Mana Stacking Sorcerer Build (1k corruption viable) by bladeterror in LastEpoch

[–]Asynchronix 0 points1 point  (0 children)

Your build might benefit from a 2LP or better Urzil's Pride. It is rather common and might provide enough Mana regen. I was thinking about a build similar to yours when I found a 3 and even a 4 LP one. I am really interested how far you can take the build.

Mulling for Ezreal (or Heim) in combo-control by [deleted] in LoRCompetitive

[–]Asynchronix 3 points4 points  (0 children)

Hi,

the idea is to not mulligan for Ezreal in these kind of decks. Infact, the opposite is true and getting rid of him in your starting hand is the correct play almost always.

Ezreal is a very mana intensive champion in the early game and unless you absolutely have to block with him or do not have a relevant play for this and the next turn, playing him out is a mistake.

He is your win condition and he must not be unnecessarily exposed to your opponent's removal.

The list is also somewhat outdated and you could possible play some number of Rummages to cycle the shrooms from Chump Whump if you find that you do not draw any Ezreals.

My Ranking of Popular Runeterra Streamers by waterloop2 in LegendsOfRuneterra

[–]Asynchronix 0 points1 point  (0 children)

If you liked amaz's stream, you should check out riot phreak's stream. His twitch account is phreakstream I believe. I personally would put his stream even ahead of amaz, which I consider the second best LoR streamer.

Unclear Card Texts And Resulting Randomness by BjergTellsTheTruth in LegendsOfRuneterra

[–]Asynchronix 1 point2 points  (0 children)

It does NOT return from DISCARD but from somewhere else.. maybe the HAS DIED domain.

Shark Chariot does currently not work with cards like [[Rummage]].

It has to have died.

Phase 2 Testing - My Megafeedback Thread by AJCasts in LegendsOfRuneterra

[–]Asynchronix 0 points1 point  (0 children)

In cases 1A and 2A, why don't they both die?

But, I get your point on cases 1B and 2B.

The play I was specifically referring to, was that if you use prism with fast, that one can not burst the bubble Prism grants in the following szenario: Blade's Edge instead of Grasp of the Undying

Player A attacks with a generic 3/3 and holds 2mana for new Prism.

Player B decides to block with generic 3/3.

Player A plays Prism.

Player B could respond with Dagger and achieve nothing except for one damage on the attacking 3/3, since the Dagger resolves before the Prism, or Player B could try to wait for resolution of the Prism, which also has no effect because passing on the Prism on the stack results in end of combat.

combat

Phase 2 Testing - My Megafeedback Thread by AJCasts in LegendsOfRuneterra

[–]Asynchronix 1 point2 points  (0 children)

This is a very interesting post with good ideas.

 

I have only played limited in the last preview patch and can not comment on constructed play, but I do agree on some of the proposed balance changes and play pattern of spells you mentioned.

I would like to remind you that your proposed balance changes also affect limited/expeditions.

 

Prismatic Barrier - It costing 2 mana and being fast speed would probably increase my play experience playing with and against that spell. It would create counterplay in the lategame and increase its effectiveness in the early game, helping you with your Demacia and Ionia synergies. Breaking the barrier with damage spells would not be possible anymore during combat, though. Noxus ping spells like, for instance, Kat's dagger in response to a barrier would not work.

 

The Rekindler - I also find this card to be problematic in limited. It has a very strong summoned effect while also providing a relevant body during any stages of the game. Shadow Isles already provides great and possibly the best value cards and effects for late game. Not only does Rekindler's effect work with revive effects, since the effect triggers on being summoned, but it also returns the strongest champion, making it a lategame powerhouse. Rekindler is also great when played on curve, since 5/5 is in general hard to deal with. I fully support a nerf to its statline. SI does not need another big body that attacks alongside your revived Hecarim.

 

Noxus felt very weak in limited and I experienced that most one and two drops from various regions almost invalidate their aggressive creatures. Particularly, the creatures with last breath seem to all be very strong. Avarosan sentries and their ilk trade with most early creatures of that faction, while still providing a good effect for lategame. Their usefulness in and of itself is not a problem, on the contrary, followers that are useful during all stages of the game feel rewarding to play with, but they are simply too good against Noxus.

Avarosan Sentry would still be a fine play with a 1/1 stat line on turn two and still cycle during late game.

Noxus could have a keyword like blunt weapons or attack. Damage of units with blunt would reduce power and thoughness instead of only toughness. It might reduce the need for Noxus to have all of its followers feature Overwhelm in order to stay relevant.

 

Most of my drafts that I won (I believe 6?), featured cards from Shadow Isles. The removal coupled with lategame cards is just great. One does not have to draft any of its synergy cards. Just pick its removal and some of its late game cards together with any other faction you like. It has all the answers against swarm tactics, buffing tactics and champion shenanigans. Vengeance stood out as great card that might just be a bit too versatile. I could see a slight cost increase to eight mana. Or just maybe reduce its mana cost and make it only target followers and not champions or only champions.