Cards that NEED to be added to Legends of Runeterra



Custom Card Submissions before the Worldwalker Expansion.

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25 thoughts on “Cards that NEED to be added to Legends of Runeterra”

  1. I dont realy like the design of the aery card, it still has the problem of attach cards where theyre just the same thing over and over again – a sticky card you cant get rid of or interact with. It Would be better if aerie was like "if i would be recalled obliterate me instead" just to not have a single card engine.
    (though to be fair 99% of the criticsms i have for it are literally just … that its an attach card because i dislike the mechanic)

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  2. As it works presently, Aery would not transform into Slight Spirit unless you summon Aery then recall it.

    That's probably not intended by the person who made Slight Spirit.

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  3. I don't think the 2 mana frostbite would be enough to make scargrounds good, and it would be fair everywhere else. If it were 3 mana, it probably would not be played in scargrounds because dealing 1 damage to your units is very often a downside (otherwise, transfusion would be an auto 3 of)

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  4. First of all, I'm so sad I couldn't commit a card, I was going to make destined poro toxic. 🙂
    Also the editing is clearly getting better. The small clip/image cuts were a really nice touch. 😀

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  5. Balance tweaks:
    Xer'sai sandcrawler: 3 mana 1/2, (Lurk/er) Play: stun an enemy, When I lurk, summon me attacking. Round end: return me to your deck.

    Icy transfusion: deal 2 to an ally to frostbite an enemy

    Power hoarder: destroy one of your mana gems to draw 1 or deal to 2 anything. last breath: gain an empty mana gem.

    Mirage: give an enemy -1/0 this round, it starts a free attack.

    Mist Assasin: The first time I attack, create a blade's edge in hand.

    Kinkou protector: remove barrier

    (Can't think of a satisfying way to balance local smith, and it's hard for me to judge how strong aery is)

    (Quickstep feels a bit too strong for such a flexible card, but this nerf might be too big to compensate)
    Quickstep: (fast) recall an ally with 3 or less power to summon a copy of it from your deck in its place.

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  6. Honestly, mirage being 1 mana isn't too crazy. Cataclysm is already a bit fringe, and only really gains value if you have an attack effect (which mirage doesn't help you with) or something like quick attack, overwhelm, or a challenger effect. In fact, mirage lets your opponent get quick attack. Just make it -1 or -0 and it's fine. 2 mana if you really don't want it to be op, but I'm fine with this being a staple card like flock is.

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  7. I definitely think Mirage and Slight spirit are the best cards of the set. They are the coolest in design, and fairly balanced. I'm sure Mirage is a bit strong, but after reading the cards, Iwas just awestruck and smiling like an idiot. Genius stuff here. 10/10, add to the game pls.

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  8. 14:45 i dont know how the turn on this card work, like if u play it and the opponent click accept then does it goes to ur turn? i think it maybe alittle not good in the text department

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  9. I don't know about mirage being better than cataclysm, with cataclysm you can activate your combat keywords like overwhelm to end games, Scout to rally, quick attack for removal, cataclysm is definitely the better card but i could see a card like mirage at 2 or 3 mana because it's in Shurima.

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