The Elder Scrolls: Legends

The Elder Scrolls: Legends

Jackal Apr 9, 2018 @ 1:47am
Mundus Stone - The standard of cheapness
this card breaks the game
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Showing 1-13 of 13 comments
Zsrai Apr 9, 2018 @ 2:11am 
Originally posted by Jackal:
this card breaks the game

No, it doesn't. It just feels ♥♥♥♥♥♥ to lose to. Big difference there.
Darien568 Apr 9, 2018 @ 4:35am 
Originally posted by Jackal:
this card breaks the game
Yes and no.
The main problem it's the "random" (random doesn't exist, it's all about coding) behavior. I have experimented this thing many times, both using this card and against this card (so it's not a complain, because I have been also favoured) : simply, mathematically speaking, it's behavior when you are close to win (or close to lose) it's against the calculation of probability.

To be more concrete: in this particular phase of the game (close to win or lose), I have seen too many times the classic "plot twist" that changes the sort of a match (it should be a rarity). For example, obtaining a protection to destroy the only creature that can kill me conserving in this way my creature with guard and winning the match the next turn; or obtaining two (two!) charge abilities to finish my opponent before the next turn he win the match; or obtaining two (two!) guard to protect my only life point and win the match the next turn etc. etc.

Another problem of this card is it's cost: it should be at least 6.

Moreover, this not the only card where "random" it has been coded against an acceptable calculation of probability in some specific situations. Even if, fortunately, the cards involved are few and the situations are very specific.
Last edited by Darien568; Apr 9, 2018 @ 4:41am
Palumtra Apr 9, 2018 @ 5:31am 
¤clears throat¤
You must be cleansed!
Last edited by Palumtra; Apr 9, 2018 @ 5:32am
It doesn't break the game but it does turn any match its played into a dice roll. You could get something useless like regenerate or breakthrough or you could get charge, guard or drain and turn games around.
It's emblematic of the terrible design philosophy Hearthstone started where anyone should have a chance to win so make loads of effects rely on pure chance over skill.
Zsrai Apr 9, 2018 @ 7:15am 
Originally posted by OptimusPrimordial:
It doesn't break the game but it does turn any match its played into a dice roll. You could get something useless like regenerate or breakthrough or you could get charge, guard or drain and turn games around.
It's emblematic of the terrible design philosophy Hearthstone started where anyone should have a chance to win so make loads of effects rely on pure chance over skill.

Exactly. Not broken, just awfully unfun to play against. It's not OP, just garbage that it exists for the above reasons.
shadowsouls12 Apr 9, 2018 @ 9:40am 
Originally posted by Darien568:
Originally posted by Jackal:
this card breaks the game
Yes and no.
The main problem it's the "random" (random doesn't exist, it's all about coding) behavior. I have experimented this thing many times, both using this card and against this card (so it's not a complain, because I have been also favoured) : simply, mathematically speaking, it's behavior when you are close to win (or close to lose) it's against the calculation of probability.

To be more concrete: in this particular phase of the game (close to win or lose), I have seen too many times the classic "plot twist" that changes the sort of a match (it should be a rarity). For example, obtaining a protection to destroy the only creature that can kill me conserving in this way my creature with guard and winning the match the next turn; or obtaining two (two!) charge abilities to finish my opponent before the next turn he win the match; or obtaining two (two!) guard to protect my only life point and win the match the next turn etc. etc.

Another problem of this card is it's cost: it should be at least 6.

Moreover, this not the only card where "random" it has been coded against an acceptable calculation of probability in some specific situations. Even if, fortunately, the cards involved are few and the situations are very specific.

that about random. about a month ago. i had a opp get 6 wards. forget which card it was that did it. i wonder the odds would be for that one.
Dysmetria Apr 9, 2018 @ 10:03am 
I love it when my opponent wastes a turn playing something that does nothing for them like Mundus or Journey to Sovengard. 9 times out of 10 they give me a win one turn faster by doing so in a game I would have already won. I've never wasted a deck slot on those trash cards.

The problem is most people choose to remember the 1 loss when Mundus gave all the right creatues charge and ward and rally at the right time and turned the game they should have won into one they lost, and they forget the many others where it did nothing but hurt their opponent.

Which is why this forum is full of:

"Dear diary, today I lost badly to ________." threads like this one, and not:

" ____________ is underpowered. Please buff it!" threads.
vejetto Apr 9, 2018 @ 11:15am 
Mundus stone isn't OP. Annoying, certainly. When I'm playing casual I resign the instant I see it played. In ranked I'll continue playing.

My attitude with casual is I am there to have fun not win. Sure, a win can be fun but playing against a mundus stone and getting that win still isn't fun. So it's a better use of my time to just go back to the que and wait for a non mundus match.
RJ Dork Bard Apr 9, 2018 @ 2:38pm 
I Normally just kill the damn stone and move on . i mean you build your deck hopefully to handle your opponent having guards, leathal creatures charge etc .. and if its really scary because your oponent has 8 creatures out its not the stone thats your issue its the fact you aint in control of the battlefield . the are counters for everything but no guaruntees your deck will always give them to you, if there was the game would be boring.
Come_Get_Some Apr 9, 2018 @ 3:51pm 
I remember using mundus stone when I was getting into this game. I don't even bother putting it into my deck anymore, since there are other creatures that do the same effect. Before, you had only a few keywords to choose from. But now, they have increase it by 1 or 2 new keywords. It makes it a lot harder to get a certain keyword that you need to gain an upper hand. It definitely not as good as it once was. :flyn:
Jackal Apr 9, 2018 @ 5:08pm 
Yeah, especially for 4 mana it can turn things super cheap real fast. Any keyword u get is still a huge advantage, the only potentially crap keywords in some instances would be breakthrough and sometimes regenerate and maybe sometimes guard on a few instances, but drain and any others is still a huge advantage. So u have way better chances of getting a useful keyword than not.
PortalShifter Apr 11, 2018 @ 12:39pm 
Echo of Akatosh is really sad that nobody thinks he's OP.

:'(
Wiffin Apr 11, 2018 @ 12:47pm 
:(

Didnt know that. I can think that then. I will do it.
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Date Posted: Apr 9, 2018 @ 1:47am
Posts: 13