Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I mean at the end of the day, Runick is mostly just a collection of removal spells that self-recycle through fountain. They'll rarely win the game on their own and whatever they're being used with is going to do it's own share of the work. Strong engines will make Runick feel unbearable, weak engines and you'll barely notice it's presence.
Remember, banlists only care about the high end. Unless something is just really unfun like an FTK. Even still we have FTK's so its mostly just what is strong. Runick used in a bad deck doesn't matter if its used in a tier 1 deck.
That said, I think with fiend smith coming and turning into something everyone is going to use in a similar fashion, runick getting a boost might be an interesting change up?
edit: then again on the other hand, assuming everyone would be able to play and replicate that kind of play style is probably a stretch in terms of an excuse to not release it to everyone else. But as you said, Konami cares about the "high end", and more than a few world level players would find ways to use runick
I mean, he's not wrong, its one of those things that isn't hard to deal with if you can side for it, but without a side you can just be royally screwed over. The ways of dealing with it aren't the same as usual, it does take some weird tech choices.
That said, if it becomes a problem, its on people to adjust their decks accordingly which a lot of people still don't seem to want to do and rather just complain. You're going to lose in a Bo1 format, your goal when constructing a deck should be to minimize your losses to common match ups, Runick would be one of the more tricky to plan around.
I mean, if that's your question if it'd be too much at two, then yes; Runick fountain becomes very sticky at 2 and would very much be king of the flood gates. If you want to take it from that perspective, its still on the strong side.
It's not even the high-end play, really. It's what keeps people buying new packs. That's the real problem with Runick from Konami's perspective, it being an effective engine indirectly bolsters a lot of lower-teir decks that don't have proper interaction options on their own. This keeps people playing old decks instead of buying new ones, which is something the bottom line hates seeing.
It can be. Runick is like Labrynth, a deck that's not particularly difficult to deal with but requires you run specific counters that simply arn't good against most other decks. This isn't a problem when you can side deck for it, but in Master Duel we cannot. This alone makes it preform better than it does in the OCG/TCG.
It's a tough balancing act, how much backrow hate can you pack without creating bricks against decks that don't depend on backrow as heavily? What good is your monster removal against an engine that barely uses monsters?
And that's where I go back to my old point that if konami would just use choice restrictions instead of banlists, we'd have far fewer cards on the banlist. Runick in itself isn't bad or a horrible archetype, but if people are given the chance, mixing it with stun becomes people's main priority. If runick wasn't tied into being used with so much stun, it wouldn't be a problem, but people WILL use it with stun; so you can't ignore that by looking at fountain in a vacuum.