I assume aoe lifesteal spells will count as a single instance of healing. Spirit Lash with some spell damage would probably break if it were multiple.
Arcane Missiles But For Healing is Healing Rain, but the only way to pump that from ticks of 1 to ticks of 3 would be combining multiple classes legendaries like Velen/Kangor.
E: Wild could do Hallazeal and Lightning Storm, I feel like that would actually work for multiple draws.
I can see people trying to make it work in heavy-aggro metas IF the overkill triggers for each creature. At that point it might be worth a little work to try and spell power it up and attach a cabalist's tome to your board wipe.
But not likely.
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It's 2 mana more than Volcanic Potion, and as we've seen getting 1 random mage spell already costs 1 mana. Bundling a pair of cards is usually about another mana. So it's costed based on the assumption that you get 1 random spell to begin with.
I mean, that would be really satisfying to blow up an odd paladin's board and get 5 random spells or something. It's also alright with Sindragosa. It's going to feel bad anytime there isn't a one health minion though.
uhhhh can the overkill part trigger multiple times
like if you kill three 1 health minions does it give you three spells or just the one
don't matter anyway. i'm not paying 5 mana to deal 2 damage, that's fucking disgusting
People pay 6 mana for 2 damage to all enemies plus freeze them
So yeah I'm not sure why this spell costs 5, other than to support Odd Mage or something.
Blizzard is stall and sets up for future turns though. The Freeze is a huge part of it.
Blast Wave's Overkill only works if it kills 1 health minions which is a little awkward. I mean I guess there's some value in getting the rando cards, maybe. Good vs Odd Paladin anyway, right. Hrmmmm.
Plus let's be real Odd Mage will run it anyway because they need to and they need another high cost spell to support Dragon's Fury.
Also we did get confirmation that the Overkill can trigger multiple times so killing multiple 1-health minions yields multiple rando spells.
where that says "play a Secret" rather than "Put a Secret from your deck into the battlefield." like Mad Scientist did, I'm guessing that means it does upgrade hunter spellstone?
"Play" also implies it would trigger Counterspell or (in Wild) Cat Trap. So either they botched the wording on this one or we're actually going to be seeing some new interactions.
Yeah if you're up against Odd Paladin, the question becomes: Are you second player, and did you keep your coin? Because if the answer is no to either of those questions, you're probably done.
No the spring rotation expansion is probably the most important because that adds fully a quarter of all the available cards and sets the tone for that year
Yeah if you're up against Odd Paladin, the question becomes: Are you second player, and did you keep your coin? Because if the answer is no to either of those questions, you're probably done.
Yeah that's a mandatory keep the coin for 4 scenario
They were so close to something actually good too. "Overkill: cast this again" is an actual board clear, is much more complex and less powerful than a godfrey and involves the hero power in setting up chains - and this is the era of the hero power mage apparently
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Initial thoughts after playing for a few days:
- I don't have enough cards to even make a dent in Standard, right now. I'm thinking about just saving all my gold for the upcoming expansion. As a result I am mostly playing Wild.
- Druids seem ridiculous in Wild. Between Mecathun stall decks and whatever Jade thing I got decimated by a few times, I'm thinking about just auto-conceding against Druids.
- The srs bsns decks I come up against almost exclusively run the legendaries that change hero power based on deck composition. IDGI. It really doesn't seem that worth it.
- Despite issues with Druid, my Pacification Healadin Control deck I made during TGT works well, its as fun as it was before and it working me through the ranks in Wild. I've even beat a few legend card back players who were running some very coherent decks.
- There were some really cool concepts released since I've been gone. I like the idea of quests, rush is a great keyword. Of course there has been what feels like pretty significant power creep, but its not too bad if my old stuff can still compete in wild.
- I LOVE the single player deckbuilder adventure things. They've kept me up way later than I should have. The rewards are basically non-existent, though. Why make this cool gamemode with no rewards?
I still don't know what I should do when it comes to building back up my collection to be competitive in Standard. I'm waffling between: (A) Not spending any resources until the Spring expansion and then going all in at the beginning of that Year. I should have a ton saved up by that point with plenty of Dust/Gold to make whatever I want for most classes. Downside is that means I am exclusively playing Wild for the next 5 months. or (B) Waiting for the RR Meta to shake out a bit, then spend what will be most of my dust to get a Standard Deck that could last me through to the rotation, still saving Gold for the Spring expansion. Downside to this is that I would be spending quite a bit of my resources on cards that will only be useable for a year. or (C) wait for RR and spend all my dust/gold on a full compliment of standard decks. It will give me plenty of cards to make what I need and have fun immediately, but severely handicap me for when the rotation hits since I will likely not have anything saved up for it when it comes.
Seems like a pretty strong 1-drop for aggro decks. By the time the Taunt minion shows up, it'll probably die to a single minion. Had to be a Deathrattle to avoid Call to Arms value.
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Soup Vendor looks cool but I don't think it ever sees play. Yeah, it does stuff in Warlock and Healadin but a 1/4 doesn't excite me.
Arcane Missiles But For Healing is Healing Rain, but the only way to pump that from ticks of 1 to ticks of 3 would be combining multiple classes legendaries like Velen/Kangor.
E: Wild could do Hallazeal and Lightning Storm, I feel like that would actually work for multiple draws.
Hmm
Yeah I dunno about that.
I can see people trying to make it work in heavy-aggro metas IF the overkill triggers for each creature. At that point it might be worth a little work to try and spell power it up and attach a cabalist's tome to your board wipe.
But not likely.
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like if you kill three 1 health minions does it give you three spells or just the one
don't matter anyway. i'm not paying 5 mana to deal 2 damage, that's fucking disgusting
Battle.net Tag: Dibby#1582
i hope he's entertained
Doesn't have quite the same ring to it.
they're so linear and functional that i have to actually like, start paying attention if i want to win
this dude just played Goblin Bomb Face.dek and he did it, cuz i was playing thief rogue!
People pay 6 mana for 2 damage to all enemies plus freeze them
So yeah I'm not sure why this spell costs 5, other than to support Odd Mage or something.
Blizzard is stall and sets up for future turns though. The Freeze is a huge part of it.
Blast Wave's Overkill only works if it kills 1 health minions which is a little awkward. I mean I guess there's some value in getting the rando cards, maybe. Good vs Odd Paladin anyway, right. Hrmmmm.
Plus let's be real Odd Mage will run it anyway because they need to and they need another high cost spell to support Dragon's Fury.
Also we did get confirmation that the Overkill can trigger multiple times so killing multiple 1-health minions yields multiple rando spells.
Battle.net Tag: Dibby#1582
If it doesn't actually count as though you played the spell, then they should have used the Mad Scientist wording.
(Just my guess, anyway ...)
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Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Hahaha no
Maybe spell power for multiple triggers. Maybe
Trouble with spell power is you're killing your spell power minions with it. It's just all sorts of no.
I don't think this sees play outside of Odd Mage, at all. And unfortunately, doesn't really work to justify Odd Mage, either.
Yeah if you're up against Odd Paladin, the question becomes: Are you second player, and did you keep your coin? Because if the answer is no to either of those questions, you're probably done.
Are we all in agreement that the final expansion in any given year is the most powerful because of the impending rotation the following spring?
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Compare, for example, Boomsday versus Frozen Throne, both occupying the same slot. Very different effects on standard.
Yeah that's a mandatory keep the coin for 4 scenario
They were so close to something actually good too. "Overkill: cast this again" is an actual board clear, is much more complex and less powerful than a godfrey and involves the hero power in setting up chains - and this is the era of the hero power mage apparently
...again.
hmmm
Battle.net Tag: Dibby#1582
- I don't have enough cards to even make a dent in Standard, right now. I'm thinking about just saving all my gold for the upcoming expansion. As a result I am mostly playing Wild.
- Druids seem ridiculous in Wild. Between Mecathun stall decks and whatever Jade thing I got decimated by a few times, I'm thinking about just auto-conceding against Druids.
- The srs bsns decks I come up against almost exclusively run the legendaries that change hero power based on deck composition. IDGI. It really doesn't seem that worth it.
- Despite issues with Druid, my Pacification Healadin Control deck I made during TGT works well, its as fun as it was before and it working me through the ranks in Wild. I've even beat a few legend card back players who were running some very coherent decks.
- There were some really cool concepts released since I've been gone. I like the idea of quests, rush is a great keyword. Of course there has been what feels like pretty significant power creep, but its not too bad if my old stuff can still compete in wild.
- I LOVE the single player deckbuilder adventure things. They've kept me up way later than I should have. The rewards are basically non-existent, though. Why make this cool gamemode with no rewards?
I still don't know what I should do when it comes to building back up my collection to be competitive in Standard. I'm waffling between: (A) Not spending any resources until the Spring expansion and then going all in at the beginning of that Year. I should have a ton saved up by that point with plenty of Dust/Gold to make whatever I want for most classes. Downside is that means I am exclusively playing Wild for the next 5 months. or (B) Waiting for the RR Meta to shake out a bit, then spend what will be most of my dust to get a Standard Deck that could last me through to the rotation, still saving Gold for the Spring expansion. Downside to this is that I would be spending quite a bit of my resources on cards that will only be useable for a year. or (C) wait for RR and spend all my dust/gold on a full compliment of standard decks. It will give me plenty of cards to make what I need and have fun immediately, but severely handicap me for when the rotation hits since I will likely not have anything saved up for it when it comes.
1 spell per dead minion:
https://www.youtube.com/watch?v=x3lWtNxZYPY
Seems like a pretty strong 1-drop for aggro decks. By the time the Taunt minion shows up, it'll probably die to a single minion. Had to be a Deathrattle to avoid Call to Arms value.
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WHY THE FUCK ARE THEY REPRINTING ZOMBIE CHOW
Battle.net Tag: Dibby#1582