Legends of Runeterra
A Magic: The Gathering player view of Legends of Runeterra
Legends of Runeterra apparently tries to combine strengths of different games
They solved the main reason why I was not attracted to other card games, the lack of interaction during the opponent's turn.I believe that this lack of interaction is what makes the other games a little monotonous, boring and less complex, requiring less of the players and, consequently, not rewarding good players in the deserved way. I couldn't list many negative points and the game has been in its final version for a very short time (a few weeks ago it was in Open Beta), so I will list positive points, some points "to be improved" and only one negative. I don't think we have any structural problems in the game, since almost everything can be fixed with minor updates.
STRENGHTS• I need to credit Elba, from the brazilian channel Fazendo Nerdice, for making me realize this: I didn't complain about bad luck or things like that in any game that I lost. It seems to me that the luck factor was VERY well resolved with the use of "mana crystals" and the "reserve of crystals for spells". This second is really a innovation brought by Runeterra so that we can choose to “save mana” and cast some heavier cards a few turns earlier, giving life and balance to Control and Midrange decks. • The look of the game is very good, the battlefield is very clean and intuitive, allows the player to understand very well what is happening. The animations are very cool and the problem that existed in the Closed Beta (where many people complained that the animations took too long during the turn) was solved. This is great, as it shows that the company is willing to solve and care about the problems pointed by players. • The “stack” was implemented in a much simpler, more visual and beautiful way than Wizards managed to do on MTG Arena. This rule, which has always been a barrier to entry for new players because it is “very complicated”, ended up getting more understandable and less visually polluted. Note: the balls in the center are the spells on the stack. The stack resolves from left to right. • There is interaction between players in all parts of the turn, both being able to answer instant cards and abilities. Although this is not new to Magic, these mechanics are very interesting and rarely found in cardgames. • The game has a model of rewards and wildcards that is much more generous than the MTG Arena one, which rewards players who prefer to dedicate hours playing instead of spending money to grind Tier 1 decks (I finished one in 2 days, without spending any money). The game is also not expensive and you can buy wildcards, rewarding also the players who prefer to pay to finish the decks. On MTG Arena, buy wildcards directly is not a option and instead you have to keep purchasing a certain amount of boosters to craft the wildcards of different rarities.
TO BE IMPROVED• Many people say that they sometimes faced difficulties to log in because the server is crowded. In particular, I only had the problem once and when I tried again, 20 minutes later, it was already normalized. Therefore, I cannot say whether it is an exaggeration or a real problem. • The drafts are great, but the rewards, in my view, are a little low and could be increased, as it is a game mode that demands a lot of time from the players. They nerfed the draft, as many players complained that some rewards could only be earned on it, benefiting draft players. Listening to the players, they changed the award, placing this special item in the weekly rewards, so that everyone had access. So, in terms of the number of items that the game gives to the players it is still very good, well above the average, but the draft has become not so interesting in terms of return (except in cases where the player has many hours to play per day and reached the rewards limit in all game modes that day).