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The Runeterra Legend Rising Tides and Bilgewater guide: Everything you need to know about the new expansion and what’s next for the Runeterra Legend | Instant News


The Legend of Runeterra, the incredible League of Legends card game, finally comes out of the open beta tomorrow. Besides being available on iOS and Android devices, Riot Games also added 120 new cards His first expansion was called Rising Tides. The sixty cards belong to an entirely new territory called Bilgewater, a shabby and rundown pirate port, while another 60 are scattered among the existing Runeterra territory.

This is a big update, which makes me optimistic that Runeterra Legend will not be another card game that goes up within a year. To talk about Rising Tides, Bilgewater, and what’s next, I’m sitting with executive producer Jeff Jew – but, first, let’s look at Rising Tides.

The Legend of Runeterra: Rising Tides

Rising Tides is the first real expansion to Legends of Runeterra and, as I said, includes 120 cards. Updates will be available for PC players tomorrow, April 28. As you can guess, this expansion is themed around pirates and deep sea creatures, with six new keywords that introduce new abilities and playing styles, and 11 new championship cards – five of which are for Bilgewater and the rest are scattered among existing territories .

Because the new Rising Tides cards are spread across different types of decks, there is no central gameplay concept built. New keywords, such as Deep, open options for self-mill decks (where you intentionally discard your own cards), while Scout provides more aggressive decks and more multi-hit ways to apply pressure.

You can check the entire list of cards revealed so far the legend of Runeterra subreddit.

Keywords Go up New install

  • Getting used to: When I was called, refill one spell now.
  • Scout: If you only attack with this Scout unit turn, you get a second attack phase.
  • Susceptible: Apply this to enemies so you can drag them to battle against their desires.
  • Loot: This ability is triggered every time you damage this round of Nexus enemies.
  • In: These cards get + 3 / + 3 if your card has 15 or fewer cards.
  • Tossing: Destroy the non-champion X cards from the bottom of your deck.

New Rising Tide Champion

Figure 1 of 10

(Image credit: Riot Games)

Hissing

Fizz (Bilgewater) is a slippery champion who gets Elusive when you cast a spell, even if the spell has targeted it. Giving six spells will raise his level, giving him extra abilities to summon powerful shark units and apply Vulnerability to enemies.

Figure 2 of 10

(Image credit: Riot Games)

Fate twisted

Twisted Fate (Bilgewater) gives you a special Destiny card, each of which has a different effect and there are no costs. When he levels up, you will start to get Destiny cards at a much higher level, increasing your tempo significantly.

Figure 3 of 10

(Image credit: Riot Games)

Nautilus

Nautilus (Bilgewater) is a very strong card that copies every 4+ accomplice costs back to the deck when he levels up, which he does only after having less than 15 cards left on your deck. When he levels up, a strong Sea Monster type card is 4-cheaper.

Figure 4 of 10

(Image credit: Riot Games)

Gang Board

Gangplank (Bilgewater) summons Tong Tong which increases spell damage but is destroyed every time you cast a spell, and when he levels up by damaging Nexus five times, he starts to inflict all damage to all enemies on each attack.

Figure 5 of 10

(Image credit: Riot Games)

Vi

Vi (Piltover and Zaun) get attack power every time you play another card. When he hits something with maximum attack, he will level up and start doing bonus damage to the enemy Nexus on every attack.

Figure 6 of 10

(Image credit: Riot Games)

Lover

Swain (Noxus) do extra damage to the enemy Nexus when he hits it. If you trigger that effect, he will level up so that every time he does extra damage to it, he will stun the strongest enemy not in battle and give three damage to all enemies.

Figure 7 of 10

(Image credit: Riot Games)

Quinn

Quinn (Demacia) is a powerful skirmisher that calls for a relatively weak pet eagle each time he attacks. Once he leveled up, the eagle was summoned and automatically challenged the strongest enemy champion, giving Quinn a good distraction to do more damage.

Figure 8 of 10

(Image credit: Riot Games)

Lee Sin

Lee Sin (Ionia) get Challenger and Barrier when you play two spells. When you have used enough spells, he will level up so that attacking units also damage enemy Nexus at the same time. And if the unit survives, it will be pulled into enemy hands.

Figure 9 of 10

(Image credit: Riot Games)

Maokai

Maokai (Shadow Isles) is a type of all or nothing crazy card that destroys your own card every time you play a unit. If you manage to trigger this effect quite a lot, it will level up and destroy the enemy deck instantly, leaving only four cards. But you will also run out of cards.

Figure 10 of 10

(Image credit: Riot Games)

Sejuani

Sejuani (Freljord) is a powerful control champion who reduces enemy attacks to zero and makes them vulnerable. When he levels up and you damage an enemy Nexus, he will freeze the entire enemy board.

What’s next for Runeterra Legend?

Ahead of the launch of the Rising Tides expansion, I spoke with executive producer Jeff Jew to discuss some of the most interesting parts about Rising Tides, and what the future of Runeterra will be like.

PC Gamer: Will the expansion of 120 large cards become the norm for Legends of Runeterra to move forward? Is this how the game will develop over time?

Jeff Jew, executive producer: This is interesting. I would say when we first started working on the Runeterra Legend, that was true. We think we will only release sets in large blocks, this mythical content is why the CCG genre has been going on for so long. I think we will learn a lot from dropping 120 cards at the same time and see how the players react. You know, there is a trade off. I think in the current model where we drop most, it means that you have many things in advance. You have to learn a lot, break through it, and after collecting it, you have to wait a few more months. I think we will also experiment with other models such as trailing content over time with a more consistent rhythm. So this is some kind of experiment for us. One thing that is our commitment is to expand the number of players who can play, so I think it will definitely survive. But whether we continue to do large chunks or the rhythm of the month to month is still TBD.

What’s interesting about Rising Tides is that half of the new cards are for existing territories. Are you worried about diluting what makes the deck unique by adding more tools?

We have set a number of lightweight archetypes on the foundation set, but for each of these new territories in new expansion, there are new keywords. For example, for Demacia, players will play Quinn and Quinn has a mechanical variation called Rally Scout. The rally, which is capable of attacking twice in one turn, is a kind of value Demacia has had through Lucian. But by adding Quinn and getting a new unit type – followers who have the Scout keyword – the Scout unit can attack itself, which then rearranges your attack token and then you can attack again, potentially you can even rally. They are like subtle variations in the value that the region already has that will have even more role in their cool style of play. I don’t think we’re almost out of it. We will see as soon as you know, you have all the reasons to perfect Yes, there is only, there is so much to do.

(Image credit: Riot Games)

Right now we are working on several new game modes, which I think will be very fun.

Jeff Jew, executive producer

Back when we talked a few months ago, you said one of your goals was to have 10 different decks that are equally competitive in Runeterra ranking mode. Now that we are nearing the end of the first season, how are things going?

I am very happy with meta, but I still think there is work to be done. I would say if I had to guess, it might be like seven ish [competitive decks] at this time, which is still pretty good. Through the changes in balance that we make from time to time, which people see with changes in our Elusive decks, we do have some archetypes of decks that are a little too strong, that kind of beats the others. But we have seen some really wild and interesting decks played now, like decks without champions. I think the aspirational goals are clearly in the grip. And with the high tide, yes, I mean, with 11 champions in all regions, it just opened up so many playing patterns again. I would guess in the opening weeks of the launch of Rising Tides, we will see a number of very wild decks, you know, at that top level, which usually then settle for the first few weeks. That’s when our balance change will take effect. So I thought we had a job, but I was really happy with the difference.

Speaking of competition, how will you overcome the inevitable power to add more cards from time to time? Are you finally going to limit the Ranking mode to only a number of cards rather than letting people play with them all?

One thing we are committed to is we will not rotate any set for at least one more year. We really want to perfect all areas before we even talk about all kinds of rotations. But rotation will occur at some point. We don’t want to have a game where players have to come and learn 2,000 cards at the same time, but we are truly committed to making all card formats compete too. And then from a competitive standpoint [modes], we have actually tested our potential competitive format internally. We experimented with many different things such as carrying X number of decks and can only use them one at a time, or taking and blocking. We try to attack the right chords between players who can play the deck, or territory, they have trained and also make sure there are variations, so not everyone just plays some of the same best decks, if you want.

Sounds very cool. Can you talk about what else is on the road map that players can look forward to after Rising Tides?

Right now we are working on several new game modes, which I think will be very fun. We are working on several types of mutators – better ways to use the cards that you have invested and collected. One of our core tenants to build this game mode is that they really attract your collection, because we really want to make sure the players feel that their time has been well spent. And then we will also focus on competitive games and building rich formats that make sense for all players, and they can practice to potentially move to a real event later. So we are actually doing some deep dive internally on our post launch road map now. But in the coming months, we can chat with you about what it really is.



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