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    Thursday, November 14, 2019

    Elder Scrolls: Legends Weekly Card Design #11: Double Cards - Winner gets 2 packs

    Elder Scrolls: Legends Weekly Card Design #11: Double Cards - Winner gets 2 packs


    Weekly Card Design #11: Double Cards - Winner gets 2 packs

    Posted: 14 Nov 2019 03:32 AM PST

    Theme: Double Cards (as in, like Cloak and Dagger)

    Welcome to the Weekly Card Design #11. You can submit your card in the comment below following the theme and rules. This thread will run for the entire week where members can Upvote submissions that they like. Members are also allowed to discuss about the submission but stay within the comment.

    The best submission will be selected based on Upvotes and the cut off time for the submission will on Sunday 11pm EST. The winner then will be announced in the Weekly Roundup Post on Monday.

    The winner will get a 2 packs code and gets to pick the theme for the following week's (next next week) discussion.

    Tools

    Rules

    • You can only submit one entry where the content has to follow the theme, is created by you and is related to TESL.

    • Submission must be posted in an image format. Optional text describing the Card, its effects and your strategy on playing the card can also be explained.

    • Submission must not infringe any copyright and you are solely responsible for the content.

    • Submission/Comment which is reported off-topic, offensive, sensitive and breaking any of the rules above will be removed.

    Next Week Theme: Double Cards (Dragon Theme, Epic card)


    Other ongoing/upcoming Community Engagement Activities for this week with 2 packs giveaway

    See also:

    submitted by /u/teachua79
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    Our Lord and Savior

    Posted: 14 Nov 2019 10:22 AM PST

    [Opinion]: Upcoming expansions shouldn't feature (large) new mechanics, and should instead focus on building identity for the Dual and Tri Classes.

    Posted: 14 Nov 2019 03:58 AM PST

    Jaws of Oblivion saw a very clear push to give The Guildsworn a new identity, namely the Invade mechanic. This was definitely successful and The Guildsworn now have a second "class mechanic" to work with after Expertise sadly flopped.

    However, this is but the beginning. Hear me out on my radical proposal.

    1. Tricolor Classes should incur a 1 magicka penalty on all Dual (and potentially Neutral) cards the play (and some Dual/Neutral cards can be re-balanced accordingly).

    2. To compensate, ALL Tricolor Classes should receive ~3-5 new Tricolor Cards to give them an identity, help support their class mechanics (which are often unused due to being undertuned around synergies with 3/75 OP payoff cards) and give them individual properties to compete on in the "goodstuff" field.

    3. Similarly, Dualcolor Classes should receive a couple more Dualcolor Cards to supplement the identities they have been phasing into over the past years.

    4. Doing this provides small but significant differences in the card pools each Dual or Tricolor class has access to, and as a result, provides a lot more room for balance and design to make a large impact.

    5. As a result, the new Expansion would focus on building identity and enabling new mechanics, tribals and making the dynamics between classes far more interesting than "play best card" for Tricolor and "exploit OP synergy" for Dualcolor.

    6. (Of far lesser importance; If Dual/Neutral cards get penalized for Tricolor, there is an argument to be made to change some 1-attribute cards into attribute/neutral, for example making Faded Wraith a Purple/Neutral card, incurring a 1 magicka penalty for using it in Tricolor. Some other candidates could be Garnag, Abnur Tharn, Miraak or Divine Fervor). I do concede that this is fairly clunky design however).

    TLDR: Make an effort to distinguish the card pools from Dual and Tri classes by giving both of them more cards and making Dual(/Neutral) cards 1 magicka more expensive for Tricolor, utilize the space created to give all these 20 classes a lot more individual identity, making Dual classes rely less on drawing key synergy cards and making Tricolor classes compete on other grounds than Goodstuff.

    submitted by /u/ToastieNL
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    New Invade nerf idea; give Oblivion gates a "Last Gasp:Destroy All Friendly Daedra"

    Posted: 14 Nov 2019 03:31 AM PST

    This would be lore friendly (because in lore Daedra can no longer appear if there are no gates), and it would add a much greater risk to playing. Perhaps this is too harsh, in which case it could be changed from "destroy all daedra" to "silence all daedra". But I think this would be a good way to keep invade in the game but also make it less frustrating to play against.

    submitted by /u/knightfluttershy
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    Crazy idea - make old packs cheaper

    Posted: 14 Nov 2019 08:21 AM PST

    What I'm suggesting is simple: pack costs decay as more sets are released. The most recent set (in this case, Oblivion) costs 100 gold per pack. The previous two sets (Elsweyr and Alliance War in this case) cost 50 gold per pack. Then, the two sets before those (so right now, Morrowind and Skyrim) cost 25 gold per pack. Finally, any sets before those cost 10 gold per pack (so as of now, only Core). Once a new set gets released (so Summerset, presumably), Skyrim packs will cost 10, Alliance War packs will cost 25, and Oblivion packs will cost 50. It's simple and helps newcomers catch up on the old stuff.

    submitted by /u/Karimo101
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    I was not going to make this video. But your angry words towards the gates of Oblivion pushed me. Look at this to remember ..

    Posted: 14 Nov 2019 06:53 AM PST

    Is burn a viable archetype in TESL? Never seen a single burn deck. Tried to make one, is it any good?

    Posted: 14 Nov 2019 11:13 AM PST

    I tried to justify to myself that maybe Invade wasn't as busted as it was last time I posted. Nope. The devs remain silent.

    Posted: 14 Nov 2019 08:10 AM PST

    Looking for some spice? Slay Monk (with Forward Camps OF COURSE) is definitely one of the most fun decks I've used to hit Legend!

    Posted: 14 Nov 2019 05:33 AM PST

    PSA: The odds of drawing Siege Crawler from using Tinkering on a 9-drop are 1 in 6

    Posted: 14 Nov 2019 10:45 AM PST

    The other options are the Lord of the Arena, who spills sacrificial blood in the name of Siege Crawler the Dunmeri mage Divayth Fyr, who studies the Daedra so he can become as great as Siege Crawler, the Dragonborn Miraak, who subjugates his foes as Siege Crawler does, Vanus Galerion, whose meager statline is a result of his opposition to the Daedra and thus Siege Crawler, and Dwarven Colossus, a mediocre mortal replica of Siege Crawler's perfection.

    submitted by /u/Karimo101
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    Invade as a lane mechanic?

    Posted: 14 Nov 2019 12:12 PM PST

    What if Invade was a lane mechanic? So it was an Oblivion Lane, that lasted from when you Invaded to the start of your next turn. It gives Daedra +1/+1 for each Invasion that occurred in that lane.

    So for example, let's say I have an Invasion Marauder in the Field Lane and I play an Invasion Scout next to it. The Scout becomes 2/2 and the Marauder 4/4 until the start of my next turn. But let's take the example of the Marauder, but I play two Scouts. The Scouts become 3/3 and the Marauder 5/5 until the start of my next turn.

    This completely removes combo Invade and makes the normal one more interesting. Plus, outside of Thadon and Syl, we don't have much in the way of playing around with lanes.

    submitted by /u/Karimo101
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    What's up with everyone complaining about Invade again?

    Posted: 14 Nov 2019 10:36 AM PST

    Pants did what the community wanted, by nerfing Invade into tier 2. Did it very quickly, too. What's wrong again?

    submitted by /u/Plays-0-Cost-Cards
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    Festival of Madness 2019?

    Posted: 14 Nov 2019 04:51 AM PST

    Is this going to be a thing? Wondering if I should be hoarding gold in anticipation.

    submitted by /u/possiblecoin
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    First time playing anybody beyond rank 6 with the most budget deck (student life, it's this or food) and I'm way too proud for an achievement so unimpressive to most here. Thanks 131u3 for the game! Made some very bad misplays including a missed lethal. I'm sure you'd have had me 9/10 times!

    Posted: 13 Nov 2019 09:44 PM PST

    Unfortunately Another Invade Post

    Posted: 14 Nov 2019 09:26 AM PST

    I realize everyone is as sick of invade posts as they are of invade, so please ignore this post if you feel the desire to complain about complaining.

    Previous expansions have had underwhelming mechanics and frequently the player base will ask for buffs to things like treasure hunt, expertise, consume, or rally to bring these newly introduced mechanics up to par with goodstuff decks. So I understand the Dev's desire to create a stand-alone mechanic for a potentially pivotal expansion, but it got (and, imo, still is) out of hand.

    There are many things that are less than ideal with post-nerf invade as a mechanic.

    -Cost reduction has been a problem in this game for as long as I can remember, so why they keep printing cards that do it is beyond me. I've not seen a single post or thread asking for more cost reduction.

    -The word "random" has been a problem in this game for as long as I can remember, so why they keep printing cards with the word "random" is beyond me. I admit this is less concerning than cost reduction and it has a more directly applicable purpose in digital card games (wow factor, and, to a degree, randomness can be interesting in evaluating power level of random outcomes), but still the general consensus is more randomness is detrimental.

    -Invade as a multiple-gate combo has very little interaction. They wait until a gate sticks, bounce it to hand, then stockpile daedra until they can combo off with multiple gates. Minimal counter play has been the primary problem with TESL combos and this is no different.

    BUT there is one primary problem with invade as a competitively powerful mechanic, and I've barely seen it expressed anywhere.

    To have a chance against combo-invade, you either kill them in 4-5 turns or you play yellow. That's it. You have 2 options. Hyper agro or yellow anti-invade piles. Combo-invade's presence automatically makes non-yellow and non-hyperagro decks weaker overall and neither of these decks are even particularly good at beating invade. I'm pretty sure world number 1 right now is invade battlemage.

    We are lucky as a community that invade is usually poorly built and poorly piloted, but the glaring problem is that the mechanic pigeonholes other decks into playing things that have even a slight chance, and that makes 60-75 percent of the rest of the game dreadful.

    If it doesn't run 3 executes, edicts, javs, or can kill you on turn 5, you'll have a very hard time laddering with it. Like burn assassin, it's a polarizing deck with minimal counter play that is unfun to play against.

    Please sparky, last nerf wasn't enough, please, it's badly hurting the game.

    submitted by /u/leavemeanon
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    The most important Tribals that we need RIGHT NOW (note, this is satire)

    Posted: 14 Nov 2019 09:04 AM PST

    • Nord Firebrand tribal, in red. Possibly with connections to Rally.
    • Wolf tribal, in yellow.
    • Dreugh tribal, in neutral.
    • Reptile tribal, in red/green with a splash of neutral.
    • Slaughterfish tribal, in neutral.
    • Defense tribal. Candidates exist in red (Trebuchet), purple (Siege Catapult, Dark Anchor), and yellow (Marked Man, Imperial Siege Engine, Illusory Defenses, Prison Ship), blue (Pointy Wall of Spikes), Neutral (Portcullis, Wordwall) as well as a bunch of others I'm probably forgetting. Does Dwemer Ballista count? I mean, it was an animunculus, not a defense, but it's named after one, so maybe both?
    • Potion tribal, across all five colors.
    • Finally, and most importantly, SIEGE CRAWLER TRIBAL!
    submitted by /u/Karimo101
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    Just came back to the game (having a blast). Why did they roll back the Mantikora Nerf?

    Posted: 14 Nov 2019 12:30 PM PST

    Part of the reason I came back was my boy was restored to his former glory. Just wonder why this is

    submitted by /u/Omegawylo
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    What about this ?

    Posted: 14 Nov 2019 11:35 AM PST

    So, things being what they are now, and actions to take not being taken, I think it's time to make a little revolution on our own.

    Here is a proposal : concede.

    ... No, not like this. Concede half/all your games in casual. Stop ladder & arena, only AI. Everybody get rich, economy destroyed, we have power.

    Of course, we need to involve a large part of us to succeed. Let's bet on the snowball effect. Ideas welcome.

    I will start doing it from now on.

    Join me.

    submitted by /u/Truc06
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    Leaving Players

    Posted: 14 Nov 2019 10:10 AM PST

    So I just played Gwent for the 1st time. And it's basically a non-violent math game.

    So you guys leaving to play school house rock?! It is fun to out add a person but come on TESL has more than the rank to just leave .

    submitted by /u/Ironmanmason
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    A place to find decklists?

    Posted: 14 Nov 2019 03:51 AM PST

    Hey, I'm fairly new to the game, and I'm having a really hard time finding deck lists beyond random brews. Being new to the game, I can't really judge if a random deck someone posts is worth crafting or not. Is there no meta reports or tournament deck lists? I've been playing Magic for a long time, and I'm used that I could just look at the few sites collecting tournament data and see what's being played and what's good. Yet I see people in the game playing the latests decks all over, so I assume there has to be some kind of resource?

    I would be grateful for any help. I'm trying to save my gems for a good deck, but it's really hard to find anything, and it's quite frustrating. Thank you!

    submitted by /u/CerebralStatic
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    Mini Gauntlet: A Deck Builder's Dream (Thoughts, Decks, and More)

    Posted: 13 Nov 2019 01:48 PM PST

    I don't understand why Oblivion Gates give Daedra keywords and buff their stats

    Posted: 14 Nov 2019 03:28 AM PST

    Oblivion gates in lore don't buff daedra, they just let them through. So why do Oblivion Gates in legends buff daedra without letting them through? Surely it would make sense for the gates to summon daedra of increasing power each time you invade?

    submitted by /u/knightfluttershy
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    CM, Devs, we miss you guys, are you all okay :-(?

    Posted: 14 Nov 2019 10:11 AM PST

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