archetype it is The Leviathan so you migh prefer nerfing this card over flock.
While LoR deserves to be nominated and is a good game i think there is no way that it will win against it's compeditiors... i mean I can't imagine that among us gets beaten after the huge hype around it
Your "bug" was proably that you had 8 or more cards in hand and you didn't get the t-hex because your hand was full after drawing 3... wasn't it like that? ;)
I think you really should include 3× Funsmith in that list since both of your champions deal spell/ability damage and funsmith is just such a good card in this archetype now.
Also I don't think that the Single Combat and Judgment are good here: since you got very few units in this deck
I argue that dragons have to be weak to combat tricks to be a fair deck.
If you buff dragons so much that combat tricks do not really harm them anymore they become lowkey op as one of the most basic and boring to play/play against archetypes.
Dragons may suck in higher levels of play because they are meant to be a beginner archetype that makes new players find their success in the game.
Its okay for dragons to exist and be viable in iron - gold.
But I mean who wants an statstick/statcheck tribal to be top tier and how do you counter it if it gets there? I mean good luck to pull of combos if they go fight every unit you need for the combo right away or wipe you with the skies decend
Even if you destroy starspringBADCARDNAME with Scorched Earth you will technically get behind because you invested 3 mana to remove a 2 mana card that also healed already some of the opponent's units.
In general i believe that archetypes should be as unpolarising as possible so that a large set of archetypes can beat it/beaten by it and that as few hardcounter matchups as possible exist.
Therefore there shouldn't be archetypes like Sorakakench that have specific hard counters but who rule against the rest because you can pretty much be only on one of the sides who eighter hard loose or hard win.
You are right, there is a seraphine questline it just doesn't start before you hit the 180 hearth line for Give It All what is a little unintuitive imo.
The Give It All deck is clearly the strongest deck from all the decks offered. You can quite easyly build up a full board up until turn 4 play crowd favouriteBADCARDNAME and give it all for the victory on turn 5... its truely rediculous how much better the deck is. The only deck that is good against it is convinca control and this deck is very mediocre against the rest of the field... anyways i take the free event tokens and once i have Give It All myself i proably go for master with discard aggro
Since landmarks settled now and aren't that widely used you also can go down to 1-2 copies of Divergent Paths.
Also I am not that convinced of Star Shepherd anymore aswell. It is a 1 mana units that will grow fast to 6/3 and that are insane stas for the cost right? I mean having a 6/3 for 1 mana is nice but... it still has no evasion, and will eighter get chumbed by a 1/1 or blocked by a simple Legion Grenadier making you even loose the trade in this specific situation.
There are plenty of changes that you can do about the deck right now but its:
-Hard to say which version is the most optimal
-impossible to present the right version of the deck in this deck guide because it largely depends on the meta we are in
I will update the list to be better against aggro tomorrow.
By the way it would be great if out of cards would offer the option to add multiple lists of the same deck in a guide that are adapted to certain metas.
Scorched earth is in the majority of noxus decks a solid 2 of. However it is not one of these cards that you want as a 3 of because damaging a unit comes at a cost too and not every deck plays landmarks. There isn't much to say about it imo and its not worth an own post
Just think about it: you have to draw and play 4 cards for 1 cycle, this way you add additional copies to your deck so that you have a great chance to topdeck a 1 mana drain 1 spell in lategame (where the low cost is meaningless and the spellside too weak).
In the end you usually get to play 1 pack your bags in exchange for 5 drawn cards what is aweful if you think about it...
unless your deck gets to draw 10 additional cards per game we won't talk about this card working out and such a deck is not a thing right now...
I got my hand on this card right at the start of the KDA event and I gotta say: I never thought that i would play Teemo in a serious ranked deck but now i do and i think my opponents do not like to face 20 elusive damage on turn 6-8
Teemo Sejuani is still and will remain just a bad Version of Sejuani burn decks you do nothing but handycap yourself with playing the inconsistant variant that freezes at the wrong time.
With Sejuani you want to freeze with a fast speed spell mid combat so your opponent can't develop his board/buff his units effectively-period also you have the new 2 mana augment bot that will do that trick without a chance to miss (which therefore is better for this purpose aswell although his spell being slow speed)
This card is just broken... and I guess it will get nerfed in no time. I mean a 1/3 which creates a card every turn that is used for plunder, discard, spell and augment synergy while being an augment card itself for 2? I might be wrong but to me this card is an easy autoinclude in most p & z decks and makes p & z in general very attractive for other regions.
The augment archetype seems very strong. The speed at which you can grow your units if you have a proper build will be very fast and kinda reminds me of izzet-spellslinger from MTG, a deck which is VERY explosive and infamous for stealing games very early. These decks can be stopped with removal but if you don't get removal early enough...
Well lets see the other cards first but i can see how this archetype will become tier 1 in no time
I don't think this landmark will be any better to be honest. If you play against aggro this landmark will screw you hard and if you play against combo you don't get an advantage. The only archetype that this card is decent against is slow control and even there... the fact that it doesn't generate an advantage makes it just not good.
In magic we have the same effect on a 2 mana 2/2 unit with evasion and this sees about 0 play.
I know i am very fast at calling cards bad but this card is one of them
A leveled up champion is supposed to be a wincondition in the majority of cases in LoR. If you say a leveled up 5 mana champion is not suppsed to win games while for example Ezreal exists at 3 mana, Ashe at 4 mana or even Swain who is right as "difficult" to level if not easier who is 5 mana aswell, i wonder how riot's statement is wrong.
What is the issue with the right to left approach with Vladimir? Is it so much better with a left to right approach?
Shyvana on the other hand is just a statpile champion I don't mind if she is bad or if the dragon archetype is bad.
Taric is actually very hard to kill in the deck he is in. We have so many health buffs available to him that he hardly every dies to anything but a hard kill spell such like venganceBADCARDNAME. He doesn't even need any buffs himself right now he just needs a better deck around him to work.
Champions CAN be niche and strong at the same time that is NOT contradictive. Otherwise Fiora and Shen were bad champions right?
Darius isn't really used right now since he is "too expansive" in aggro and not desired that much outside of it. He is certainly a good champion but he doesn't really has a home right now.
Teemo and Fizz decks are both annoying but not good archetypes which is good. You don't want neighter of those being tier 1. Riot's statement is right: 1 mana champions need to rather weak to be balanced because a tier 1 one mana champion dictates the meta way more servere than a tier 1 5 mana champion because the range of answers for a 5 mana champion is way more wide and the amount of drawn cards until the champions hits the battlefield asks for less counter cards in your decks because you have access to more cards to answer them.
Minah Swiftfoot sees exactly as much play as she did before in constructed ... about 0 so I (literally) don't see the problem with her buff...
Zephyr Sage combo is a lame archetype indeed and i agree we don't neeed it to exist although one has to admit that it is a rather slow deck that can be beaten by aggro reliably.
And lastly about the Ravenous Flock: Yes it is strong, yes it fits perfectly into swain deck and it will continue doing so with 3 damage. It is slighly overtuned, yet it has to compete with execute spells on 3 mana and would be pretty meh at 2 mana therefore. If anything makes the Swain archetype it is The Leviathan so you migh prefer nerfing this card over flock.
While LoR deserves to be nominated and is a good game i think there is no way that it will win against it's compeditiors... i mean I can't imagine that among us gets beaten after the huge hype around it
Your "bug" was proably that you had 8 or more cards in hand and you didn't get the t-hex because your hand was full after drawing 3... wasn't it like that? ;)
It would be nice if you could explain your idea of fun.
It is hard to agree with this sort of comments if you don't explain what your idea of fun is.
I'd suggest to add to the deck's title "(Lab version)" or something like that
Okay that makes sense then. Hower it would be good if you would label the deck as a lab deck to make it clear right away what it is meant for
I think you really should include 3× Funsmith in that list since both of your champions deal spell/ability damage and funsmith is just such a good card in this archetype now.
Also I don't think that the Single Combat and Judgment are good here: since you got very few units in this deck
I argue that dragons have to be weak to combat tricks to be a fair deck.
If you buff dragons so much that combat tricks do not really harm them anymore they become lowkey op as one of the most basic and boring to play/play against archetypes.
Dragons may suck in higher levels of play because they are meant to be a beginner archetype that makes new players find their success in the game.
Its okay for dragons to exist and be viable in iron - gold.
But I mean who wants an statstick/statcheck tribal to be top tier and how do you counter it if it gets there? I mean good luck to pull of combos if they go fight every unit you need for the combo right away or wipe you with the skies decend
Even if you destroy starspringBADCARDNAME with Scorched Earth you will technically get behind because you invested 3 mana to remove a 2 mana card that also healed already some of the opponent's units.
In general i believe that archetypes should be as unpolarising as possible so that a large set of archetypes can beat it/beaten by it and that as few hardcounter matchups as possible exist.
Therefore there shouldn't be archetypes like Sorakakench that have specific hard counters but who rule against the rest because you can pretty much be only on one of the sides who eighter hard loose or hard win.
You are right, there is a seraphine questline it just doesn't start before you hit the 180 hearth line for Give It All what is a little unintuitive imo.
I finished all of the missions that were around: the 2 kaisa missions were target your own units 75 times and spend 200 spell mana.
As far as i seen it there isn't a seraphine questline.
The Give It All deck is clearly the strongest deck from all the decks offered. You can quite easyly build up a full board up until turn 4 play crowd favouriteBADCARDNAME and give it all for the victory on turn 5... its truely rediculous how much better the deck is. The only deck that is good against it is convinca control and this deck is very mediocre against the rest of the field... anyways i take the free event tokens and once i have Give It All myself i proably go for master with discard aggro
When it comes to pirate aggro/swain aggro it goes without saying that healing your nexus is necessary against these decks.
Tarkaz the Tribeless is not really necessary for this deck so you might replace him eighter with Guiding Touch or Kindly Tavernkeeper to have some nexus healing.
Since landmarks settled now and aren't that widely used you also can go down to 1-2 copies of Divergent Paths.
Also I am not that convinced of Star Shepherd anymore aswell. It is a 1 mana units that will grow fast to 6/3 and that are insane stas for the cost right? I mean having a 6/3 for 1 mana is nice but... it still has no evasion, and will eighter get chumbed by a 1/1 or blocked by a simple Legion Grenadier making you even loose the trade in this specific situation.
There are plenty of changes that you can do about the deck right now but its:
-Hard to say which version is the most optimal
-impossible to present the right version of the deck in this deck guide because it largely depends on the meta we are in
I will update the list to be better against aggro tomorrow.
By the way it would be great if out of cards would offer the option to add multiple lists of the same deck in a guide that are adapted to certain metas.
Scorched earth is in the majority of noxus decks a solid 2 of. However it is not one of these cards that you want as a 3 of because damaging a unit comes at a cost too and not every deck plays landmarks. There isn't much to say about it imo and its not worth an own post
I really doubt that this card is actually good.
Just think about it: you have to draw and play 4 cards for 1 cycle, this way you add additional copies to your deck so that you have a great chance to topdeck a 1 mana drain 1 spell in lategame (where the low cost is meaningless and the spellside too weak).
In the end you usually get to play 1 pack your bags in exchange for 5 drawn cards what is aweful if you think about it...
unless your deck gets to draw 10 additional cards per game we won't talk about this card working out and such a deck is not a thing right now...
I got my hand on this card right at the start of the KDA event and I gotta say: I never thought that i would play Teemo in a serious ranked deck but now i do and i think my opponents do not like to face 20 elusive damage on turn 6-8