Magic: the Gathering
By Leonardo, 05/09/20
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).
NEGATIVE POINT• The game does not show the graveyard and there are still no mechanics that use it. Also they cherished the cleanest look. It really is not something that gets in the way, as games in general are not that long... but they should include that. The graveyard often reminds you of cards and helps with valuable calculations. It is worth mentioning that the Mobalytics provides a program that connects with Runeterra, putting this and other information during the game, but it is so much that I found it a bit polluted and I preferred that Riot just included the graveyards in the game, the other information I don't think is necessary. A suggestion would be to base it on how Gwent or Arena do, where the graveyard is "hidden", only opening when we click on it. If there is a need not to pollute the battlefield, it could be just a button.
CONCLUSIONIn general, good aspects of the game far outweigh the negative ones. It must be admitted that Legends of Runeterra is becoming a very popular cardgame and, in my opinion, it is better than most on the market. Even if you are a competitive MTG player and do not have time for other games, I recommend that you try it. Runeterra is certainly worth as an alternate to releave the stress of having a losing streak on Arena or while you're for Mol's next challenges. I certainly haven't gone through all the nuances of the game, there are other points that can be discussed in other opportunities. I've only been playing for a week and as the days go by I will notice other details. So feel free to add something I haven't commented on.