The elder scrolls online review 20171/1/2024 ![]() The same is true of Solo Arena and VS Arena, which see you draft a deck of 30 cards then face off against nine opponents. You may want to break some runes, but hold off on certain attacks to leave your opponent just above a threshold when it makes sense. ![]() Depending on the deck you’re facing, you may want to just contest the board until you’re ready to go in for the kill. You now think twice before attacking, for instance, as hitting any of those health thresholds isn’t just risking a Prophecy card, it’s giving your opponent resources, and in card games, having more resources than your opponent generally gives you the advantage. The downside is that they generally have slightly lower stats than they otherwise would, so you have to balance the massive potential upside – hitting one when a rune breaks, with the reality that most of the time you’ll be playing them from your hand.Īnyone who has played a CCG before will likely see how interesting this is as a mechanic, and it really alters how games play out. Prophecy cards, after all, can be used to deal damage, to destroy creatures and to play creatures to the board. Not only does this create games that swing back and forth, but it’s additional layer of strategy. Yes, control comes back to you while you decide what to do with the card. More interesting still, if the card drawn has the keyword "Prophecy" you can play that card for free – during your opponent’s turn. This means that the player that’s losing in terms of health is gaining resources – and thus options – to help him or her get back into the game. When your health is reduced to – or below – one of those levels, a rune breaks and you draw a card. Each player has five runes on their health bar, at 5, 10, 15, 20 and 25 respectively. Legends also integrates a really clever counterplay and comeback system. Legends isn’t just about tempo, however, as the inclusion of so many buff and support cards means that there are some powerful combo strategies you can go after too. ![]() There are plenty of buffs to make that interesting, as well as single target removals, while big board clears are much less common than in something like Hearthstone. The core gameplay atop this is defined by making efficient minion trades and building a board advantage. The lanes create an interesting, and strategic, cat and mouse dynamic. Cloaked creatures, however, can be targeted in other ways – they can be damaged or killed by actions or summon effects. This means it can’t be attacked by another creature in that lane. The cover lane is particularly interesting because when you play a creature to that side, it is cloaked during the opponent’s next turn. The playfield is divided down the middle, with a field lane on the left and a cover lane on the right, and creatures are (almost always) only able to attack other creatures in the same lane. ![]() What really sets Legends apart, however, is its use of lanes. Unlike Hearthstone, your hero's health isn't capped. These cover things like locking creatures in place, blocking damage and regenerating health. Your total resources determine what cards you can afford to play, and there are four categories of cards: creatures (minions), items (buffs), abilities (spells) or supports (ongoing aura-style effects or abilities that are manually activated), with a host of “keywords” on top of that. Like Hearthstone, both players start with 30 health and one point of magicka (the game’s resource), which increases by one at the start of each turn. (A minion with “Pilfer”, for instance, triggers its ability each time it attacks the opponent’s hero, so can do things like stack stat buffs or repeatedly draw cards.) Mages, on the other hand, combine Intelligence and Willpower, so a Control Mage build is able to lock the board down using a wealth of removal tools, as well as debuffs, ward minions, guard minions and more, all of which stall the game until it can get to its powerful late game drops. The colour system is less evocative than having classes represented by defined personalities, but it certainly makes for a lot of potential attribute combinations, and thus, gameplay variety.Īrchers, for instance, combine Strength and Agility, giving them damage dealing potential paired with excellent tools for removing enemy creatures and extracting value out of cards. Neutral, colourless cards complete the pool and can be used in any deck. Each colour represents a broad theme, so green is Agility, purple is Endurance, blue is Intelligence, red is Strength and yellow is Willpower. Players build their deck of (at least) 50 cards using no more than two of the game’s six colours. From the former it has a colour/attribute system in place of classes. Legends incorporates elements from both Magic the Gathering and Hearthstone.
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