My idea for a shellfolk nerf would be ,,Each turn the first 3 times you chose a card from randomly selected options..." or something in that direction. It doesn't kill shellfolk but kills the infinite combo part
Another interesting idea would be if it removed a card from the pool whenever you selected it. For example, if you invoke The Great Beyond, it will no longer appear when invoking. Or if you predict into Feral Prescience, the card will no longer show up in predictions (or at least that specific copy of it). That way it prevents you from going infinite.
@@TheCapitanCap That would just kill shellfolk in general and it is already not doing that great. Even in the infinite decks when there's 3 on the board it's not set to actually win the game. It is more annoying than it is actually effective. By limiting its uses to 3 per turn it would still do its thing in the decks it was designed for while killing the infinite. After all it's unlikely that someone would wanna use more than 3 pranks or predicts in one turn.
The solution is extremely simple. Cost reduction effects can't go below 1. I believe this should be added to all "engines", such as seraphine, shellfolk, back alley bar, viktor, mayor, lantern, etc "Value" cost reductions, like vayne tumble, world ender, that elite squire, plaza guardian, clash of giants, etc, those can cost 0 mana no problem, cause with no way to "create" them, you can only play as many 0 mana cards in a turn as those you have in your hand. But if you can refill your hand with them? Yeah, having them cost 0 is a horrible idea in general.
@@angelsoflolz Yes but no. If seraphine could no longer reduce card costs below 1, then immediately all her nerfs will be reverted, and her "2 cost card" archetype can be buffed without fear of making it overpowered. Back alley bar could be buffed to 6 mana again, and focus on the "new cards" archetype. Shellfolk could be buffed to have a lower cost, or bigger stats, or maybe getting atune, while giving you those sweet cost reductions whenever you predict, invoke or manifest. Again, without fear of it getting out of hand and going infinite. If a card only sees play on decks that woyld be extremely toxic if they ever become meta. Then that card will either be permanently unplayable for the health of the game in any other deck. Or it has to be changed in some way that doesn't make it toxic. Lee Sin for example, is a pretty toxic card by default, because it casts for free a 7 mana slow speed finsiher spell at fast speed, that can only be stopped by another spell in the action stack, against the spell countering region. While also having an in-deck level up condition. I personally believe, that the 7 mana spell should be changed, to maybe only deal damage to the nexus on a certain condition, maybe even make the units strike each other in order to incentivise lee sin getting his barrier, etc Not because it would kill or not his deck, but becausd Dragons Rage is a "toxic" card. If it were ever meta, people would hate it. As long as dragons rage works like it works, no nerf or buff to lee sin, to any of his numbers, will ever make it so that he can be played in a tier 1 deck, without making the meta miserable. BUUUT! If drsgons rage was changed... or lee sins level 2 was changed... then maybe lee sin could finally get buffed back up again, and be playable again (instead of getting locked up in "toxic if meta" prison of the forever-weak cards)
@@airiquelmeleroy PERSONALLY, I think the better way to fix Lee Sin so it isn't so toxic is just simply: He can't level in deck. He has to see all the spells played, forcing Lee Sin combo players to actually risk him to removal, and spend their counter spells protecting him, rather than to instantly win. Dragon's Rage is less of an issue (there's a reason no one ever actually main decks the card. Outside of Lee casting it, it is REALLY bad), and the issue is how safe and consistent Lee Sin finishing the game is. Remove the safety, and we reduce the power of the deck, without outright gutting it from existence. I admit, sometimes cards/decks should be gutted as they create unfun play patterns, or don't fit within the design space. But, while Lee Sin is toxic, I don't think it's nearly as problematic as some of the other decks that have existed (Like Seraphine/Ez killing you at burst speed from hand with a bunch of double cast 0 cost spells). This happened to Nami pretty recently, and she is much easier for them to design around, and she isn't nearly as game warping. She's still fine to play, and can do quite a decent amount of work, but doesn't come down, pre-level'd and just win the game from that moment.
Probably there looks like there are only two solutions. First: no cost reduction Second: make it once per turn effect (first time u pick a card from a selection, gain a copy of it, and reduce the cost by one)
this vid also seems a bit weird since you made a full vid on your main channel playing and almost endorsing this deck. it kind of gives "love to do it till its done to me" effect.
ok, people who want the infinite would rather go with what's already there, printing a new card for the deck to use, only to nerf said deck does jack diddly
I'm reminded about a very similar situation that happened in competitive Smash Bros Melee and stage bans and Kongo Jungle (Here's a video talking about them with a time stamp to the Kongo Jungle discussion th-cam.com/video/Fux_nomTK0A/w-d-xo.html). TLDR; The stage had an absurdly low pick rate when it was legal, even though it was abusable and extremely easy to cheese on it. Ultimately, it was removed because no one wanted to play on it, not even if it was an "easy win".
They are two completely different things. One is a stage in a fighting game, the other is one/ few specific cards. The first cannot really be changed The second one can easily be solved
@@HaloNeInTheDark27 I'd argue it isn't too different. Both situations revolve around gameplay that used very rarely but creates extreme frustration in players that are on the receiving end. You are right that Melee can't change the stage after release, and understanding that, the competitive community changed their own internal ruleset to solve the problem they saw fit. I'm not proposing that shellfolk should be removed, just showing a connection that I found while looking at different games.
solid points made, and I definitely agree, but the title is quite misleading since the issue is with indeterminate combos specifically, not all infinites
I actually left lor when i lost 5 in a row against akshan infinite deck with ekko i think i don't remember it was like 6 months ago but that deck just killed my passion about the game and i still love watching lor because i really like this game but i really dont like the balance of it
I dont understand, why cards with 0-cost still exists nowdays, when MtG proved 30 years ago, how broken are Black Lotus and Mox-cards with 0-mana cost _(and overall mana cheating)_ . The LoR would be great if you would add a rule, each card cant cost less than 1-mana and double-cast needs to double-pay mana cost to result. When game have only one limitation - mana resource and you can bypass it, you can expect toxic decks and no-fun games.
I quit hearthstone after playing against a hostage mage, these types of deck are so toxic and really bring down the enjoyment of the game, really shouldn't exist
so this seems like the yugioh/ magic the gathering situation. this "combo" is the average yugioh thing and it turns people away, while in magic there are formats for it. i dont belive removing an option from players is the choice to go with here it would be better to simply go with mtg solution of restricting the card/ limited formats. just like how you can only have 3 copies of a champ make it so you can only carry a certain number of shellfolk or valleys so its more intractable. or simply move them to limited. mtg went though the same phase of makeing historic (eternal) then found certain combos broken so they made limited as a middle ground and that has worked great in controlling if a player wants to face the "best" decks or not.
Nah, as someone that plays Yu-Gi-Oh, you have multiple ways to stop a combo like this, this is legit one of the most degenerate infinity combo decks in all card games, and this is coming from someone that played a game that had gishicki ftk
@@kauanjos3199 sure quick play and hand traps and some effects but in general most competitive yugioh is "go,go,go,combo" where if you haven't reached your decks perfect board state or special summoned exp.(ebon illusion/zoodiac drident) by turn 2-3 you might have just lost.
I'm fine with demonstrable loops, though I say this as someone who enjoys Heliod Company. Heck I'm fine with samira spellslinger type decks, as a storm fan. But loops that are non deterministic in nature... There's no game advancement going on, and I think the deck essentially durdling at split second speed doesnt feel good to play against.
Infinite decks should have a place in LoR. As a mostly casual player (i play this game since release, but mostly meme decks and PoC) i like the idea of making combo that can break game in some kind of way. So yeah, your argument that we should protect casuals and new players dont work for me at all. I understand that you dont like it and think that it's bad for the game, and it's fair, but protecting casuals part is bit too much. Those combos should just be extremly hard to pull of/and have low pickrate.
The one think people arent talking about enought is interactability. Obviously combo decks can just otk like infinite decks can basically otk. But especially with this infinite deck you need to prevent the infinite before rather then durring. The opponent only needs to get to the power turn and nothing else. With many combo decks you could still have opportunities to counter interactions or stop spells. Its the same problem ez sera had where enough quick spells could take you from 20 to 0 in one turn without any way to stop it. The other issue is the gamble. With combo decks if you know you will lose you can just surrender and save time. Against infinite decks you have to gamble your time for the chance to still win which just isnt good gameplay. Gambling time shouldnt be a thing in any game. I am very hopeful of this being fixed as the lor devs have definitely been the best balancing team in a competitive game I have seen in a good while.
Why should there exist a correct way to win the game? If it's from an infinite combo, or a huge overwhelm, or burning with a lot of small creatures... it's all winning, it's all valid.
Just want to throw this one out: The measure of win-/ playrate is a TERRIBLE way to balance a game. With this in particular even more so because the issue isn't the specific deck but a few key cards.
Honestly if my opponent was playing just to stall with no win con I would be pissed, and I think that's why these sorta decks are irritating because you are just wasting so much time for your opponent. Because there's an action limit, they can't actually hold you hostage, but they should really consider bringing that limit down since most decks don't even run any more than 10 cards a turn
@@moleycule3177 azirelia was awfull because it was so omnipresent, you couldn't go around it, otherwise it wasn't that bad, the deck was broken but it was fun, it feeled like a boss fight, there's a few deck that are a lot more frustating than azirelia
@@gizel4376 I played it quite a bit when it was first meta, and it was fun. But playing just about anything into it was dreadful. It was omnipresent because it was insanely powerful, and destroyed everything else. It reminds me to an extent of Tearlaments in Yugioh (for anyone that plays that too). That deck created a literal format named "Tear Zero," because you played Tearlaments, or you lost. Mirror matches were very skill expressive and actually incredibly fun to play, but if you wanted to play anything else, tough luck. It was Tearlaments or bust.
Its the karma situation imo. It trades in a lot of safety to combo off early. Also its prone to disruption. Half of the decks run landmark removal atm. It just feels unsatisfying when the opponent is able to combo with 3cards played more or less. Imitation, shellfolk and a predict card. Karma has the same issue for me, where they dont prepare a lot and just wait to drop karma on 1turn 10. Thats why other infinites like Bibi otk are okay imo. Playing nilah to generate slipstream. Then copy it into the deck to go infinite on turn 6 and finish with burn.
i dont neccisarily think infinites shouldnt exist in games, but they should be difficult to acheive and kill dirrectly. its should be a recursive loop that pings draws a card and pings. infinites should never be a win condition that isnt direct because then its just boring while damage infinites will atleast always kill you.
I'd normally try to climb to diamond and then go play TPoC, but I literally haven't touched the ranked ladders this season because of this deck specifically.
Infinite should be possible but with a lot of set ups I play Viktor with bilgewater water spirit I need Viktor level up + site 7 mana reducing cost of unique card by one + glorious évolution so whenever I cast a spell I receive a 0 mana spell and go infinite But it requires so much set ups
Or the banquet otk, where you need the 0/3, 2 banquet landmark, and an everstalker. While trying to stay alive and also the fact that you would not be able to have any other blocker when you have 2 banquet.
It would be cool if we could speed up infinites, but I don't think infinite deck's are broken or should be removed. what marshall said about it being mind numbing, is what I think about big unit demacia decks, or frejlord shadow isles aggro deck, hell even vs ramp decks its the same thing to me. at least this isn't viable. if you could know you're dead, it'd be healthier. I think it's about time they fixed the biggest bullcrap thing in this game which is puffcaps. add an algorithm to puffcaps to make it not random what cards it lands on, but spread out relatively evenly. and I do mean Evenly. if your 20 card deck has 40 puffcaps, its impossible for 1 card to have 4 on it, only 2-3. this might make shellfolk a little better.z Maybe making a limit of 25 cards played per turn before it automatically passes the turn? with that you can determine if you've lost or not, or you know use your vengeanse, minimorph, hexblit etc etc.
Id like a 90 action timer but for each player. If time runs out if there is a stack it resolves and passes to the player. Then you get a new one. The issue i think with the deck is it become solitaire. Forcing interaction would be good.
@@chillmadude what im saying is you have 90s for your actions and if it ends if there is anything on the stack (Fast spells) they resolve. So they can go infinite till the 90s window ends then priority is passed. It wouldnt completely make it better but at least force people to give prioty back every 90s since the perdict takes a couple seconds and animations. Should minimize the craziness.
i have an infinite deck in standard with the new champion... i mean, new dragon, but i swear it's a lot funnier, and well, i would rather say the deck "could" go infinite, but it win before it goes.
im not gonna lie....i feel slightly toxic decks like infinite should be allowed....not good but allowed. of course its not fun to sit and wait for your opponent to make play but its also not fun to get rushed down the first 3 turns. its on the same coin just a different side. maybe to balance give the enemy a shorter window to play if they keep playing cards forcing them to pass but to straight remove the possibility of going infinite ruins creativity. not saying my opinion is end all be all or yours is better then mine mindset im just speaking from the otherside.
I think infinites are okay if they are going to kill you on the turn they are activated like chemtech drake combo I think that’s fine you see it coming and you die cause you can’t kill drake. This is just annoying, rng death sim is not fun. Infinite blow outs good, infinite stalls or rng death (puff cap) not fun. I don’t have anything against puff cap combos as long as it’s not infinite, I’m not including shock traps cause if their is enough in your deck you either win via poor rn or lose cause your units disappear.
as someone who is also in the mtg community (where infinite combo decks are incredibly common) i'm really curious if anyone has any thoughts on why it doesnt work as well for runeterra? is it because of player expectations for what a game of lor should look like?
A little band-aid would be to limit predicts per turn up to 3. No normal deck predicts more than once or twice per turn so adding a restriction to that would nerf THIS deck significantly. Unfortunately infinite combos come back from time to time with new cards beeing added to the game so a short term solution won't fix that and balance /development team should look up the cards before/after they release to make sure it won't spawn an infinite combo
Personal opinion here, but I don't think nerfing game mechanics to hamper 1 specific deck is ever the play, unless it's something that's continuously a problem. It's easier, and doesn't throw strays at any other deck that uses those mechanics, to just hit the deck itself. Shellfolk is a problem because of Shellfolk. It's abusing the Shellfolk effect to go infinite, and thus Shellfolk should be the one nerfed. Changing the effect to a once per turn/first time each turn, or some other number if we want to let it go semi-infinite, removes the infinite without harming anything outside of this deck specifically.
For competitive players, if the deck is bad, it doesn't really matter like you said. For casuals, you can't say "I have to sit through the combo and hope they whiff" while also saying they are casual. A casual player will obviously always just concede since they aren't trying to maximize their win percentage. You can't say they are forced to sit through the combo to hope for a win, cause the only people forced to sit through a combo are the people playing for that
as mentioned in the video, infinite combos are fine as long as they have a clear win, but indeterminate combos that force you to wait and wait and wait are just not very fun to have in a card game and can make people quite frustrated, because they usually like to win even if they are simply playing casually, and I highly doubt that the odds of winning against shellfolk are less than 1% so you may feel obligated to wait it out if you want that win
@@naemsterino Once these sort of nondeterministic combos start going off, they become less and less likely to whiff. So, just stay for the first couple of cycles of the combo, once it looks like they didn't whiff the first couple of times and they keep going, then just concede since the chances really are less than 1% at that point. The first couple of times, there is a decent chance they whiff, but past that, it is incredibly unlikely they whiff. This whole process of waiting for the first couple of cycles of the combo is no different than watching the enemy swing their board at you and win, or watching an animation that wins the opponent the game.
The idea of "It doesn't have a high winrate or playrate so we shouldn't fix it" does work, but for infinite decks, that number should be WAYYY lower than any other deck. For example, akshan infinite probably still exists in eternal. But its playrate is so incredibly low that you can't even see it on stats websites, and its winrate is probably incredibly low too. Another infinite that exists is veteran investigator + zevi + smooth soloist + countefeit copies. This one probably has a literal 0% playrate unless someone who watched [redacted] back in the day wants to try the deck out for fun. That deck also probably has like a 25% winrate max. Again, a "healthy" infinite deck. One more infinite: avatar of the tides + glorious + viktor + another glorious if you're lucky. This one again probably has a literal 0% playrate at points in time, unless Visionary makes a video on it. And it's a cool deck that is even more inconsistent than shellfolk. Now we come to Shellfolk. This has a 0.86% playrate and 38% winrate. Is that too high for an infinite? I don't know, but probably yes. Especially because good players bring that winrate up above 50%, and it might affect tournaments. Obviously, winrate and playrate aren't the only things that matter. But they definitely do matter, at least a little bit, given that we have Akshan infinite, Zevi Investigator infinite, and Avatar infinite all in the game not causing problems. Edit: I think at this point, shellfolk infinites winrate and playrate is SOOO low that it’s fine to exist
@@Nwordsoup Multiple allegations of sexual misconduct (very likely true), he didn't defend himself and instead just dropped off the face of the internet.
@@Nwordsoupgenerally, he was an shitstain. Paying next to nothing to his editors, saying wildly racist and sexual shit unprompted, etc. He fled Gwent community because people were fed up with him, after all. All that was swept under the rug until his girlfriend wrote how he pressured her into taking drugs to have sex when she didn't want to, when she wes asleep, lying that his "balls hurt" when she didn't give in, combined with general awfulness like never washing. Swim tried calling all that bullshit, but his close friends, streamers, workers and roommate all agreed with girlfriend and he couldn't lie consistently.. Previous girlfriend wrote about similar treatment, so he's a repeat rapist. Streamers and companies dropped him. After that, Swim tried waiting it out like he waited out Gwent controversies, going silent, rarely attempting jlying to his friends in DM that it's just twitter/reddit drama, and unsuccessfully tried getting into developing card game Bazaar.
I like the idea of the deck, but as you say this doesn't fit the Legends of Runeterra playstyle and I am confused that they haven't hotfixed this deck, like they hotfixed Zyphyr Sage like 2 years ago. I would suggest a nerf to the infinite part of the deck and make a cap on Shelfolk (e.g. you can only use the effect 5 times per turn). Another thing: You are the content creator so you should know it better, but I personally watch your videos for your persona not your content. If I have you on my second screen, I enjoy listening to you, not watching the game that I could play myself. I'm sure you are an entertaining person and you could make it fun to watch EVEN IF you are playing against one of those infite decks. Also I prefer more of this kind of video where you talk about the game and not just play it. But yeah this is just my opinion.
I the streamer that gets paid to play this game and play it for hours a day know the exact experience of the average casual player that opens the game and plays like 2 games then closes it for the day, sure man I’m sure every casual player has run into this deck with a 1% play rate absolutely
“This is a very arrogant statement because he assumes what other players want” YOU’RE DOING THE SAME THING. The hypocrisy of content creators is unreal dude
Infinite decks are just brain rotting. They get their turn and you just don't play. Losing to meta decks hurts but almost unending turns rots my brain to oblivion.
why don't you just concede then? why do you keep playing for the less than 1% chance of winning when you know you will most likely lose? Unless you are a competitive player trying to get every single win or in a tournament, I don't get it.
I think the best way to nerf this would be to either limit how often this could occur ("the first time/first three times...") or to make it so that the cost reduction cannot go below 1 Mana. I think it's fine for combos like that to exist but I very much dislike the way it's just "I get to have fun and you just get to watch". If I wanted that kind of experience, I'd play Yugioh instead where people special summon monsters for ten minutes straight... But this is LoR and not Yugioh. This is a game that I love for its creativity and counterplay. The fact that you could interact with spells and that you take actions in a turn-format is basically the key sellingpoint for LoR. This deck, however, goes very much against that as you cannot interact with burst spells... At all. When you attack to pressure them, they can use a hundred of those predict spells that reduce an enemy's attack by two, too. When you destroy the landmark, they can still hit the combo in a lot of ways. Idk, it's just a case of "I'll surrender here to save mental" which isn't a great look for the game and obviously even worse for YTers and streamers.
The problem is when people do play the gamemode, but nothing is done to patch things up. Just look at what happened in Heartstone with wild, for years it was very unplayable because nothing was kept in check.
Oh stop it!!! All cards were overnerfed for infinite shellfolk before the puffcap backpack card came into play! Pick something actually competitive you bully
NO BLAME!!! why u played it by urself and uploaded it on yt. on the other hand u complain about it and think its a trash deck. so u made a video to show it the com. and also show the good games so ppl play it more and more, but u say ists shit in the game bc u are not playing. so i dont get the point i just wanna understand.
Wtf, combo is needed to keep the game healthy ! Aggro doesn't let you make content, because the game is over by turn 4/5 Control doesn't make great content because opponent will shutdown whatever you try to do Combo at least needs time to set up, and don't get me started on this cringe statcheck midrange, playing elites and complaining madge
I'm going to have to unsubscribe from both of these channels due to sheer audacity. Your video on this deck had you having fun with it, smiling and laughing at what you played, but now you're knocking it down? That's hypocritical as all can be.
you seriously made an almost 15 minute video about a 35% winrate deck with .70% play rate?? God I can't even watch one of your videos without hearing you complain about this deck (which I haven't even faced) anymore and it makes your content so much worse. keep your videos about the funny gameplay, not this bs
My idea for a shellfolk nerf would be ,,Each turn the first 3 times you chose a card from randomly selected options..." or something in that direction. It doesn't kill shellfolk but kills the infinite combo part
Great change
Or just remove the cost reduction. It's overkill without a clear reason.
Another interesting idea would be if it removed a card from the pool whenever you selected it. For example, if you invoke The Great Beyond, it will no longer appear when invoking. Or if you predict into Feral Prescience, the card will no longer show up in predictions (or at least that specific copy of it). That way it prevents you from going infinite.
@moose7336 that idea is solid
However I don't know how the wording would be. It must only affect shellfolks after all and not rig predictions
@@TheCapitanCap That would just kill shellfolk in general and it is already not doing that great. Even in the infinite decks when there's 3 on the board it's not set to actually win the game. It is more annoying than it is actually effective. By limiting its uses to 3 per turn it would still do its thing in the decks it was designed for while killing the infinite. After all it's unlikely that someone would wanna use more than 3 pranks or predicts in one turn.
The solution is extremely simple. Cost reduction effects can't go below 1. I believe this should be added to all "engines", such as seraphine, shellfolk, back alley bar, viktor, mayor, lantern, etc
"Value" cost reductions, like vayne tumble, world ender, that elite squire, plaza guardian, clash of giants, etc, those can cost 0 mana no problem, cause with no way to "create" them, you can only play as many 0 mana cards in a turn as those you have in your hand.
But if you can refill your hand with them? Yeah, having them cost 0 is a horrible idea in general.
The solution you call extremely simple kills all those decks.
@@angelsoflolzgood
@@angelsoflolz Yes but no.
If seraphine could no longer reduce card costs below 1, then immediately all her nerfs will be reverted, and her "2 cost card" archetype can be buffed without fear of making it overpowered.
Back alley bar could be buffed to 6 mana again, and focus on the "new cards" archetype.
Shellfolk could be buffed to have a lower cost, or bigger stats, or maybe getting atune, while giving you those sweet cost reductions whenever you predict, invoke or manifest. Again, without fear of it getting out of hand and going infinite.
If a card only sees play on decks that woyld be extremely toxic if they ever become meta. Then that card will either be permanently unplayable for the health of the game in any other deck. Or it has to be changed in some way that doesn't make it toxic.
Lee Sin for example, is a pretty toxic card by default, because it casts for free a 7 mana slow speed finsiher spell at fast speed, that can only be stopped by another spell in the action stack, against the spell countering region. While also having an in-deck level up condition.
I personally believe, that the 7 mana spell should be changed, to maybe only deal damage to the nexus on a certain condition, maybe even make the units strike each other in order to incentivise lee sin getting his barrier, etc
Not because it would kill or not his deck, but becausd Dragons Rage is a "toxic" card. If it were ever meta, people would hate it. As long as dragons rage works like it works, no nerf or buff to lee sin, to any of his numbers, will ever make it so that he can be played in a tier 1 deck, without making the meta miserable.
BUUUT! If drsgons rage was changed... or lee sins level 2 was changed... then maybe lee sin could finally get buffed back up again, and be playable again (instead of getting locked up in "toxic if meta" prison of the forever-weak cards)
@@angelsoflolz perfect
@@airiquelmeleroy PERSONALLY, I think the better way to fix Lee Sin so it isn't so toxic is just simply: He can't level in deck. He has to see all the spells played, forcing Lee Sin combo players to actually risk him to removal, and spend their counter spells protecting him, rather than to instantly win. Dragon's Rage is less of an issue (there's a reason no one ever actually main decks the card. Outside of Lee casting it, it is REALLY bad), and the issue is how safe and consistent Lee Sin finishing the game is. Remove the safety, and we reduce the power of the deck, without outright gutting it from existence. I admit, sometimes cards/decks should be gutted as they create unfun play patterns, or don't fit within the design space. But, while Lee Sin is toxic, I don't think it's nearly as problematic as some of the other decks that have existed (Like Seraphine/Ez killing you at burst speed from hand with a bunch of double cast 0 cost spells).
This happened to Nami pretty recently, and she is much easier for them to design around, and she isn't nearly as game warping. She's still fine to play, and can do quite a decent amount of work, but doesn't come down, pre-level'd and just win the game from that moment.
Infinite decks are like the modern Yu-Gi-Oh experience
Probably there looks like there are only two solutions.
First: no cost reduction
Second: make it once per turn effect (first time u pick a card from a selection, gain a copy of it, and reduce the cost by one)
minimum one cost could also work
this vid also seems a bit weird since you made a full vid on your main channel playing and almost endorsing this deck. it kind of gives "love to do it till its done to me" effect.
Hey, we didn't get our promised Family guy/ Serfers/ Soap cutting
Trap decks used to hard lose to Deep. Now, with their new sack going infinite, they actually might survive long enough...
Lee sin vs Shell infi
Lee : You be dead in under 5 mins.
Shell Infi : You Pray they brick for 5 mins.
Just print card with "Reduced cost of X but Nevers below 1".
Combo can still combo but not go Infinite
ok, people who want the infinite would rather go with what's already there, printing a new card for the deck to use, only to nerf said deck does jack diddly
I'm reminded about a very similar situation that happened in competitive Smash Bros Melee and stage bans and Kongo Jungle (Here's a video talking about them with a time stamp to the Kongo Jungle discussion th-cam.com/video/Fux_nomTK0A/w-d-xo.html).
TLDR; The stage had an absurdly low pick rate when it was legal, even though it was abusable and extremely easy to cheese on it. Ultimately, it was removed because no one wanted to play on it, not even if it was an "easy win".
They are two completely different things.
One is a stage in a fighting game, the other is one/ few specific cards.
The first cannot really be changed
The second one can easily be solved
@@HaloNeInTheDark27 I'd argue it isn't too different. Both situations revolve around gameplay that used very rarely but creates extreme frustration in players that are on the receiving end.
You are right that Melee can't change the stage after release, and understanding that, the competitive community changed their own internal ruleset to solve the problem they saw fit. I'm not proposing that shellfolk should be removed, just showing a connection that I found while looking at different games.
Simple, don't play Eternal. You know you'll hit degenerate decks if you do
Ah yes “I know more than you” answers are always the greatest
solid points made, and I definitely agree, but the title is quite misleading since the issue is with indeterminate combos specifically, not all infinites
I actually left lor when i lost 5 in a row against akshan infinite deck with ekko i think i don't remember it was like 6 months ago but that deck just killed my passion about the game and i still love watching lor because i really like this game but i really dont like the balance of it
I dont understand, why cards with 0-cost still exists nowdays, when MtG proved 30 years ago, how broken are Black Lotus and Mox-cards with 0-mana cost _(and overall mana cheating)_ .
The LoR would be great if you would add a rule, each card cant cost less than 1-mana and double-cast needs to double-pay mana cost to result.
When game have only one limitation - mana resource and you can bypass it, you can expect toxic decks and no-fun games.
Make Bursting Backpack Focus speed
I like infinite decks
I quit hearthstone after playing against a hostage mage, these types of deck are so toxic and really bring down the enjoyment of the game, really shouldn't exist
so this seems like the yugioh/ magic the gathering situation. this "combo" is the average yugioh thing and it turns people away, while in magic there are formats for it. i dont belive removing an option from players is the choice to go with here it would be better to simply go with mtg solution of restricting the card/ limited formats. just like how you can only have 3 copies of a champ make it so you can only carry a certain number of shellfolk or valleys so its more intractable.
or simply move them to limited. mtg went though the same phase of makeing historic (eternal) then found certain combos broken so they made limited as a middle ground and that has worked great in controlling if a player wants to face the "best" decks or not.
Nah, as someone that plays Yu-Gi-Oh, you have multiple ways to stop a combo like this, this is legit one of the most degenerate infinity combo decks in all card games, and this is coming from someone that played a game that had gishicki ftk
@@kauanjos3199 sure quick play and hand traps and some effects but in general most competitive yugioh is "go,go,go,combo" where if you haven't reached your decks perfect board state or special summoned exp.(ebon illusion/zoodiac drident) by turn 2-3 you might have just lost.
Thank you for making this video, Snnuy.
im on tv pog
I'm fine with demonstrable loops, though I say this as someone who enjoys Heliod Company. Heck I'm fine with samira spellslinger type decks, as a storm fan.
But loops that are non deterministic in nature... There's no game advancement going on, and I think the deck essentially durdling at split second speed doesnt feel good to play against.
Whining and crying for this fun deck brought the end of runeterra!
Infinite decks should have a place in LoR. As a mostly casual player (i play this game since release, but mostly meme decks and PoC) i like the idea of making combo that can break game in some kind of way. So yeah, your argument that we should protect casuals and new players dont work for me at all. I understand that you dont like it and think that it's bad for the game, and it's fair, but protecting casuals part is bit too much.
Those combos should just be extremly hard to pull of/and have low pickrate.
The one think people arent talking about enought is interactability. Obviously combo decks can just otk like infinite decks can basically otk. But especially with this infinite deck you need to prevent the infinite before rather then durring. The opponent only needs to get to the power turn and nothing else. With many combo decks you could still have opportunities to counter interactions or stop spells. Its the same problem ez sera had where enough quick spells could take you from 20 to 0 in one turn without any way to stop it.
The other issue is the gamble. With combo decks if you know you will lose you can just surrender and save time. Against infinite decks you have to gamble your time for the chance to still win which just isnt good gameplay. Gambling time shouldnt be a thing in any game.
I am very hopeful of this being fixed as the lor devs have definitely been the best balancing team in a competitive game I have seen in a good while.
Why should there exist a correct way to win the game? If it's from an infinite combo, or a huge overwhelm, or burning with a lot of small creatures... it's all winning, it's all valid.
Just want to throw this one out: The measure of win-/ playrate is a TERRIBLE way to balance a game. With this in particular even more so because the issue isn't the specific deck but a few key cards.
Honestly if my opponent was playing just to stall with no win con I would be pissed, and I think that's why these sorta decks are irritating because you are just wasting so much time for your opponent. Because there's an action limit, they can't actually hold you hostage, but they should really consider bringing that limit down since most decks don't even run any more than 10 cards a turn
Would I prefer this over azirelia peak? Probably not.
@@moleycule3177 azirelia was awfull because it was so omnipresent, you couldn't go around it, otherwise it wasn't that bad, the deck was broken but it was fun, it feeled like a boss fight, there's a few deck that are a lot more frustating than azirelia
@@gizel4376 I played it quite a bit when it was first meta, and it was fun. But playing just about anything into it was dreadful. It was omnipresent because it was insanely powerful, and destroyed everything else. It reminds me to an extent of Tearlaments in Yugioh (for anyone that plays that too). That deck created a literal format named "Tear Zero," because you played Tearlaments, or you lost. Mirror matches were very skill expressive and actually incredibly fun to play, but if you wanted to play anything else, tough luck. It was Tearlaments or bust.
Its the karma situation imo. It trades in a lot of safety to combo off early. Also its prone to disruption. Half of the decks run landmark removal atm.
It just feels unsatisfying when the opponent is able to combo with 3cards played more or less. Imitation, shellfolk and a predict card. Karma has the same issue for me, where they dont prepare a lot and just wait to drop karma on 1turn 10. Thats why other infinites like Bibi otk are okay imo. Playing nilah to generate slipstream. Then copy it into the deck to go infinite on turn 6 and finish with burn.
i dont neccisarily think infinites shouldnt exist in games, but they should be difficult to acheive and kill dirrectly. its should be a recursive loop that pings draws a card and pings. infinites should never be a win condition that isnt direct because then its just boring while damage infinites will atleast always kill you.
I'd normally try to climb to diamond and then go play TPoC, but I literally haven't touched the ranked ladders this season because of this deck specifically.
Sounds like a you issue not the deck issue.
@@NicholasLacourse-h3mwdym poc is fun tho
For Christ's sake i just want to vlad braum
Thank you Sunny ! I'm a new player and let me tell you, if I had to play with that bullshit, I would quit the fuckin' game.
Infinite should be possible but with a lot of set ups
I play Viktor with bilgewater water spirit
I need Viktor level up + site 7 mana reducing cost of unique card by one + glorious évolution so whenever I cast a spell I receive a 0 mana spell and go infinite
But it requires so much set ups
Or the banquet otk, where you need the 0/3, 2 banquet landmark, and an everstalker. While trying to stay alive and also the fact that you would not be able to have any other blocker when you have 2 banquet.
if I wanted to get infinitely comboed out of nowhere I'd play yugioh
It would be cool if we could speed up infinites, but I don't think infinite deck's are broken or should be removed. what marshall said about it being mind numbing, is what I think about big unit demacia decks, or frejlord shadow isles aggro deck, hell even vs ramp decks its the same thing to me. at least this isn't viable.
if you could know you're dead, it'd be healthier. I think it's about time they fixed the biggest bullcrap thing in this game which is puffcaps. add an algorithm to puffcaps to make it not random what cards it lands on, but spread out relatively evenly. and I do mean Evenly. if your 20 card deck has 40 puffcaps, its impossible for 1 card to have 4 on it, only 2-3.
this might make shellfolk a little better.z
Maybe making a limit of 25 cards played per turn before it automatically passes the turn? with that you can determine if you've lost or not, or you know use your vengeanse, minimorph, hexblit etc etc.
missing the subway surfer in the corner, so only 5/7 for this take
Id like a 90 action timer but for each player. If time runs out if there is a stack it resolves and passes to the player. Then you get a new one. The issue i think with the deck is it become solitaire. Forcing interaction would be good.
isn't both feral prescience and backpack both burst speed? this would do literally nothing to the combo
@@chillmadude what im saying is you have 90s for your actions and if it ends if there is anything on the stack (Fast spells) they resolve. So they can go infinite till the 90s window ends then priority is passed. It wouldnt completely make it better but at least force people to give prioty back every 90s since the perdict takes a couple seconds and animations. Should minimize the craziness.
i have an infinite deck in standard with the new champion... i mean, new dragon, but i swear it's a lot funnier, and well, i would rather say the deck "could" go infinite, but it win before it goes.
im not gonna lie....i feel slightly toxic decks like infinite should be allowed....not good but allowed. of course its not fun to sit and wait for your opponent to make play but its also not fun to get rushed down the first 3 turns. its on the same coin just a different side. maybe to balance give the enemy a shorter window to play if they keep playing cards forcing them to pass but to straight remove the possibility of going infinite ruins creativity. not saying my opinion is end all be all or yours is better then mine mindset im just speaking from the otherside.
You should just concede. The 5 mins or whatever waiting could be another game won.
I think it's a cool deck, same with Akshan inf. I respect disagreeing opinions as well.
🤢
@@matheusp.c. just because you like it does not mean the concept is not cool. Wincon is wincon
I think infinites are okay if they are going to kill you on the turn they are activated like chemtech drake combo I think that’s fine you see it coming and you die cause you can’t kill drake. This is just annoying, rng death sim is not fun. Infinite blow outs good, infinite stalls or rng death (puff cap) not fun. I don’t have anything against puff cap combos as long as it’s not infinite, I’m not including shock traps cause if their is enough in your deck you either win via poor rn or lose cause your units disappear.
as someone who is also in the mtg community (where infinite combo decks are incredibly common) i'm really curious if anyone has any thoughts on why it doesnt work as well for runeterra? is it because of player expectations for what a game of lor should look like?
You can't "demonstrate" infinity formally in this, and the animations are loooooong because the game wasn't designed for these combos.
@@hutternen ahhhh ok yeah that makes sense
Hey editor where is our subway surfer/family guy 😠😠😠😠😠
A little band-aid would be to limit predicts per turn up to 3. No normal deck predicts more than once or twice per turn so adding a restriction to that would nerf THIS deck significantly. Unfortunately infinite combos come back from time to time with new cards beeing added to the game so a short term solution won't fix that and balance /development team should look up the cards before/after they release to make sure it won't spawn an infinite combo
Personal opinion here, but I don't think nerfing game mechanics to hamper 1 specific deck is ever the play, unless it's something that's continuously a problem. It's easier, and doesn't throw strays at any other deck that uses those mechanics, to just hit the deck itself. Shellfolk is a problem because of Shellfolk. It's abusing the Shellfolk effect to go infinite, and thus Shellfolk should be the one nerfed. Changing the effect to a once per turn/first time each turn, or some other number if we want to let it go semi-infinite, removes the infinite without harming anything outside of this deck specifically.
For competitive players, if the deck is bad, it doesn't really matter like you said. For casuals, you can't say "I have to sit through the combo and hope they whiff" while also saying they are casual. A casual player will obviously always just concede since they aren't trying to maximize their win percentage. You can't say they are forced to sit through the combo to hope for a win, cause the only people forced to sit through a combo are the people playing for that
as mentioned in the video, infinite combos are fine as long as they have a clear win, but indeterminate combos that force you to wait and wait and wait are just not very fun to have in a card game and can make people quite frustrated, because they usually like to win even if they are simply playing casually, and I highly doubt that the odds of winning against shellfolk are less than 1% so you may feel obligated to wait it out if you want that win
@@naemsterino Once these sort of nondeterministic combos start going off, they become less and less likely to whiff. So, just stay for the first couple of cycles of the combo, once it looks like they didn't whiff the first couple of times and they keep going, then just concede since the chances really are less than 1% at that point. The first couple of times, there is a decent chance they whiff, but past that, it is incredibly unlikely they whiff. This whole process of waiting for the first couple of cycles of the combo is no different than watching the enemy swing their board at you and win, or watching an animation that wins the opponent the game.
Based Snnuy as expected
tl;dr infinites combos that end the game are fine, infinite combos that stall the game aren't
The idea of "It doesn't have a high winrate or playrate so we shouldn't fix it" does work, but for infinite decks, that number should be WAYYY lower than any other deck.
For example, akshan infinite probably still exists in eternal. But its playrate is so incredibly low that you can't even see it on stats websites, and its winrate is probably incredibly low too.
Another infinite that exists is veteran investigator + zevi + smooth soloist + countefeit copies. This one probably has a literal 0% playrate unless someone who watched [redacted] back in the day wants to try the deck out for fun. That deck also probably has like a 25% winrate max. Again, a "healthy" infinite deck.
One more infinite: avatar of the tides + glorious + viktor + another glorious if you're lucky. This one again probably has a literal 0% playrate at points in time, unless Visionary makes a video on it. And it's a cool deck that is even more inconsistent than shellfolk.
Now we come to Shellfolk. This has a 0.86% playrate and 38% winrate. Is that too high for an infinite? I don't know, but probably yes. Especially because good players bring that winrate up above 50%, and it might affect tournaments. Obviously, winrate and playrate aren't the only things that matter. But they definitely do matter, at least a little bit, given that we have Akshan infinite, Zevi Investigator infinite, and Avatar infinite all in the game not causing problems.
Edit: I think at this point, shellfolk infinites winrate and playrate is SOOO low that it’s fine to exist
Whatever happened to swim anyways?
@@Nwordsoup Multiple allegations of sexual misconduct (very likely true), he didn't defend himself and instead just dropped off the face of the internet.
@@Nwordsoupgenerally, he was an shitstain. Paying next to nothing to his editors, saying wildly racist and sexual shit unprompted, etc. He fled Gwent community because people were fed up with him, after all.
All that was swept under the rug until his girlfriend wrote how he pressured her into taking drugs to have sex when she didn't want to, when she wes asleep, lying that his "balls hurt" when she didn't give in, combined with general awfulness like never washing. Swim tried calling all that bullshit, but his close friends, streamers, workers and roommate all agreed with girlfriend and he couldn't lie consistently.. Previous girlfriend wrote about similar treatment, so he's a repeat rapist.
Streamers and companies dropped him.
After that, Swim tried waiting it out like he waited out Gwent controversies, going silent, rarely attempting jlying to his friends in DM that it's just twitter/reddit drama, and unsuccessfully tried getting into developing card game Bazaar.
Y no influencer brain/arrogance?
I like the idea of the deck, but as you say this doesn't fit the Legends of Runeterra playstyle and I am confused that they haven't hotfixed this deck, like they hotfixed Zyphyr Sage like 2 years ago.
I would suggest a nerf to the infinite part of the deck and make a cap on Shelfolk (e.g. you can only use the effect 5 times per turn).
Another thing: You are the content creator so you should know it better, but I personally watch your videos for your persona not your content. If I have you on my second screen, I enjoy listening to you, not watching the game that I could play myself. I'm sure you are an entertaining person and you could make it fun to watch EVEN IF you are playing against one of those infite decks.
Also I prefer more of this kind of video where you talk about the game and not just play it. But yeah this is just my opinion.
Food poisoning analogy was perfect
I the streamer that gets paid to play this game and play it for hours a day know the exact experience of the average casual player that opens the game and plays like 2 games then closes it for the day, sure man I’m sure every casual player has run into this deck with a 1% play rate absolutely
“This is a very arrogant statement because he assumes what other players want” YOU’RE DOING THE SAME THING. The hypocrisy of content creators is unreal dude
Nerf that shit please
Infinite decks are just brain rotting. They get their turn and you just don't play. Losing to meta decks hurts but almost unending turns rots my brain to oblivion.
why don't you just concede then? why do you keep playing for the less than 1% chance of winning when you know you will most likely lose? Unless you are a competitive player trying to get every single win or in a tournament, I don't get it.
I think the best way to nerf this would be to either limit how often this could occur ("the first time/first three times...") or to make it so that the cost reduction cannot go below 1 Mana.
I think it's fine for combos like that to exist but I very much dislike the way it's just "I get to have fun and you just get to watch". If I wanted that kind of experience, I'd play Yugioh instead where people special summon monsters for ten minutes straight... But this is LoR and not Yugioh. This is a game that I love for its creativity and counterplay. The fact that you could interact with spells and that you take actions in a turn-format is basically the key sellingpoint for LoR. This deck, however, goes very much against that as you cannot interact with burst spells... At all. When you attack to pressure them, they can use a hundred of those predict spells that reduce an enemy's attack by two, too. When you destroy the landmark, they can still hit the combo in a lot of ways.
Idk, it's just a case of "I'll surrender here to save mental" which isn't a great look for the game and obviously even worse for YTers and streamers.
isn't that eternal? well, there's a reason why those cards where rotated out...
The problem is when people do play the gamemode, but nothing is done to patch things up. Just look at what happened in Heartstone with wild, for years it was very unplayable because nothing was kept in check.
Well a fix is simple
Make that every x burst spell the turn goes to the enemy automatically no need to nerf it
"point"
1. i believe its just a meme deck.
2. each cards/deck is always had their own weakness.
3. meme deck has too much weaknesses
thats it.
Oh stop it!!! All cards were overnerfed for infinite shellfolk before the puffcap backpack card came into play! Pick something actually competitive you bully
First also based opinion
NO BLAME!!!
why u played it by urself and uploaded it on yt.
on the other hand u complain about it and think its a trash deck.
so u made a video to show it the com. and also show the good games so ppl play it more and more, but u say ists shit in the game bc u are not playing.
so i dont get the point i just wanna understand.
Wtf, combo is needed to keep the game healthy !
Aggro doesn't let you make content, because the game is over by turn 4/5
Control doesn't make great content because opponent will shutdown whatever you try to do
Combo at least needs time to set up, and don't get me started on this cringe statcheck midrange, playing elites and complaining madge
If you want to play solo card game go play Yugioh
I'm going to have to unsubscribe from both of these channels due to sheer audacity. Your video on this deck had you having fun with it, smiling and laughing at what you played, but now you're knocking it down? That's hypocritical as all can be.
I think as a "content-creator" you need to learn better Twitter etiquette. You get pressed way too easily.
YUGIOH YUGIOH, has more interactive decks than thsi deck
Just too many mana cheating shit in the game. seraphine, karma, coins, shellfolk, sunken temple etc. i hate them all
you seriously made an almost 15 minute video about a 35% winrate deck with .70% play rate?? God I can't even watch one of your videos without hearing you complain about this deck (which I haven't even faced) anymore and it makes your content so much worse. keep your videos about the funny gameplay, not this bs