RKFL: APNX: Runestone of Ire
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Thread: Runestone of Ire

  1. #1

    Runestone of Ire

    The designer do understand this card can never be balanced right? You would have to make it 10 cost and even then it might still be broken. Giving charge to EVERY minion is utterly ridiculous considering cards are balanced around their effects. Sure it only has 3 health but if you can never draw or have access to cheap 3 dmg spells it's pointless.

  2. #2
    This card is far more balanced now then it was.

    If the opponent decides to play it early then they either have board control already or praying for a hail-mary.

    In either case 4 resources spent on a game that goes no longer then 10 rounds is a risky move and well worth the reward.

  3. #3
    Quote Originally Posted by AlphaSmurf View Post
    This card is far more balanced now then it was.

    If the opponent decides to play it early then they either have board control already or praying for a hail-mary.

    In either case 4 resources spent on a game that goes no longer then 10 rounds is a risky move and well worth the reward.
    In a game such as this where Tempo rains supreme having the initiative at all times is unbalanced.
    Last edited by Dallaen; 12-17-2017 at 12:08 AM.

  4. #4
    Not to mention games that end in 4-5 turns are not exactly what i would call fun.

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