
Empires of the Ascended also introduces Landmarks, which are basically like the card equivalent of buildings. It routinely invents entirely new systems and card types. (Image credit: Riot Games)īut Runeterra isn't just content with tossing out some new playstyles or the occasional new ability. You can make some absurdly powerful decks in Lab of Legends. When you summon enough units, he'll level up and start buffing the attack and health of any summoned units. In Runeterra, every time he attacks he summons sand soldiers that attack alongside him. Azir, for example, summons walls of sand soldiers in League of Legends. As a League of Legends player, seeing more heroes transition over to Runeterra is always fun, and I'm continually impressed at what a remarkable job Runeterra does for translating their playstyle from LoL into a card game. Most recently, the Empires of the Ascended set added 110 cards, nine of which were brand new champions like Azir and Renekton. The new expansions have all been excellent, too. More will presumably come sometime after the new set arrives on May 5, which is good news because Lab of Legends has so much potential it feels like it could be its own game. Lab of Legends was only rolled out in February, but already Riot has expanded it to include a new ultra-challenging difficulty mode and two new starter deck archetypes to play with. Couple those cards with some random augments like ones that give your units powerful keywords like Quick Attack, Regeneration, or, hell, a power that increases the health of any of my attacking minions to match their attack power, and it's easy to make some wickedly fun and unpredictable decks. Like any good roguelike, Lab of Legends encourages you to think outside the box and come up with wacky decks that'll absolutely devastate the computer opponents. This is where I've been spending most of my time for the past few weeks. This would allow you to attack in when you see a good opening where the enemy player can't block all your unites then when they confirm their blocks you hit them with MM and hopefully win.I'm a bit gobsmacked at how much Runeterra has changed and expanded. Option 3: Make the spell either burst or fast speed. Option 2: Give the unites Overwhelm or Elusive when under its effect. It would also allow the enemy player time on their turn to take out some of your unites and build a defense for your next attack or do a board clear of their own. This would allow for you to clear their board, defend yourself during their turn, and hopefully finish them off on your next turn. I'm sorry this took so long but I felt I had to first point out the problems before I could lay out the solutions.
#Legends of runeterra mind meld full
PS: I also tried using unites that spawned spells rather than spells that spawn unites but you rarely had a full board by the time MM was ready to be used. So unless you have another MM you are now dead in the water. So you cleared the board but didn't even harm the enemy nexus 99% of the time. Then your reward for making it to turn 7 or 8 is to buff them all to 10/10 unites that all end up getting blocked then turn back into little 1/1 unites at the end of the round. Up until turn 7 or 8 all you have are mostly low cost 1/1 chum blockers who you can't afford to block with most of the time. The problem is mind meld is meant to be a finisher but it fails at its job. I used all the multi unite spawning type spell cards between BW and P&Z with the usual P&Z board control spells and lots of BW an P&Z draw spells to find mind meld by turn 7 or 8. After 10 games with the deck I never once didn't have the mind meld and a full board by turn 7. By consistently I mean literally every time I played it. Its either one or the other.Īt least that is what I thought till I made a deck that I have found can consistently do both and leave you with a full board of unites to buff up to anywhere between 7/7 - 11/11 by turn 7 or 8 and almost always have a mind meld in hand by then. Then it wants you to flood the board with units. One it wants you to play a ton of spells. The problem with the effect is as Swim stated the card wont's you to do two completely different things that contradict one another. The reason the card doesn't see play has nothing to do with the cost. You can skip to the solutions on the bottom if you don't want to read the following explanation of the cards problems.
