Kinxil's Avatar

Kinxil

Joined 01/15/2020 Achieve Points 105 Posts 29

Kinxil's Comments

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 1 year, 5 months ago

    Kinda interested in Seraphine. I'm not sure she'll be THAT stronk since her mechanic mean that she'll double each 2- spell only once (so her own spell will be boosted only once, nevertheless quite a decent card) and also because random generator isn't exactly a compelling mechanic unless you can have a 3-choice because so many spells are based on a specific playstyle. Still it's hard to ask more from such a premium body low cost card.

    Not a game winner, but definitely a potent addition to any spell based card which want huge value at the price of consistency. I can very much imagine a Lee Sin/Seraphine deck when you deal with early game with cheap spells and bodies and finish with Lee with more cheap spell to easily trigger his effect. And well Ionia love Cascade.

     

    And yeah The Expanse's Protection already need a nerf before release. So much of design space and needing a so called Rotation format.

    In reply to New Cards Rundown
  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 1 year, 6 months ago

    She decided she might as well go for Sloth.

    (She killed a Dusk but no evolve, first time I experience that ô.o)

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 1 year, 6 months ago

    My first impression after a decent bunch of games is that this expansion is pushing LoR further into highroll grounds. Jax decks seems consistent but Ornn/Trundle Timeline and any portal deck are highroll af. Especially the later. Sometimes it's T7 and your Norra is 2/6 and sometimes you got a full board with Sneezy Biggledust! by T4 and your opponent insta give up. Back to Trundle, the set definitely gave a huge second breath to the deck. Improvise allies are a god send since they keep the weapon while transforming, resulting in some absurbly stated followers.

    Yi seems a bit less represented, I don't meet him often, but I'm not surprised with such a board dominion based set where having a 6/5 overhelm on T4 is the new standard.

    Balance considerations aside, I really love to play with Norra. Sure it's RNG, it won't please everyone, but it's acceptably deterministic due to the fact it's on your 4 first cards and that her pack isn't that strong (Portalpalooza is a good example, it's both a key card and a rather sluggish one). Haven't found the sweet duo yet (Nami is meh due to meta being heavy with challenger keyword, same with Zoe). Rn I'm trying with Evelynn. The board can be a bit tricky to manage but the fact portals goes in hand if board full make it combo decently with Husks. Another perk is that Evelynn smoothen your mid game, which seems like the weak point of a Norra deck (your early game is played, you haven't summoned much portals and opponent start to do powerplays). And well Husks help shitton in Norra evolve with minimal PP invested.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 1 year, 9 months ago
    Aye rejoined the game , time to necropost, for the newest landmarks.

    -- Magic Misadventures --
    I never played a recall based deck so I can't judge, but I'm pretty sure it's garbage in your average landmark deck.

    -- A Curious Journey --
    Landmarks ? Never heard of it.

    -- Worldwaker --
    Per se it's demacia and well, landmarks in demacia lol, must be an ugly place. However, it's now one of the possible pick in the landmark generators, noticeably Bomber Twins. It can slow down spell heavy opponents and can do an overall not that expensive Taliyah fuel, so that's pretty nice. Not game breaker, playable.

    I'm not sure of all the landmark decks Thralls was the one to buff but what a crazy card. Versatile, acceptable body, easy to use, also fine later in the game, help the sometimes clumsy curve of Thrall. Top tier in all regards and likely the reason why Thrall is all over the meta.

    It's not really an issue of raw power (it's average in that regard) but more one of awkwardness which makes it bad. It doesn't really fit Ramp Aurelion because, let's be honest, turn 3 unless you're against a control deck you have better things to do, and anytime after turn 3 is worse anyway. It doesn't really fit some midrange dragon because of the tempo loss. And despite it's perfectly size price to countdown ratio which makes it scream Taliyah, it's no much use with her. More specifically, y'kow, Thralls, that stuff. And the only application I would have been impressed with would have been a Taliyah/Shyvana T5/6 terror duo, but that's three regions, so nope. Maybe the future will have some place for that card, but right now, nope.

    Present in any deck featuring Bard for obvious reasons, this card is crazy. Cycle itself, 9 chimes, inexpensive, and also a very decent Taliyah target since the chimes from summon does work. Staple in any deck with Bard or landmark with Bandle.

    A damn fine card I must say. Sure it's kinda slow but it's pretty easy to quicken in an appropriate deck. Tybaulk is bonkers. Just not in Landmark decks. Landmark decks are often and ironically :

    - Low in Slow/Fast spells (mostly landmarks and followers, and most spell are focus/instant)
    - Low in Skills (seriously, virtually no target but Ziggs and Taliyah, and Thrall doesn't give a shit)
      So a good Landmark but not for Landmark decks !

    Inexpensive, but a bit specific. Unforunately not really appealing in your average landmark deck because most units, including evolved Taliyah and Ziggs, are under 5 attack. Maybe it will serve Lebonk decks as some value generator against control decks, dunno. I did have some shining moment getting it from Twin Duo in my Vi/Taliyah deck.

    Chamber of Renewal - Strong/Uber
    I don't see it anywhere so I assume I widely overestimate its power, but I looooooove this card. It's just so stupidly fun to have an evolved 8/8 spellshield Taliyah on turn 5 (because she duplicate it and both Amulet will proc). It also allowed me to create a dork deck basically on OTK with Vi or Taliyah, as it helps a lot against most removal and Vi to reach the much needed 10 ATK. It's unfortunately a bit slow (so playing it against aggro decks often mean free lose), but if you get even a bit of time to land it, the results can be crazy. I also think a lot of decks can come from this card, from those 4-5 cost champions which are a bit awkward to play such as Shyvana, Leona or Kindred. Great deckbuilding potential for OTK/One trick pony decks.

    Sands of Time - Average/Meh
    6pp is a tad darn expensive for only slowing the opponent down. The spell is nice to have but would mostly be used for Thrall, and Thrall has already good crowd control options. It's instant at least. Which is cool because Landmark decks are notoriously good for holding a board and do value trades. Right ?

    Haunted Tomb - Bad ?
    I haven't tried it because Landmark decks aren't exactly centered around big ass followers, and Thrall won't want that despite being the exception. And no deck featuring Shadow Isles comes to my mind (does Viego decks use it? Lol no, well that's all you need to know). However, I could see the appeal in invoking 3 Evolved Taliyah (or even 5 for ultimate meme purpose) turn 7-8 and attacking immediately with them. Sounds memeish, but oh well... as long as I don't have any following having more than 3 atk, that shoudl be possible.
  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 6 months ago

    You're either optimistic or not having played CCG enough to believe any expansion can be anti meta slaves. Give it 2 weeks and you'll be overrun with the same decks all over again. Also three previous meta deck are very much slaughtering as usual : Rally elusive, pirate MF and discard aggro.

     

    And to go with that, another meta deck is a disguised elusive (nami Zoe) and the other is just the newer gross board domination through over average cheap followers (Poppy,Lulu) cards.

     

    So much for a bad time for meta slaves when all S decks are aggro/almost aggro.

     

    I do agree however than the expansion is filled with cool cards.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 6 months ago

    A review of the new ones with Bandlewood :

    Landmarks

    The Bandle Tree : Average. While I'm not sold on it being a main wincon, it seems like a decent value generation against slower matchup. But I'll not rate it above average. If it's meta, it's because Poppy is bonkers.

    Hexplosive Minefield : Stronk. Inexpensive stun which support destroy decks. It's only minor downside is that destroy landmark sources are mostly slow/ally based, making it a bit less reactive than a fast spell unless you have Unleashed energy. But for the double effect honestly who cares at this price.

    Catalogue of Regrets : Below average. It kinda falls in those amulets which are a tad to slow to be a thing, but should meta become any slower (lol), it MIGHT be a good pick in certain decks.

    Risen Altar : Below average. The cost is hella big so if you can play it on your defensive turn you are probably already winning the game. Which means you'll mostly play it on your offensive turn to be used either in your defensive turn with the help of Unleashed energy, or in the next offensive turn. Either way it's sluggish and it only looks scary until you acknowledge Sivir exists.

    Obelisk of power : Good. A bit whacky to use but it's inexpensive for what it provides. Especially compaired to its absolute garbage counterpart, Spiral Stairs


    Champions cards

    Ziggs :  Stronk/Good. Massive pressure cooker in a premium body, and fairly easy to evolve. Also Shurima so Sun Disc friendly. Probably a staple in any midrange Landmark deck.

    Xerath : Average. I don't think there is enough support atm to make him works. The main problem after some test is that you either tune a deck to be Xerath oriented (so a lot of countdown reduction) and it will be sluggish, either you tune a deck for something a tad faster and board oriented and he'll mostly be a strictly worse Ziggs. Still, I smell some huge potential, so rate it average.


    Landmarks related cards

    Bomber twins : Stronk/Good. The landmark is totally random but with the support of several destroy card, even a bad/unrelated landmark can become destroy fodder. And the body is premium, making it "at worst" a 3/2 for 2. And it's Shurima so Sun disc friendly. What more to ask?

    The Arsenal : Stronk. It's late in the game but what a monster. A bit on the random part but getting the much needed spellshield should happens fairly often.

    Yordle Contraption : Abysmal. Hella expensive for any of its effect.

    Inventive chemist - Scrappy bomb : Good/Average. An agressive statline and a free landmark is good in my books. Only downside is its large weakness to any aggro/token deck.

    Safety Inspector - Inspection Passed : Average/Bad. I do see the point in landing a big ass follower followed by a free removal, but I'm still not sold in playing this with, or over, rite of the arcane

    Rite of the Arcane : Good/Average. It's obviously made for a landmark deck, but in those deck it's almost a deal 4 for 3, which is okay.

    Waste Walker : Good. If it sees a single landmark being destroyed it's dangerous for the opponent. Any landmark beyond that will make them sweat.

    Sandseer: Below average. I UNDERSTAND what it tries to accomplish but Landmark decks are so crowded with staples that such a clumsy and random draw engine sounds... hella unappealing. Stick to Preservarium.

    Herald of the magus : Good/Average. A tad slow but quite the creepy effect. It fits reasonably well most Shuriman champions.

    Unleashed energy : Average. It's noticeably more expensive than its 1 mana counterpart but support destroy landmark, and is currently the only uncounterable destroy effect. It's downside is that it best support Xerath, but the buff isn't really Xerath friendly.

    Ruinous acolyte : Average/Bad. On paper it sounds scary. On test, it seems to barely if ever get dangerous enough to be relevant. Still it's a pretty cheap destroy source.

    Endless devout - Sarcophagus - Restored Devout : Uber. It's cheap enough that silencing it doesn't sound so good, and its body is good enough that it will deal with most early game. The amulet is very stronk and heavily support possibly every single Landmark deck. And it curves with Desert Naturalist. Probably a mandatory card in any landmark deck.

    Servitude of desolation : Bad. It's quite the effect, but it's hella expensive, so it will only fit very slow decks. And I fail to see in which situation you need this over its mono-targetted 2 mana counterpart. Maybe as a one off in a Xerath control deck, if it's ever a thing?

    Construct of Desolation : Average. It's more support for Ruinous acolyte, or more Obelisk of power, so I can see it being played.

     

    So all in all it seems the expansion add a LOT of opportunities, which I can only rejoice.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago
    Quote From minuano28

    If a landmark finish it's countdown would that count toward Xerath's level up? Because the countdown keyword description does say " Round Start: Count down 1. At 0, destroy the card with Countdown and activate the effect."

    If that's the case leveling Xerath would be very easy and you got yourself a powerful removal machine on board.

     

    I'm wondering too. If that count countdown landmarks expiring then Xerath looks like a very stronk control wincon. If not it looks... Eh ?

    Also what about Rolling Sands ? It says "Destroy me".

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago
    Quote From Phaseshifter

    I've been stayhing away from landmark focused decks because it's unreliable and slow. If at least landmarks used spell mana.....

    I've been wondering that as well : would make landmark summonable with spell mana be a way to make the more expensive ones playable. And I believe... that yea probably. I've noticed that spell mana management is tedious on a landmark heavy deck, only turbo thrall seems to be okay with that (due to the fact that the few present are either very cheap or generated through an ally/Lissandra).

    But if you do that, you probably want to raise Targon peak and Howling abyss cost to 7 as being able to play them as early as T3 would be a bit... too stronk/risky.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago

    I only completed TF so far, failed MF and didn't try TK.

    Also having played a fair bunch of Viktor lab, my conclusion is that you have better gearing tower abusive early game. Whenever I could hit spawn a poro a turn and +1/+1 to the weakest at the beginning of the turn, the run would immediately become much easier. I could only clear Malphite (and his HORRENDOUS starting deck) and Zilean this way.

    My main issue with the lab (both Viktor and GP) is that it is made that you seems to always have better closing the game as fast as possible, being unable to easily restore nexus at each encounter. That, and the fact that both Viktor, GP, and a couple of battles in Viktor lab (noticeably Scargrounds and Shrooms encounters) are punitive as fuck the longer the game (GP especially).

    In reply to Saltwater Scourge
  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago

    After some test I decided to invest on the meta current list (Turbo thrall) and I understand how oppressive can they be. That list seems utterly decent, with some quite stupid peak power (summoning 2 8/8 overhelm t5 with your 4/4 is quite something to behold).

    It's a shame that the power level of the landmarks is so variable, with Frozen Thrall being both a beast and the best target for several landmark spells and effects, while a lot of them are either, or both, low power and/or barely compatible with existing landmark spells and effects (not countdown, combo inefficiency, countdown too short to combo).

    I'll probably next invest in a Star Spring deck since the game gave me already 2 Soraka.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago

    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?

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago

    Aw, I would have been interested in Gauntlet format. But the fact it's no longer a "legit" format doesn't prevent me from doing my own version in constructed. I just think I'll allow myself to apply it only to regular cards, not champions, as there is no much point playing them since champions are designed to be played, most of the time, as 3 copies, or at worst, 2.

     

    What's pretty obvious is that there will be 3 Zoe. I mean the champion might be hella hard to level up, but she's litterally made for such a meme. The second champion will probably be the most versatile one from a region I believe have enough self serving/versatile cards (so far leaning to Demacia which cards are kinda easy to use, not sure)

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago

    When I saw Targon's peak I was like... erh... Well I did happens to play a very comparable card in another game (basically exactly same effect but it required you to have a single copy of each card in your deck) and the results were... absolute garbage. Welp since here you don't have that restriction the deck is problably much more consistent. So might give the card a try at some point.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 2 years, 7 months ago

    Hey.

     

    I'm starting this game again. Historically I played it mostly at beginning. Got a couple of (newb?) questions :

    - Zoe evolution condition states that she must see you playing 10 cards with different names for her to evolve. I know that for couting she must be on board. What I'm wondering is does the counter is saved if she dies and you play another ? Or do you start all over? Should it be the later, she looks... slightly impossible to evolve...

    - When you buy a card skin, you're offered a free copy of the champion. But if you craft a regular copy, does it show with the skin or you must buy the skin again ?

    - What do you think is the shortest/most consistent way to get Legendary Jokers ?

     

    I've got a now probably outdated Jinx/Draven Discard aggro, which is my serious, quest grinding deck. Now what I'll be aiming is playing dank meme decks, because I like whacky conditions. What I've been thinking to build (for the lulz, not for the winrate lol) :

    - Any EDH deck (one copy only of each card)

    - A deck with 3 copy of Zoe cuz I love the mechanics behind the card even if she looks... erh

    - A landmark deck (coming from Shadowverse and I loved countdown amulets)

    - A heavily RNG based deck (much like Hearthstone Tess Rogue) when I want to shut down teh brain.

     

    So last question : What's your most whacky/meme deck ?

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 1 month ago
    Quote From Vexac

    Elusive is a fine mechanic, it's the same as Flying in Magic and it's never been problematic in that game for nearly 30 years.

    I acknowledge the problem here, but it's not tied to the mechanic itself imho:
    - Runeterra has way less efficient removal spells than MtG. This is obviously getting fixed with time and expansions
    - Elusive appears almost only in Ionia. Both Demacia and Freljord have just one (bad) card to block elusive attackers. MtG has answers in each color
    More importantly
    - The most used elusive cards are definitely undercosted
    - Runeterra enables attacking in the same turn a follower is played. This specific ability in Magic costs +mana or -stats

    Magic version of Shadow Assassin is a 2/1, and was printed after 25 years of power creeping and tuning
    Magic version of Navori Conspirator costs 3 mana. There are also many worse versions
    Magic version of Greenglade Duo costs four mana (and is a 2/3)

    These are just examples of how the elusive mechanic went always well in a ~30 years old card game. Runeterra definitely needs to fix something about this mechanic

    Yeh I can't help but think LoR removal are outrageously pricey especially when units can attack the turn they're being played (given you got attack token so it feel a bit less unfair)

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 1 month ago

    I'm playing a Feljord/demacia at noob level and for now don't have much problems with elusive, early on Fleetfeather Tracker and Laurent Protege does the job just fine, or even a buffed braum. But I'm not encountering tailored decks yet so I guess it's not really counting.

     

    I do think however than Shadow Assassin might provide a bit too much for its cost (2/2 + draw + elusive for 3). Even if you trade it, which isn't easy, it cycled itself.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 1 month ago

    I don't mind as long as it's not systematic to the best decks, otherwise it would mean champions are not impactful enough on a general manner.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 2 months ago

    Favorite champ ? Eh Cassio I guess. I put her in Shurima tho cuz I hate Noxus :D. Beware that I'm shit at balancing stuff.

     

    Poison : A poisoned unit take 1 damage at the end of the round.  Cannot be stacked. The unit is poisoned until the beginning of the next round.

    Noxious Blast is also a standalone spell (much like mystic shot).

    Note that Cassio Evolved effect apply when the unit become poisoned, so she doesn't kill 1 health poisoned unit upon evolving.

    Evolve condition is based on the enemy units dieing while being poisoned (regardless of what killed it, it just had to be poisoned by the time it died).

     

    I love midrange stuff so I kinda designed her to be a defensive unit preying on low cost units.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 2 months ago

    Didn't hesitated much, 5€ is nothing in the world of CCG, so 15€ worth of card, even if those aren't fabulous, will do for me.

  • Kinxil's Avatar
    105 29 Posts Joined 01/15/2020
    Posted 4 years, 2 months ago
    Quote From OldManSanns
    Quote From Kinxil

    - Can you expect to build a full deck within reasonable playtime ? I usually play 2 class at most in a CCG (since LoR is "dual classes" with regions I expect to play from 3 to 4 of them). I'd prolly be satisfied with 2 serious deck and 3-4 meme decks.

    "Reasonable" and "serious" are relative terms, but I'll hazard to answer regardless: Yes, but probably not the specific decks you originally wanted to play.  E.g.: you ask about Karma, but unless you get very lucky with your rewards it will probably be a lot of playtime and consumables to make the proper deck around her.  Jinx is a slightly different story, since you'll get 2 of her and a lot of support in your starter decks.  Long story short: if you tailor your plans around what cards you randomly open, you'll get much better mileage than if you try to force a specific champion/decklist.

    That's a bit of a bummer, but I read somewhere it was Riot intention to make it slow, I can't really blame them. The good news is that if meta is slower and it does reduce the chance that I encounter netdecks, I may consider fiddling around with Purrfect card as the only card I do craft and fill the rest so my chance to play 20 different cards are fair enough.

    In reply to Noob incoming !
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