I agree with OldManSanns, it's actually kind of sad because Lissandra can't really pair with any champion other than Trundle because the synergy is just so much better than anything else. SI also lets the deck copy the Watcher tons of times, which is when it starts to feel unfair.
Great idea, I think there's a lot of value in trying to translate aspects of a card into another card game and seeing how the differences between those games impact your design decisions. My one piece of advice is that you should probably make a "Level Up" keyword to shorten text. For example, an Ezreal level up would go from:
"Once you've targetted enemy minions 6 times this game, transform me into Level 2 Ezreal"
"Level Up: You've targetted 6 enemy minions"
I can see on Shyvana you actually ran into this problem and just wrote "transform" instead of the convention of "transform into X" due to space restrictions, so I think it would be a helpful keyword. There's already precedent in HS from Quests, so I think it would make sense to add this as a kewyord, especially if you want to make Legendaries that Level Up (I understand not all your legendaries will or should have a level up).
I think you’re misunderstanding the issue people have with this idea. I think it’s fair to say that this change would lead to better game balance and deck variety, but it comes at a tremendous cost. A mechanic like this is literally the most unintuitive thing I’ve heard, on par with maybe manipulating matchmaking to reduce winrate. Imagine that you really like playing one specific deck, and you learn how probable each card is to be drawn. Then the next week you play the deck again, but you have to look up the new probabilities to play the deck well. Rather than being able to play HS as a casual game whenever you have time, you instead have to either constantly look up stats or end up frustrated because certain cards don’t show up when they should. A lot of people play HS casually and enjoy coming back to the same deck again and again without having to put in tons of effort to relearn the deck every time. For that kind of player, a perfectly balanced meta and deck diversity don’t really matter because they only play a few games a week. By making this change you’d help the 1% of heavily invested players while alienating the 99% who just want to play a decently balanced game. From a player satisfaction standpoint this change has huge downsides with an upside that isn’t actually that impactful for most players.
The only feasible way to implement something close to this would be to add a “prevalence: X” stat to cards (like health and attack) that increases its odds to be drawn by X times. That honestly might not even be a bad idea because it would allow for Blizzard to make cards that are integral to their archetype more likely to be drawn (for example, Lucentbar could have a very high prevalence to make Druid Heal decks actually functional ). Given that players only get 1 copy of Legendaries, that might actually be a good way to make niche payoff Legendaries a little better. A high prevalence 1 drop would also be able to help control decks reliably get a turn 1 play without sacrificing their deck quality too much. That being said, all this seems like it would be better as an Expansion keyword instead of a rule change to every single card.
Honestly, I've been thinking a lot about it and I think the solution is to change Hush to be a more restricted card instead of a staple in Targon decks. Even though Deny is annoying, I'd honestly rather Deny be overplayed than Hush, it's just such a frustrating card and shouldn't be a generically good card. My suggestion is to change it to:
"5 Mana Burst Speed
Silence a unit this round. If you summoned a Soraka this game, this costs 3 less."
This way, Hush would be a powerful card to push the TK/Soraka archetype while not being a generically good card. Although TK/Soraka is kind of an annoying deck too, by limiting the card to that one deck it reduces the frequency with which you face it. Plus, it would make TK/Soraka feel more distinct and powerful and make Soraka/Braum and Soraka/Vlad a little less memey. I know that this would totally kill the card in constructed, but honestly I think that's preferable to Hush being played.
I think that people are kind of misevaluating this card. It’s definitely worse when you play it against the opponent when they have the Attack Token, but if you play it on a defending turn it’s like setting up a Burst speed Avalanche. Also, if the opponent open attacks then this is a better response than Avalanche because it prevents the opponent from developing more. Given that its effect is better than Avalanche in at least half of the rounds of the game, the main weakness that this has is using unit Mana, which is compensated for by healing your Nexus 2 and damaging the enemy Nexus (activating Plunder). Overall, I expect this to be about as good as Avalanche if not better.
How is this not OP? It’s like a 2 Mana Deny against removals with a downside. Shurima decks can now just never tap below 2 Mana and perpetually threaten to deny a removal. The downside is that this card doesn’t let you use the ally that round, but being able to always keep it as an option for 2 mana makes it way more powerful
You've porbably already changed the deck a bit already, but there are a few cards here that you should try to find a replacement for:
1. Avarosan Marksman
2. Take Heart
3. The Undying
4. Scarmaiden Reaver
5. Revitalizing Roar
Other than that, all your cards have good synergy and are run in top tier constructed decks, which goes to show how few truly awful cards exist in LoR! A core card that I think you're missing is "They Who Endure" so I'd craft it if you have the resources.
This seems pretty balanced unless you're running a deck with tons of Taunt minions.
The Tattered Flag token gives permanent challenger so I doubt confront will be played.
Yeah this card is weak to an insane degree. If it did something like also gave the unit Challenger this round it might be somewhat playable, but slow speed buffs and 1-cost buffs are both inherently bad, so this card being both dooms it to unplayability.
I actually had an idea for reworking Heimerdinger to cost 3 but at level 1 his Turrets are Ephemeral (and his level up condition is reduced to 9). It would allow him to start affecting the board a little earlier while not making him too powerful (and it makes the level-up relevant).
Assuming that a champion level in in deck counts, wouldn't a Shurima Lulu deck with this be amazing? With all the support cards you can consistently level up Lulu in the first few rounds (and Ionia has some swarm cards).
Am I crazy or is this card actually kind of good? It's like Plunder Poro but with a requirement that in some decks can be quite easy (Katarina, Kalista, Riven) and it's a 2/2 when "leveled" with 3 keywords instead of 2. I actually think that the statline is the most important benefit because it makes the keyword actually relevant. Imagine getting something like Fury+Challenger+Quick Attack on this versus any 2 of those 3 keywords on a 1/1. I think this Poro might see unironic play in Shurima decks with easy-to-level champions, or maybe as part of the "level your champion" package.
I personally really like Runeterra, it has a the same mana system as HS (going from 1 to 10 Mana) but up to 3 excess mana you end each round with gets converted into spell mana that you can cast spells with. After playing with that system, it was actually kind of uncomfortable for me to play HS and Mythgard because saving excess mana just felt like such an intuitive and necessary feature (it allows you to miss parts of your curve without losing as much Tempo). LoR also has a lot of passing imitative back and forth between players, so it has a level of interaction more similar to Magic than HS. That being said, the interaction does much it a more attention-requiring game than HS or Mythgard (you can’t take a break during the opponent’s turn). I also played Mythgard once and the board system and mana system seemed very interesting to me, so I think that it’s a good option too. From my understanding, Mythgard is like HS but with more of Magic’s mana system and a unique board system, while LoR is like HS but with simultaneous turns and an improved version of HS’s mana system. I’d recommend watching a few videos of top players for each game to try to get a sense of what the game play is like before deciding which one to play.
I see how Elusive is a mechanic that can be uninteractive, as it bypasses normal unit combat, but I don't think that can be fixed by changing the elusive keyword to only work on one strike/round. Instead, I think it would make more sense to change the most powerful elusive cards to have interesting conditions (making elusive a keyword that is rarely permanently put on a unit). For example:
1. Zap Sprayfin and Wiggly Burblefish elusive changed to "when you cast a spell, give me elusive this round" or maybe "when you Attune, give me elusive this round"
2. Sparklefly changed to "when you play a Celestial, give me Elusive this round."
Although I do think that these specific changes would be good for the game (the elusives I listed above are a bit too good and boring to play), I think that elusive sort of has to stay the way it is in order for a lot of champions to make sense. Off of the top of my head, all of these cards would need to be reworked if Elusive were changed:
1. Sumpworks Map
5. Young Witch
6. Lounging Lizard
7. Fae Guide
8. Sumpsnipe Scavenger
11. Abyssal Eye
All of these cards rely on have permanent elusive to either get consistent Nexus Strikes or act as a win condition for the deck. One great example of this is Nyandriod. Without permanent elusive, it doesn't work as a win condition to try to slow buff up your Nyandriod over time. Although this strategy isn't very interactive, it still adds something new to the game that is different to play and play against. Against a devoted elusive deck, you know that you won't be able to stop them from damaging you by playing units without Challenger, so you play differently. Ultimately, what makes card games replayable is the vast variety of different-feeling games that you can play depending on the cards drawn and the decks that you face. By removing the elusive strategy, the game would lose one of these unique play patterns. It is because of this reason that I don't hate the idea of archetypes like Burn Aggro or TF Go Hard, because even though they can feel annoying to play against, as long as they keep a low playrate they ultimately add more to the game than they take away. Because of this, although I think that certain elusives are too good and deserve nerfs, I don't think that elusive as a mechanic should be reworked or removed from the game.
To be fair about Zoe, she would actually be fairly bad if the meta has lots of decks that run tons of pings (like TF Go Hard and Bilgewater when Make It Rain was 2 Mana). Still though, she almost always generates at least 1 star chart, so she’ll never be awful.
The thing is, some elusive cards only work if they are permanently elusive. For example, Young Witch uses the keyword for its support effect and not for Nexus damage. Also, cards like Sparklefly don’t work as win conditions or good buff targets without permanent elusive. I agree that some elusive cards could use with a a nerf or removal of elusive after the round, but I don’t think the mechanic as a whole needs a change.
Maybe they are planning to release more Fury cards in the future, and this is meant to be a point of synergy for it? Even then, they should change it to "if it has Fury or is a Dragon" so that it's better in Dragon decks.
Given that it's likely that Riot updates Lab of Legends with new Bosses every once in a while, I wanted to create a few Boss ideas (including the two fights that lead up to it) that I think would be interesting to play against. I'm not sure on the balance, but after some playtesting I think Riot could make the decks and passives feel fair to play against. The way I think my Bosses could be incorporated is that they would become a part of a rotating pool of Bosses, and at the beginning of each run you see which Bosses you'll face (so you can build your deck to beat them). I made decks for each enemy of 40 cards, but if the Boss is the 1st or 2nd encounter, the deck would be trimmed a bit to make it around the size of your deck.
Boss Idea 1: Gangplank (Power Level: 1st or 2nd Boss)
First Deck: Coral Creatures
Passive: When you cast a spell, draw 1.
This deck is meant to be fairly weak, just using the Attune cards and low-cost spells with a passive that makes it hard for them to run out of resources.
Second Deck: Monkeys
Passive: Round Start: Deal 1 to the enemy Nexus.
This deck has guaranteed plunder every round, which allows the monkey dream to come true! I essentially just put in every Plunder card and every Monkey card. This should make this deck quite powerful, which is part of why Gangplank could be a second level Boss.
Passive: Summon a Powder Keg
This is an all-in Keg deck that can accumulate kegs to deal lots of damage, with a few Noxus burn cards to make the kegs more likely to actually matter. I'm unsure of how powerful this deck is, but if it turns out to be too good, it can easily be nerfed by removing the Noxus cards (Noxian Fervor and Death's hand).
Boss Idea 2: Shyvana (Power Level: 1st or 2nd Boss)
First Deck: The Vanguard
Passive: Round Start: Rally.
This deck is meant to be a Midrange Demacia deck with the "Domination" Passive, which makes it powerful but hopefully not OP.
Second Deck: The Dragonguard
Passive: Allies have Fury. You always Behold a Dragon.
This deck is built around using Fury with the Grand Plaza and other challengers. I think this deck is a bit weak, so if this were a second tier Boss, I would buff the passive to also give allies +0|+1, which would make them better at triggering Fury.
Passive: Your Dragons cost 1 less
This deck uses the Demacia and Targon Dragon cards with a passive that makes them able to get out early enough to actually be impactful. This passive is very good for a Tier 1 champion, so if it had to be nerfed, I would change it to "Dragon allies have +1|+0."
Boss Idea 3: Karma (Power Level: 2nd or 3rd Boss)
First Deck: Disciples of Hirana
Passive: Start with the Monastery of Hirana. When you recall a unit, double its Power and it keeps any buffs it had.
This deck is based around using Monastery of Hirana, recall cards, and handbuff cards to generate huge elusive units that can deal lots of Nexus. Because buffs are kept when recalling, the stats of a unit can snowball hard, such as going from a 2/1 to a 4/1 to an 8/1 to a 16/1. However, the only spell the deck has to save its units at fast speed is Homecoming, so it should be somewhat easy to prevent big units by killing the unit. Also, the passive doesn't buff Health, so the deck is vulnerable to Challenger or removal spells.
Second Deck: The Order of Shadow
Passive: When you play a unit, summon an exact Ephemeral copy of it.
This deck utilizes the powerful Ionian "when I'm summoned" units alongside Sparring Student and Greenglade Duo to buff up the board and get lots of elusive damage.
Passive: All players start at 10 Mana.
This deck is comprised of all the expensive Ionia and Freljord units as well as the "Enlightened" cards. By starting each player at 10 Mana, Karma starts leveled and can cast powerful spells or play units like She Who Wanders to try to overwhelm the opponent. This passive might be kind of weak due to the number of player passives and items that draw cards, but I think that with an early She Who Wanders or a Turn 2 Warmother's call, it might be possible for Karma to win. Alternatively, it could end up being insanely powerful, in which can Karma can easily be nerfed by lowering the curve and cutting out some of the more powerful late-game cards.
So what do y'all think of my ideas? Would these be fun bosses to play against? Do you have any cool ideas for other Bosses and Passives?