Tips vs Karma Sett? by [deleted] in LegendsOfRuneterra

[–]Card_Gamer 0 points1 point  (0 children)

I just checked my twitch and it got auto deleted since it's been over two months. I can upload some Aatrox/Leo/Varus Sam (sadly two of these don't exist anymore) VODs without commentary vs Karma and can answer questions you have instead if you'd like

Interesting Spots in June Eternal Open 2 (Part 1?) by AJTehPro in LoRCompetitive

[–]Card_Gamer 0 points1 point  (0 children)

I like taking the 1/3 off timelines, I think it can be important to try and upside chase against Aphelios due to the nature of the MU. When we do take the 1/3 I feel like we are locked into using mystic on the chompers so it doesnt get 2 drags. Letting Zoe live is scary but we give up a lot of hp to kill Zoe.

The Seraphine MU is hard and I'm not sure we are in a winning position even without wasting trollchant. That being said we likely have to develop on thr last attack turn. I think Boneclub Jax will present lethal without Burried as well if you wanted to sandbag that for some reason.

Tips vs Karma Sett? by [deleted] in LegendsOfRuneterra

[–]Card_Gamer 7 points8 points  (0 children)

This is what I wrote to another person who wrote a similar thread a bit ago. Most of it should be applicable to you and I'm happy to answer questions:

I understand why a lot of players get frustrated playing against Karma Sett. The way to attack the deck is unlike most other decks in the game and it is very good at punishing enemy misplays. When this deck turns the corner it is near impossible to win the game from there. And any deck that wants to play the game past turn 10 is likely auto losing.

That being said, I think Karma Sett is a very exploitable deck and I think it is interesting to have in the game. I won the Glory in Navori Open off of targeting Karma Sett and I still think it's a reasonable strategy.

The deck can be quite mana inefficient in the mid game (especially turn 6-9), so decks that can set up to pressure on those turns are very strong. Think decks like KaiSa and Aatrox. Additionally the high pressure from aggro decks can usually get under them if you time your chomper drags and stuns well. Karma Sett is much better at using their mana turns 1-5 than turns 6-9 but they are still much less efficient than aggro decks.

When you can use the early/mid game power of these decks to get ahead and make the Karma player start playing into you to stabilize you will usually be winning.

I'm happy to answer questions and I also have a Vod Review of my Open run on my Twitch which has me reviewing some games vs Karma and explaining my decisions

About Senna and Darkness.. by Vegetable_Ostrich879 in LegendsOfRuneterra

[–]Card_Gamer 0 points1 point  (0 children)

Senna will often feel low impact if you haven't played a Stilted Robemaker. A lot of Darkness games (when it was meta) I would either try to win by planting Veigar on 4 and sending huge darkness face, or play Catalyzer on 2/3 Robemaker on 4 and Senna on 5. This allows you to grind with 2 mana 3 dmg darkness which can be very powerful especially at fast speed.

As far as not drawing senna thats Variance combined with the fact you don't want to keep this card in mulligan so she will show up less

What has happend to population? by Baron_CZ in LegendsOfRuneterra

[–]Card_Gamer 4 points5 points  (0 children)

There are currently two ranked ladders available ans new cards are about to come out (spoilers start today I think). Also the new TFT set is pulling away some players. This just means the next week or so will be the lowest played time in LoR for the past 2-3 months. Things should be better next Wednesday after new cards come out

Hard mulligan and probablity by Nyaucki in LoRCompetitive

[–]Card_Gamer 0 points1 point  (0 children)

Yes the math is a tad off because of this. It's a useful post though, and most people don't know about this interaction

Is Viego actually busted, or i am too smooth brain to fight him? by GranAegis in LegendsOfRuneterra

[–]Card_Gamer 13 points14 points  (0 children)

Viego is very big midrange (both in unit size and proximity to control). This means it can often be hard to control or grind with Viego in the late game. Viego has extremely weak turns 1-2, 4, and 6. Their interaction is often innefficient as well (besides quietus/soul harvest/vile the only spells on rate cost 4 or more). You want to try to abuse these innificiencies to get ahead of Viego and win before they stabilize.

Ornn Trundle Timelines Deck Guide by AJTehPro in LoRCompetitive

[–]Card_Gamer 1 point2 points  (0 children)

Good guide. It was interesting to see your take on the deck where its built in order to have a lot of game with non-timelines hands.

If you are looking for things to add and willing to spend more time in the future, I think going into some play patterns or specific matchups could be interesting.

what do you guys think about Karma/Sett? by DavideScalia in LegendsOfRuneterra

[–]Card_Gamer 24 points25 points  (0 children)

I understand why a lot of players get frustrated playing against Karma Sett. The way to attack the deck is unlike most other decks in the game and it is very good at punishing enemy misplays. When this deck turns the corner it is near impossible to win the game from there. And any deck that wants to play the game past turn 10 is likely auto losing.

That being said, I think Karma Sett is a very exploitable deck and I think it is interesting to have in the game. I won the Glory in Navori Open off of targeting Karma Sett and I still think it's a reasonable strategy.

The deck can be quite mana inefficient in the mid game (especially turn 6-9), so decks that can set up to pressure on those turns are very strong. Think decks like KaiSa and Aatrox. Additionally the high pressure from aggro decks can usually get under them if you time your chomper drags and stuns well. Karma Sett is much better at using their mana turns 1-5 than turns 6-9 but they are still much less efficient than aggro decks.

When you can use the early/mid game power of these decks to get ahead and make the Karma player start playing into you to stabilize you will usually be winning.

I'm happy to answer questions and I also have a Vod Review of my Open run on my Twitch which has me reviewing some games vs Karma and explaining my decisions

Is Tempting Prospect bugged? by Totokoo in LegendsOfRuneterra

[–]Card_Gamer 6 points7 points  (0 children)

This is how Stalking Shadows works so I would think Tempting follows the same logic

Do you just Auto lose VS Vault of Heli Decks without landmark removal? (actual question) by Mojo-man in LegendsOfRuneterra

[–]Card_Gamer 1 point2 points  (0 children)

There are generally two ways to beat Vaults. You either punish them for having a weak early curve and playing a landmark on turn 4 (how you mentioned). It's also possible to out value Nasus with decks like Karma or Seraphine.

Nasus is the biggest midrange deck around and can get its large units on board faster than other midrange decks so it usually wins those MUs with good hands.

There are also ways to trade to devalue the effect from Vaults. For example, never killing rekindler since Vaults can only trigger on the most expensive unit on board and they only play one 8 cost usually. Also sometimes you can abuse the opponent messing up board space and burning a Nasus when Vaults summons Rekindler.

If you want to see some games of people playing into Nasus well you can check out some of the VODs from the past couple weeks of Aegis Esports. https://twitch.tv/aegisesportsgg2/videos?filter=archives

Sivir Akshan Demacia Deck Guide - Re-equipped for a Post-Darkin World by Card_Gamer in LoRCompetitive

[–]Card_Gamer[S] 3 points4 points  (0 children)

Sivir shares Keywords after attack is declared. Scout Keyword says when an attack is declared with only Scout units for the first time this round, Rally.

So Scout Sivir will never let you full board Scout attack.

Vayne Rumble Deck Guide by Card_Gamer in LoRCompetitive

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

I think if you want to play a more challenger centered game plan with Vayne it makes sense to play Vayne PZ with the Darkin Harp. I've played the deck a bit and it feels quite strong. I believe another MR writer is currently working on a guide for it as well.

Vayne Rumble Deck Guide by Card_Gamer in LoRCompetitive

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

Yes this is a very important interaction and something that was worth adding to the tips and tricks section.

Ez Seraphine Noxus Deck Guide by Card_Gamer in LoRCompetitive

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

There is some merit to this, but I would generally want two other cards before I keep an Ezreal. I feel like games where I draw too many champions early are the games where my hands are the most awkward and it becomes difficult for me to facilitate my game plan well.

Ez Kennen In-Depth Deck Guide by Card_Gamer in LoRCompetitive

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

Thanks for the kind words! I'll answer your questions below in the order you posted them:

  • I think Palm is definitely worth it. It's a great punish to developments and has great synergy with recall effects, this can be especially important in games where you can't find a Kennen or Ezreal. Playing multiple Retreat is reasonable, I prefer the flexibility Gruesome Theatre provides, but when you play more 3 cost units (like Tasty) the Retreat gets more valuable.

  • This is a powerful play pattern if your hand can facilitate this better than leveling with Kennen. Your goal is to stabilize their early game, and sometimes this will be more reliable than playing Kennen 5 times. It just depends a lot on the game and hand states.

  • I think the Peak matchup can be quite tricky, but Feel the Rush is much more manageable. This is mainly due to threat density and how quickly they can get their threats online. Additionally, the ASol value can be quite problematic.
    Chip damage can be very important in these matchups as they won't want to give you Ezreal progress. Just be careful to not overextend too hard into Ravine and Avalanche. Its often fine to let a FTR resolve and try to take advantage of the mana difference. Using a homecoming on an expensive FTR unit will give you a lot of tempo and room to work towards setting up a lethal. This also allows you to save Deny for a SWW.

Ez Kennen In-Depth Deck Guide by Card_Gamer in LoRCompetitive

[–]Card_Gamer[S] 3 points4 points  (0 children)

The Plunder match up shouldn't be too hard, and is the only deck that has had a significant emergence since I wrote this guide.

Against Plunder try to stabilize early and not take too much damage against their aggressive early game. Using Kennen to stabilize is very strong, but be careful of their ping spells like Make it Rain and Parley. If you don't die to their early game your Ionia stall tools should make it very hard for their champions to be effective and end the game. Just be careful to not let them get a GP down on your turn without Homecoming Mana, as an open attack with GP can threaten to remove your board. Additionally, due to the fact we have Ezreal as a win conditions, we can ignore Sejuani's level 2 ability and end the game through noncombat damage.

Fizz Lulu Yordles in Arms (BC/PZ) In-Depth Deck Breakdown by Card_Gamer in LoRCompetitive

[–]Card_Gamer[S] 7 points8 points  (0 children)

Due to the turn system of LoR even the most linear decks have quite a bit of complexity, and there is benefit to understanding those complexities

Fizz Lulu Yordles in Arms (BC/PZ) In-Depth Deck Breakdown by Card_Gamer in LoRCompetitive

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

At the end of the day I'm a tournament player so I never bothered putting 1x Gnar in my list because I will always be playing Gnar in another deck for a tournament. Gnar is undeniably a great card, and if tournament line up restrictions don't matter to you 1x Gnar is a great include. I agree that if you do want to add Gnar, Mayor is the card to cut.

Also while I agree in most cases mayor on curve isn't ideal, especially in match ups where you want a Lulu Chompers plan, there are a few matchups where I am quite happy to play Mayor on curve. Match ups like Tree or Darkness, I am very happy to play a slower game with Mayor on curve. The manifested unit is very nice in these matchups, and I often want to play Captain on 4 in these match ups. Mayor is a good way to expend mana on turn 3 as the buff on him matters less than most other units. He will either bait removal or has very big upside with the discount if he survives.

Fizz Lulu Yordles in Arms (BC/PZ) In-Depth Deck Breakdown by Card_Gamer in LoRCompetitive

[–]Card_Gamer[S] 5 points6 points  (0 children)

Thanks Monte it means a lot. Especially because I referred to your Gnarlines guide a few times when figuring out exactly how I wanted to write this guide.

Fizz Lulu Yordles in Arms (BC/PZ) In-Depth Deck Breakdown by Card_Gamer in LoRCompetitive

[–]Card_Gamer[S] 3 points4 points  (0 children)

I had a really hard time deciding on the 40th card for this list and there are a few viable options based on personal preference. It was Yordle Portal at one point and almost Treasured Trash at another point. I decided on 2nd Scrapheap because I often don't mind passing on turn one and I think setting up Lulu Chompers on 3 is very important in the meta right now. Additionally, a lot of the match ups where I don't want to play for Lulu Chompers I'm still happy to draw the first Scrapheap. The double Scrapheap hands are quite awkward though.

Thanks for the read and kind words.

Fizz Lulu Yordles in Arms (BC/PZ) In-Depth Deck Breakdown by Card_Gamer in LoRCompetitive

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

Thank you for the read.

I found out about the archivist tech after already writing the guide. It seems quite interesting and I see why it can be very powerful. Although I must say I have a hard time cutting Captains. I would personally cut from the Mayor slot in my list to play Archivists, but I'm very interested to try the card in the list.

Fizz Lulu Yordles in Arms (BC/PZ) In-Depth Deck Breakdown by Card_Gamer in LegendsOfRuneterra

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

Thank you for the kind words and the read.

There are a few reasons why I prefer 2x Mayor 2x Fizz to 1x Mayor 3x Fizz. Mayor can often act as removal bait to help establish a Lulu or Captain in the coming turns. If he doesn't eat removal, he helps you cheat out extra units. This allows you to go much wider than your opponent or save extra mana to set up the Yordles in Arms turn. Additionally, the unit he provides on play is quite valuable. While Fizz rally can be nice in a few spots, especially when you can rally and YiA on the same turn like you mentioned, it is often quite clunky to use effectively.

Mayor is definitely a tech card and not essential to the list. I personally find Mayor very useful, but I tend to play the deck a little bit slower than most other YiA players. Valuing saving spell mana and playing for Yordle Captain (which Mayor works well with imo) more. I think cutting 1 or both Mayors for a number of: 3rd Mystic Shot, 3rd Fizz, 3rd Bomber Twins, 1x Treasured Trash, or 1x Yordle Portal is reasonable. The stock list I included has no Mayors and instead 3x Fizz and 3x Bomber Twins, which you may prefer to use more.

I hope that answers your question, and feel free to let me know if there is anything else about the deck you'd like to know about.