make sure you only attack with scout units, THEN attack with all units.
The only obliterate we have right now are She Who Wanders and Devourer of the Depths, the first one only affects FOLLOWERS, so champions are safe, the second one even if he can target Champions as well, the effect depends on his HP, so you work around it by buffing his target or reducing his own HP to negate his effect.
Purify also only affects FOLLOWERS, so...
Which leaves RECALL mechanics and stuff like Detain.
The most obvious recall is Will of Ionia, but there are others like Minah Swiftfoot, Dragon's Rage, Lee Sin lvl2's own Dragon's rage, and finally Riptide when there is a Nautilus in play.
So unless you are facing ionia most of the time, it should be doable, you can also just run Deny to help stop all the aforementioned counters.
Only units with "deep" keyword gets the +3/+3, unless I'm missing something, so those sages should be 4/4s.
Challenger keyword is half an answer, cause you can only activate it when you are attacking, we would be looking for "Taunt" keyword that can be specific to "challenger on the defense" of an elusive attack, which is the same as having an elusive unit as your block.
As for something that have the same mechanic as Elusives, you can check the game "Eternal" and their "Flying" units that can only be blocked by other Flying units, the only difference is, all regions/class/factions have access to their own plethora of flying units.
Or this other game I forgot it's name, where blocking an enemy attack is based on the unit's "Speed", a unit with speed "3" can't be blocked by units of speed "1" or "2".
Here are a few examples of what I'm looking forward to:
When I was talking about "Answers" I was referring more to those cards that can help you respond to enemy threats OR make him think twice before he even commit his actions, as an example, Deny vs those big slow game changing spells OR ruination vs a units centered deck.
Not all regions have these kinds of "Answers" and even if they have something, it require certain conditions that can be played around in many ways.
I'm just hoping for more diverse options and multiple answers, as long as they are equally represented between all regions and not get focused on a select few which limits deck-building.
I made sure to put the word Main between quotations to draw attention toward that part of the problem.
you can't say Kinkou elusives is a Freljord deck when you are running 6 support freljord cards and 34 ionia :) it's the same as saying bannerman deck is ionia when there is only 1/2 copies of deny and 38 demacia's cards.
The reason why i placed Ionia 3rd and not first is again, it is mostly played as a support region and not the main one, in your examples it is X other region main champion + karma support (EZ, Heimer, Lux...) and i think that's a problem.
Of course you will always see all kind of decks played in ranked, but you will see some of them pop up WAY more often then others because of how efficient their "answers" are in comparison to the less represented regions.
I have started playing Legends of Runeterra about ~2.5 months ago, got all 3 copies of each card, reached Masters and i'm pretty exited about the official release of the game, I have played many card games before (Hearthstone, Eternal, Yugioh, Faeria, Gwent, etc...) they are all great games with their unique play-style, but there is always that 1 game decision by the makers that turn if from "Great" to "hm...yeah" sometimes "ok...that's it for me", be it card balance, card release frequency (slow-fast), massive change of game design, or even games switching business models altogether (f2p ->p2p).
Now back to LoR, during those 2.5 months I have seen many kinds of decks and strategies and i would like to share my 2 cents regarding each of the 6 Regions currently available starting with a personal ranking of their popularity:
1- Shadow Isles (fighting one Every other game)
2- Piltover & Zaun (If =/= "Shadow Isles" then = "P&Z"; )
3- Ionia (There are Elusives in one side and then there is Deny)
4- Demacia (Or should I call it "BannerMacia" ?)
5- Noxus (Go face or go home!)
6- Freljord (No comment...)
This just shows how even if there are a few different decks, they tend to use the same "Main" regions with slight variations in the supporting ones.
Giving all regions equal answers for specific strategies, could help diversify the decks (for example, dealing damage and/or killing enemy units shouldn't be reserved to two or 3 regions, same for card draw "some have 6+ ways to draw cards, others have 1").
I really hope these new 120+ cards have some of these "Answers" for the regions that needs them most.
If i'm not mistaken, we are only getting ONE new region in the next 120+ set of cards, with the second new region coming later this year, and if the Season Road is tied to ranked mode (which is 2 months long) then i think we should "normally" get the season road exp going on right after next week official release.
Same here, collection complete last week,
5k4 shards, 5 champion wilds + 2 rare + 21 common
-started on Feb 4th
Didn't pay anything, (except for time of course...)
Quote From YourPrivateNightmareOverwhelm goes through phantom blockers, meaning that if a unit that blocked and Overwhelm unit dies the full damage from the Overwhelm unit goes through
Overwhelm goes through phantom blockers, meaning that if a unit that blocked and Overwhelm unit dies the full damage from the Overwhelm unit goes through
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...
Maybe we will see some "answers" to The Ruination in the new set of 120+ cards later this month...or see a "the ruination 2.0" card to talk about ^_^.
Just some wild ideas of cards:
-Reveal enemy X or Y card or whole hand.
-Trade cards from hand.
-Discard enemy X or Y card or whole hand. (similar to She Who Wanders)
-Make enemy draw more then what he can use (too many high cost cards) and "burning" the 10+ excess (accelerating his out of card loss condition, and let's throw some mushrooms in the mix for free burn damage...)
Hi, there is something "wrong" with how blocking enemy units works in this game.
sometimes everything works normal, sometimes i can't find a reasonable explanation...or maybe I'm just missing some "basic" information.
-i block an enemy unit, the player use Whirling Death on my blocking unit, killing it and letting his unit hit face (even when i already "confirmed" the blocking)...same scenario using different removal like Get Exited!BADCARDNAME my unit still blocks the enemy unit.
-the player is attacking with Anivia "2 damage to all" + another unit, i block the other unit with a 2hp unit, the player use Might on that unit, Anivia kills my blocking unit and his Might boosted unit hit face...again same scenario with different enemy interaction and i manage to block the units even if they die to Anivia's AOE.
Is there something I'm missing ?