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BlueSpark

Joined 01/27/2020 Achieve Points 180 Posts 193

BlueSpark's Comments

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years ago
    Quote From JunLong
      • Shadow Isles
        • Ruination

    The Ruination is a slow spell, so it won't work as a counter (unless you count the enemy activating a non-Burst spell like Iceborn Legacy out of combat).

    In reply to How to Counter
  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years ago
    Quote From SchitJustWorks

    These cards are needed to ensure a healthy overall environment for any card game. Otherwise, people have no reason to not needlessly overextend and play their entire hand onto the board with no penalties or risk.

    Well, there are still AoE/global damage cards (although they're few and far between in Legends of Runeterra). Otherwise, though, I fully agree.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years ago

    The Last Breath Scout unit feels overtuned to me. Its statline is kind of bad, but not horrible, it has scout, and then it generates an undercosted follower in your hand. Seems like a bit much... (edit: It actually summons the 4/4 to the field, which makes it flat-out broken in my opinion)

    Quote From Hellcopter

    How does scout work along Relentless Pursuit?

    As you would expect, I guess? Both grant you an attack token. So you can launch 3 attacks in a round if you play 1 Relentless Pursuit.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years ago
    Quote From GerritDeMan

    I believe the blocking image doesn't show up in front of a unit with overwhelm, because the overwhelm unit will deal full damage to the nexus anyway so it would serve no purpose to show a "blocking" image.

    That makes a lot of sense. I'll try and watch out for more occurrences of this and see if you're right.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years ago
    Quote From Voidium
    except the unit i blocked with died to anivia's 2 damage atk skill and didn't leave the "blocking" image behind it on the unit i initially "confirmed" blocking...

    I believe you're right - the placeholder icon for removed blockers doesn't always appear for some reason. I take this to be a purely visual bug, however. From all I can tell, the actual game mechanic is working as intended (i.e. as YourPrivateNightmare explained).

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years ago

    I don't know if it counts as unexpected, but I love me my (level 2) Karma + Winter's Breath. It's a literal game changer when you can pull it off.

    In reply to Unexpected Combos
  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    Just to make it clear: Unless I'm mistaken, the total number of trades you get over the course of a trial is always the same (6, I believe; maybe it's 7 and you always get at least 2 trades after the 6th match). You just get those trades sooner if you lose a couple of games, whereas if you win most of your matches, the big bunch of trades will happen before the final showdown (game 7).

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    As far as I'm aware, the number of trades after match 6 is dynamically adjusted based on how many losses you've had in your run (because you get 1 trade after every loss). If you haven't dropped a single match, you should get the full 6 trades. If you've alternated wins and losses all the way through, you only get 1 final trade before match 7.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    Heya, hope you enjoy the game.

    1: Quick Attack means that when that unit attacks, it strikes first (before the blocking unit). If its damange is sufficient to kill the blocker, the fight will be over without the enemy unit being able to inflict any damage in retaliation.

    2: To discard means to remove/eliminate a card from your hand.

    3: True, under most circumstances, you cannot prevent Tryndamere from leveling up. However, his mana cost is quite high to compensate. Your best bet is to either end the game before Tryndamere can hit the field (or before he can make a meaningful difference) or to use effects such as stuns, recalls, or outright kill effects to slow him down or remove him. If he stays on the field for a couple of turns, there's a good chance he will decide the outcome of the game, but the same is true for other high-cost units (including champions such as Anivia).

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago
    Quote From DoubleSummon

    You do not draw the same card but a copy if you have it.

    This. As long as you're running 3 or even just 2 copies of the same card and ditch one of them from your opening hand, there's a chance you'll draw another copy of the same card. Which is only right as far as I'm concerned. I mean, in a purely digital card game, it would of course be possible to lock all other copies of the mulligan'd card out of the drawing pool, but I feel that would be a weird and inconsistent special rule. If you pack 3 copies of a card into your deck, your chances of drawing one of those at any given point drastically increase (in comparison to 2-ofs or 1-ofs) - for better or for worse.

    Edit: Oops, I left my browser window open for a while and didn't realize how many more posts had already been submitted before I wrote mine. Oh well.

    In reply to Mulligan system
  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago
    Quote From TheTriferianGeneral

    All I know is that I wont be the netdecker and that I like to have access to any deck I want to create.

    I hear you, mate. It just feels bad when you craft your own unique deck and then get matched up with an opponent playing a super optimized list copied from an online source. I'm not sure that there's a feasible solution to this problem (If you even look at it as a problem, which many people don't). Guess the most we can hope for is Riot continually working on balance and preventing 'broken' card combinations as much as possible.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago
    Quote From Lightspoon

    I don't know if they've stated something about Expeditions already running when the patch will hit, but if nothing have been said it's far better to even retreat with 0-0 and get a free Champion than keep playing and achieve 7 victories because the rewards will not be so good after Tuesday.

    I was under the impression that, since Riot said people would still get the old rewards for expeditions that are ongoing once the patch hits, this would apply to the earned XP, too (In which case you obviously shouldn't concede at 0-0). But I guess this is still up in the air.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    I've never saved up any expedition tokes, anyway (They're the first thing I use every Tuesday), so it's a moot question for me. But I'd say anyone who has the chance to use some of their unused tokens should do so as quickly as they can. I highly doubt Riot is going to reimburse players with something better than the current expedition rewards.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago
    Quote From TheTriferianGeneral

    Ashe Creates the crystal arrow on top of your deck and therefore it is fine that it draws a card since it would otherwise replace your next draw entirely

    This.

    I'm playing a Fiora deck with Frostbite splashed in, but I don't think Ashe is particularly overbearing. Frostbite as a mechanic/theme might arguably be a bit too strong, but not like it's completely out of line or anything.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    I've been using the Karma + Winter's Breath combo in my control deck for a long time. It's amazing if the opponent doesn't see it coming - basically a one-sided The Ruination. However, it's unreliable if you don't manage to get/keep a Karma on the field, even more so if you're not running any other Frostbite cards to synergize with Breath as a backup plan.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    That's a pretty interesting question. I agree that for a lot of deck archetypes, two regions immediately spring to mind. But I'm not sure if that puts the game in such a bad spot. Plus there are a lot of inventive players out there who come up with new spins on tried ideas.

    Like how Spiders are included in Shadow Isles and Noxus, but one of the most favorite Spider decks uses Demacia with Dawnspeakers. Or how Fiora decks seem to combo naturally with Ionia, but I'm currently running a Fiora & Ashe deck with Frostbite effects quite successfully (unranked, though). And I'm fairly confident that you can construct big-spell decks around Lux and Karma instead of Heimerdinger, too.

    I guess if too much of each region's identity ends up being tied up in specific two-region-combo decks, then that would hurt the creative deckbuilding potential. But I don't see any reason to panic yet. In my opinion, we should hold off at least until the 1st expansion releases.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    If reverting to Burst speed is out of the question, I could image a card text change like:

    Choose an ally. (When this card resolves,) Grant allies with the same name EVERYWHERE +2/+2.

    This way, the opponent could kill off the target in response, preventing it from receiving the buff, but it would still affect other copies of the chosen ally so as to not make Iceborn Legacy completely null and void.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago
    Quote From TheTriferianGeneral

    Whoever told you that control is bad versus aggro can't have a clue of what he is talking about since control uses the most removal to stop aggro from doing it's thing.

    Apparently, the definition of what a control deck is isn't quite uniform among all CCG players. If you listen to Swim's explanation on the matter, aggro (early-game) decks indeed counter control (late-game) decks because they can usually rush the control player's nexus HP down before they can play their bigger, stronger cards.

    Now, if there were widespread, cheap AoE removal tools available to the control deck's regions, I imagine that would change matters. But that's not currently the case in Runeterra, and personally, I'm kind of happy about that (disclaimer: I very rarely play aggro decks, myself).

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago

    Between the two trials, the one with the most wins determines your rewards. A full 7 wins constitutes the "break-even-point" as you'll receive 3,000 shards, which is the exact entry fee for an expedition. Of course, you'll receive a champion card and some other stuff (a Diamond Chest, I blieve?) on top of that if you reach 7 wins. In that case, the only thing that the 2nd trial will give you is extra bonus XP.

  • BlueSpark's Avatar
    180 193 Posts Joined 01/27/2020
    Posted 4 years, 1 month ago
    Quote From Lightspoon

    What you say is correct, but I was thinking of using Death Mark outside of combat as a sort of removal in combo with an Ephemeral unit. Not the most efficient solution but still another option for Ionia, if paired with SI.

    That would require the opponent playing Katarina in a round they can't attack with her. I don't think many players would do that, just letting her sit on the board. Seems like a very unlikely way to get rid of her.

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