LOR: Initial impressions and feedback

Ariel the Cruel·1/26/2020, 1:40:24 AM·1 votes·1,463 views

*Balance: Overall balance between colors factions seems surprisingly stable. And my half-backed deck using only the starter and prologue cards got surprisingly far. Though I'm suspect I've managed to face-plant pretty hard into the pay-wall at this point. Looks like I'm going to be grinding through those 50xp losing streaks for a while...

Final Spark Targeting: Why does final spark, unlike every other targeted spell, not fizzle when the target is removed before activation? This might be consistent with attacking creatures that have overwhelm, but it's inconsistent with other spells. I personally believe that consistency with the ladder is more important. The reason being: a creature will always [try to] attack, regardless of if it is blocked, so punching through a non-existent blocker makes sense. On the other hand, a targeted spell will not even cast if the target is invalid, so having it cast anyways does not make sense.

"Lux: Another Lux oddity: when allied spells do fizzle because of invalid targeting, the cost is not counted toward her ability. Either it should count once the mana is spent, her her ability should be "I've seen 6 cost worth of spells be cast."

UI Clarity: It really needs to be more apparent how to use wild card. It's actually very unintuitive to have to buy cards using my "collection" and not the shop.

I'm probably wrong...: Correct me if I'm wrong, but didn't the prologue "region" give a hero wildcard? What happened to it? I seem to have 0, though I could have sworn I unlocked one.

AI oddities: How does "Swarm of spiders" AI always play Elise on round 3 or 4? It completely defies the law of averages. (Unless RNGesus is just using the Law of Large numbers to screw with me again.)

Burst spell timing: If burst can be used at "any time," then why can't it be used after a fast spell in a chain? Specific example: After blockers are declared, opponent uses a damage spell. Intuitively, I should be able to use Take Heart (Give damaged ally +3/+3), but my only options are before the opponent's spell (Making it invalid) or after combat (when it's too late). Take heart (and battle phase) is the only instance I can think of right now where this comes up, but it's no doubt going to be an issue that will come up more in the future.

Ephemeral and death effects: Why does Ephemeral trigger death effects? Where is the counter-play supposed to be there? You get good beaters for dirt cheap, then fuel all your death effects. The opponent is left with a miserable lose-lose situation.

  • Kill the Death effect creatures (Trickster mostly) and get over-run by ephemeral beat-sticks.
  • Fight the ephemeral creatures/engines and get overrun by the death effects.
  • Use Ruination to wipe everything, including your own board, or use She who Wanders to obliterate the ephemeral, which generally won't hit the cards that creates them (and also nukes your own board). This isn't to say that the Ephemeral decks are egregiously OP, but it's the only combo I've run into so far where there's never a winning option for the opponent.

Augmented Experimenter: There should be a minimum discard to get the effect. The cost efficiency on this card with near-empty hands is crazy high.

Redoubled Valor: I get it's a 6-cost spell, but because of the spell pool, a 6 cost spell is not the same as a 6 cost unit. It's seems way to effective for the cost. proposed nerfs (pick one): Target a damaged ally (so non-isles has a chance to kill it), remove heal (still double health), remove health doubling (keep heal), double base power/health (no more double dipping on buffs).

In-game chat: When?

Dedicated Forum: When?

Planeswalkers/Summoners: When?

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