Legends of Runeterra's Rising Tides design lead, Alexz Lee, posted on Twitter this afternoon asking the community which epic cards we felt weren't up to standards. They're asking because we're going to see a few epic card updates in patch 1.4.
We're curious too. If there's an epic card you've been trying to make a deck around and it isn't working out, why do you think it isn't working out?
You can find all the epic cards available in Legends of Runeterra over on our database. Also, be sure to check out our Riot Coins Twitter Giveaway.
Quote From Alexz Lee For Patch 1.4 (two patches from now), Live Design is looking to spruce up a few Epic cards that aren't seeing a ton of play and we'd love your feedback!
What Epic cards have you been trying to make a deck around that aren't getting the job done? Why do you think that is?
Comments
Figuratively Unplayable:
OK on Paper but in practice Inferior to Other Options and Never Played:
Memey Card that's technically viable but could use a Buff:
At what date will 1.4 come? I heard that Riot has a schedule for every patch.
I believe their schedule is patch every other Tuesday (which then goes live on Wednesday). So we should get 1.3 next Tuesday and 1.4 two weeks from that. That would be June 23, if my math checks out.
I haven't played enough with or against all epic cards to know exactly which ones are underperforming, but based on my personal experiences I would take a look at the following epics:
Jagged Taskmaster: I've only tried this in one deck with a pretty high amount of 1 cost units but I quickly ended up cutting it because the 1 attack just did not make enough of a difference to justify running this card.
Aurora Porealis: I think this one is pretty obvious. The cost is too high for the value it generates. I think Riot could play around with some immediate effects like letting the card summon one or two poros directly on the board, or making it activate a poro snax effect immediately.
Overgrown Snapvine: I have actually almost won an otherwise unwinnable game because of this card while playing a spider deck (sadly I lost to an Unyielding Spirited Radiant Guardian). However, I still think at the very least this card deserves a +1 health buff, probably even more.
Ren Shadowblade: I have never seen this card being succesful. On some very few occasions my opponent would play this and I would be a little worried because I did not have a good answer for it, but every time I still ended up winning because I was still able to remove Ren or because Ren's effect did not matter enough.
Shadow Flare: I'm actually a bit hesitant to include this one because I have seen it being used effectively, but almost every time I have had this in my hand I wasn't able to find a good moment to use it. Could just be me though.
Spectral Matron: I think this one also has quite some potential but I haven't seen it used to great effect yet. Maybe a small buff could give it the push it needs to be viable.
If I missed some obvious ones it's either because I haven't had enough experiences with the card to say anything useful about it, or because I'm afraid that buffing said card could easily lead to it becoming a problem card.
I have a copy of Shadow Flare in my Ionia/SI Control, and I agree that it's hard to time it well. You kinda want to be greedy with it since it's a decent removal but not too greedy so you wouldn't take a ton of damage from the Ephemerals. But I do think its playability is more about the nature of the card rather than a cost issue.
I like a lot of these callouts, but I'd be very hesitant to update Overgrown Snapvine too much...it's not that hard to turn a lot of junk units into 4/3's with this card, so making it much bigger could be devastating. I'd rather have it be much larger itself, so the opportunity cost of top decking this isn't too high, but then have it summon some other smaller unit (e.g. make it a 5/6 that summons 3/3s or something like that). Obviously that would be tough without adding a new card, but I think it's a better design.
Maybe it could be something like a 7 Mana 6/5 with “Whenever you summon a follower, destroy it and summon an Overgrown Snapvine. Set its stats to 4/3.”
That way you keep the ability on each snapvine and the first Snapvine becomes harder to kill.