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Legends of Runeterra

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Down To Earth Meta Discussion

Submitted 2 years, 5 months ago by

TLDR: It's good Jayce fixed spell control and now there is finally a solid tier 2 answer to all the hyper agressive decks

Legends of Runterra used to be a game defined by just playing your hard to remove Champs and swinging.

Zed into poppy, gangplak into Sejuani, midrange stuff into an Asol or a Sion.

But finally it does feel like the blindly develop recipe has been flipped on its head a bit. Like in terms of winrates aggro will always be top of the tier lists because it easier to grind ladder and for streamers to win consecutively to hit masters...but when decks are viewed on a optimal play scale it gets a lot more complicated.

For example a case study: 

Opponent plays Zed after banking mana followed by a poppy, I play my factory into a shock blast, they counter with twin to save 1 thing, but I can still potentially mystic or Thermo or whatever thanks to factory.

It used to be no matter what you did you would loose this play scenario 75% of the time and its why Zed Poppy was the number 1 deck.

Now it's not as cut and dry, and reactive players can finally "play the game" on an even scale without having to rely on cycling tools and a parade of chump blockers...I don't like playing that way because it's no different than blindly developing as aggro.

In summary they didn't kill any of the brain dead auto win stuff, but shook things up enough so mtg players can actually enjoy the game  and do a little bit of that "no you" play style if they want to.

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I already suspect there are gonna be some players that are salty that aggro advantage has gone from auto win, to just winning more and thats too damn bad. This expansion was absolutely necessary for the long term health and viability of the game on a competitive scale and it should make future tournaments a lot more fun and unpredictable to watch.

  • Nifty129's Avatar
    Banned 590 1235 Posts Joined 05/29/2020
    Posted 2 years, 5 months ago

    TLDR: It's good Jayce fixed spell control and now there is finally a solid tier 2 answer to all the hyper agressive decks

    Legends of Runterra used to be a game defined by just playing your hard to remove Champs and swinging.

    Zed into poppy, gangplak into Sejuani, midrange stuff into an Asol or a Sion.

    But finally it does feel like the blindly develop recipe has been flipped on its head a bit. Like in terms of winrates aggro will always be top of the tier lists because it easier to grind ladder and for streamers to win consecutively to hit masters...but when decks are viewed on a optimal play scale it gets a lot more complicated.

    For example a case study: 

    Opponent plays Zed after banking mana followed by a poppy, I play my factory into a shock blast, they counter with twin to save 1 thing, but I can still potentially mystic or Thermo or whatever thanks to factory.

    It used to be no matter what you did you would loose this play scenario 75% of the time and its why Zed Poppy was the number 1 deck.

    Now it's not as cut and dry, and reactive players can finally "play the game" on an even scale without having to rely on cycling tools and a parade of chump blockers...I don't like playing that way because it's no different than blindly developing as aggro.

    In summary they didn't kill any of the brain dead auto win stuff, but shook things up enough so mtg players can actually enjoy the game  and do a little bit of that "no you" play style if they want to.

    ------------------

    I already suspect there are gonna be some players that are salty that aggro advantage has gone from auto win, to just winning more and thats too damn bad. This expansion was absolutely necessary for the long term health and viability of the game on a competitive scale and it should make future tournaments a lot more fun and unpredictable to watch.

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