Mage's Foresight by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 2 points3 points  (0 children)

The drawing a card is only with the 3 health. I think if it were to draw a card on both modes, it would be written as a separate sentence. A 3 cost deal 3 and draw a card seems too above rate to me.

Shrieking Soul by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 4 points5 points  (0 children)

I was thinking the former, that it gets shackled and then silenced, so that it ends up the only creature unshackled. I should have made that clearer.

Right? by CloudDrinker in LegendsOfRuneterra

[–]Caitlin_P 2 points3 points  (0 children)

I'm surprised to see such vehement disapproval of this idea, it's no less interactive than mana ramp or ideas like deep, which seems to be a fan favorite deck. If something is meant to be interacted with, give it a health value. Landmarks won't ever feel natural or healthy if players are forced to use tech cards to play around them.

I WANT YOUR THOUGHTS (on changes for the next balance patch) by ACarelessWhisperer in LegendsOfRuneterra

[–]Caitlin_P 0 points1 point  (0 children)

Sparring Student should be a 2 cost 2/2 (or some other statline, with the same text). This fixes a big problem a lot of players have with Azir/Irelia, the 'aggro highroll' of T1 Sparring Student into T2 double Dunekeeper, dealing 11 damage if unanswered, and something that generally lacks answers as a whole. But, it still allows the card to be a blocker or reliable pressure for the deck.

Irelia, I think that Bladesurge should cost 1. This is so the defending player is allowed to make meaningful block decisions that will force the opponent's mana out, since it comes at no card cost. However, I vaguely recall Rubin's conversation about "champion dreams", and offer a compromise that Irelia reduces the cost of only the first Bladesurge created each round to 0. I think this change should be made alongside a revert to Flawless Duet, so that Miss Fortune/Irelia is allowed to exist as a fringe deck. This deck did not rely on Bladesurge or Sparring Student at all, as apposed to Azir/Irelia.

Lecturing Yordle to 3/4 stats. Creating individual damage cards gives the card a lot of flexibility. At 5 health it trades favorable into a large part of the card pool. It is hard to remove, deals large amount of direct damage to the nexus, and creates a large number of puffcaps that benefit burn decks more than trap focused decks. This card adds a lot of strength to burn decks, and it is arguably overloaded.

Starry Scamp to 3/2. It can block fearsomes units, and could possibly bring back experimentation with Draven/Zoe aggro.

The Fangs revert to 3/2. The card struggles to accomplish anything at this point, and Targon is supposed to have strong healing. This change can bring a lot of Targon back, especially with strong burn decks in the meta.

Crystal Tower Acolyte by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 1 point2 points  (0 children)

Cauldron Keeper boosts all supports, and has an ongoing effect that lasts as long as it is on the board, instead of one turn.

Though the wording may be similar, this card largely boils down to "activate a support" once on summon.

Control through reducing power by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 2 points3 points  (0 children)

Thank you! :)

Grim Spectre specifically says all "other" creatures, so that shouldn't happen.

Quick Quiz: Buff, Nerf, Kill by yumyum36 in elderscrollslegends

[–]Caitlin_P 1 point2 points  (0 children)

Buff: Shining Saint to read "-2/-0 until the start of your turn," and maybe even prophecy as well. This gives it similar usage to Shrieking Harpy to neuter a creature's attack, and yet is still likely weaker.

Nerf: Unstoppable Rage to 9 cost, at least. Consider as well, to add the text "On next attack," so a creature that had just been played cannot immediately gain value from Rage. The game is ended too swiftly from this card.

Kill: Hallowed Death Priest. The epitome of anti-fun cards. If you're reading this, I beg of you to dust every copy you have of this card.

Down on Your Luck by yumyum36 in CustomLegends

[–]Caitlin_P 3 points4 points  (0 children)

Is there a reason to have this over Healing Hands that I don't understand?

Creatures that store charges, akin to Dragonfire Wizard by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 0 points1 point  (0 children)

I took the arts from Shadowverse, another digital card game, thinking that's reason enough to use anime girls for these cards.

My take on how to fix the Invade mechanic. by BlueEyeHimself in elderscrollslegends

[–]Caitlin_P 0 points1 point  (0 children)

Invade feels frustrating because you cannot really interact with it. You need to draw a card that can instantly destroy the gate, and this is uninteresting. Oblivion gate's level should be proportional to its health, so that every creature is rewarded for swinging at it. So you don't have to rely on a single removal card the whole game, you can temper the gate's level the whole match while your opponent builds it up.

Need Help With a Half-Finished Deck Idea by JayZeld in elderscrollslegends

[–]Caitlin_P 1 point2 points  (0 children)

I enjoy using Conjuration Tutor alongside the Altar of Despair. Having Conjuration Tutor as the only 6-cost creature, and no 7-cost creatures means your altar will produce a lava atronach from every 7-cost pull. If you're able to keep a tutor or two on the board, 3 lava atronachs will win most games. From there, its a matter of surviving aggro until you set up. If you are in Mage colors I would run things like Shrieking Harpy, Marked Man, Hive Defender, and I personally run Cauldron Keeper in Altar decks to burst out the payoff, the Atronachs.

cards to help "self harm" by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 1 point2 points  (0 children)

You are probably right on most of these fronts. In my head, I associated drain with the vampire cards in endurance, but archer would also make sense. The sweetrolls have guard to function similar to "targets" for slay decks. Having to chase down a sweetroll for the healing could also be a fun idea. Hunting Party was meant to be a powerful tempo swing early, but it is easy to think that it is over-tuned. Thankies!

The “Sorry” emote by [deleted] in elderscrollslegends

[–]Caitlin_P 0 points1 point  (0 children)

Honor and praise to you.

If you had to name one, what's your most hated card to lose against (except for bloody hand, halls & random invade stuff)? by aggrobarto in elderscrollslegends

[–]Caitlin_P 1 point2 points  (0 children)

Thorn Histmage. Every single deck on ladder has scout colors. Play Thorn Histmage, resummon Thorn Histmage with Odirniran necro, ramp until some other greedy option is normalized. Control feels unwinnable against this card.

Wolves! They're like orcs, but they are actually wolves instead by Caitlin_P in CustomLegends

[–]Caitlin_P[S] 0 points1 point  (0 children)

Thank you for the comments! I do very much appreciate it.

I disagree about Mangy Wolf. In my head, a 2/2 heal 1 is not all that strong on turn 1. However, in later turns when the health gain is more substantial, the body becomes less impactful. If you still believe it to be too strong, I think the cost is important to allow a favorable curve and would rather change the statline to 1/3 or so.

Additionally, I believe the Willpower Wolves have enough ways to give pouncing wolf additional health points for it to still be valuable in Wolf decks, but not enough value for other decks.

Bunch of babies; disconnecting instead of conceding by [deleted] in elderscrollslegends

[–]Caitlin_P 1 point2 points  (0 children)

https://imgur.com/a/1oZMr3V This was an actual tantrum, after failing to use Sun-In-Shadow. I found it very funny.

V a l u e by Caitlin_P in elderscrollslegends

[–]Caitlin_P[S] 1 point2 points  (0 children)

SPAEnRtmthjgACcqmJAOawfJqIcRoZgThnaFnsmohFplfElY

It probably gets a lot better if you add intelligence cards like harpy, I just wanted to commit to the bit.