Hey.
I'd like to start a topic on landmarks. I love landmarks (as a mechanic). I hate (most of currently existing) landmarks. Historically, I've been playing an equivalent on Shadowverse ((countdown) amulets) a lot.
One of my concern about LoR landmarks is that it shares the same issues than shadowverse ones (board management can become very tedious, the high risk of drawing the deck "upside down" (meaning here drawing very few early game landmarks and a lot of landmark based spells/allies with not enough targets), the high dependency between amulets and amulets related spells, the sluggishness, the tendency to get stomped by faster decks). But that's not really the biggest issue, that's the price to pay such a type of deck centered about future payback.
The main issues, I think, is that the average power level of landmarks in this game is bad. Some of them are abysmal by my now average experience in LoR and high in Shadowverse. And while I'm far from good at LoR for now, current meta snapshot actually demonstrates how little landmarks, including the ones incompatibles with Taliyah, are played.
Of course, some of them are good, very good even, and you do see them in meta decks. Namely, Preservarium, Emperor's dais, Blighted Ravine, Frozen Thrall, Sun Disc. There is a couple others which I deem playable even if non meta : Ancient preparations, Hibernating Rockbear, Star Spring.
About others, eh... what I think their power level is, feel free to share your own view or enlight me :
Ripper's bay - Bad/Meh. Inexpensive but take a board slot, something you do not want in an agressive deck.
Rockfall Path - Abysmal. It's sluggish, it's easy to play around, it doesn't help against aggro decks. It requires Countdown 1 to be remotely playable.
Startipped Peak - Bad. The fact it's random and doesn't give you a card immediately make it a LARGELY worse Preservarium, which you'll always play over this. Requires to provide first card immediately or cost 1 less.
Hexcore Foundry - Abysmal. 2021 and CCG designers still think anyone would play a card which will make opponent draw (especially aggro decks). Genius. Even if a mill pop this is too expensive. Requires to cost 2 less.
Inner Sanctum - Abysmal. Even Lebonk Sivir doesn't want that shit. If you pay it for its initial cost you deserve to lose. And Frozen thrall allies already had the only keyword you need. Requires to provide at least twice as much cards.
Monastery of Hirana - Abysmally abysmal. Providing bounces you can't use in combat nor as an answer to a spell (which are 99% of bounce usage in this game. Wow.
Spiral Stairs - Abysmally abysmal. Is EXPENSIVE and SLUGGISH as fuck for what it provides. The spell is slow and fleeting, making it very very ackward to use and prone to every single counterplay ever (counterspells, removals, ...). There is much better ways to use overhelm, and naturally Frozen Thrall decks won't need or play this garbage card. Requires to cost 2 less or cost 1 less and countdown 2.
The Grand Plaza - Average. It's a bit expensive but the effect is kinda good. There might be some stuff to do with that card.
The Scargrounds - Below average. In an appropriate deck it could be interesting, but it's a bit expensive for what it provides. Should cost 1 less.
The Slaughter docks - Average. Toss/Sea monsters decks doesn't seems to be favored but I suspect should a deck about it becomes okay this card will probably be added. Surely sometimes it will summon a Sea Scarab but most of the time it will pay for itself later, and it helps getting deep.
The twisted treeline - Bad. The follower isn't massive and the condition isn't exactly easy to trigger. And worse, it requires the fearsome followers to attack meaning you'll not be able to attack with Vilemaw on the same turn, making it virtually idle for this turn and next one. Requires for Vilemaw to be summoned and attacking immediately.
Salt spire - Abysmal. Way too expensive and slow for what it provides. Requires to cost 1 less and countdown 1.
The Veiled Temple - Decent/Average. I rate it this way assuming it can trigger on the turn you plays it, making it cost virtually 2 on a spell heavy deck. The +1/0 is nice to have, but the probably important effect is the discount itself, actually raising you capability to turn the table by being a disguised ramp, and more importantly, being disguised as having up to 15 mana a turn in an appropriate deck. I suspect the future may give this card a potential.
Eye of the Ra-Horak - Average/Bad. It's very expensive but it being countdown 1, it may help you to slow down the opponent. Per se it's correct. The main card issue however is its design. First issue is the Daybreak restriction, making it much weaker to seek with Imagined possibilities or Stoneweaving. Second issue is the fact the copy is countdown 2 and not 3. Meaning the copy will trigger on opponent defensive turn (because let's be honest most of the time you'll play this amulet on your offensive turn), which limited usage but a massive counterpush. So only a Malphite deck really want that. Should cost 1 less.
Noxkraya Arena - Bad. In an appropriate deck it MIGHT have some use but it's expensive as fuck.
Reavers's Row - Bad ? I'm not totally sure, maybe a 1 cost follower deck could be fun ? Expensive as fuck for what it provides, but some meme potential.
Sandswept Tomb - Bad. It's Emperor's dais in largely worse. Very expensive. Maybe in a reputation deck, but beside that it's probably too weak for anything.
Targon's Peak - Meme. With some intellectual honesty and having played an equivalent in Shadowverse I should rate it abysmal. But I'm gonna play it regardless for the glory of the meme so I won't.
The University of Piltover - Abysmally abysmal. The design is stupid as fuck and an insult to the glory of the meme. First design flaw is that is it IMCOMPATIBLE with the discard queen, Jinx. In fact, at the beginning of the turn this will empty your hand (and therefore make Jinx gain level), but you won't get Jinx draw nether a rocket, making the combo meh as fuck. The only good part of this card is that it seems the cards always cost less or equal than your starting turn mana. Wish I didn't spend 3 of my jokers on this garbage.
Vaults of Helia - Bad. There is probably a specific deck design to do to force summoned allies, making it some kind of tutor (and use ally generating spells for more fodder). But it's expensive as fuck for what it does and it's risky (empty board at the end of any turn = you probably can ff).
The howling abyss - Average/Bad. Very expensive, so to be played exclusively on your offensive turn. Also it's random, meaning you'll sometimes get champions which does virtually nothing useful for you. The thing which makes it close to average is the fact it's Freljord, so ramp can help making this thing happens. You'll just hope not to get Teemo out of this, as well as several mechanic specific champions such as Yasuo. Wish it costed 1 less.
Your view on this?