Once you’ve set up Lux on the board, the high-cost spells will come in handy to create Final Sparks – an effective removal tool that’ll allow you to take control of the board by killing your opponent’s units. The Forge of Tomorrow being on board before you commit your 6 mana spell is important, as the 3 spell mana refund means you won’t fall behind your opponent after spending so much mana on a single card. Spells like Assembly Line and Shock Blast are essential for your game plan.Įarly game you’re looking to at least sneak in one 6-mana spell so you can activate Mageseeker Persuader and Mageseeker Inciter‘s abilities, turning them to efficient units that will force resources out of your opponent to deal with them.Īssembly Line is the perfect tempo play in the early game as the spell summons 2 Forge Worker‘s on the board, capable of defending the Nexus early game and trading with your opponent’s units. Both champions share a similar level-up requirement that requires you to play 6-cost spells. The archetype relies on both Jayce and Lux as win conditions. Any game you've met the threshold of 6+ cost spells to make his ability matter was a game you were probably already winning just from the power/value of those spells by themselves.Today’s guide will feature Jayce Lux, a Demacia + Piltover and Zaun midrange deck. He's more expensive than his champion, and for his additional text to really "impact" the game you need to have cast a multitude of 6+ cost spells. Unfortunately I also believe Jayce's boat will be a part of this latter category as well. On the surface they appear powerful, but require far too much to go right to take advantage of their abilities or they all cost more than their respective champions and don't help you play them on curve. The others like The Syren, King Jarvan III, and The Tuskraider don't do either of those things. When you apply these requirements to the boats we have in the current card pool, it makes sense that the only three that see regular play are the ones listed above. Help you play the Champion on curve more consistently (Draven's Biggest Fan).īe capable of winning the game individually or with little set-up (The Leviathan, The Dreadway). I think for any champions "boat" to be competitively viable they have to do one or both of two things: With that in mind, I could see it performing better than I anticipated. One thing though I should add is that this can be used as a way to "store" spell mana for a big turn, all the while helping with early board presence, which could be interesting with some synergies. I think this is very limited in archetypes because I don't think every 6+ cost synergy decks want to play it, so it impacts the rating quite heavily. Yeah, this card is pretty impressive overall. I was hesitant between 2.5 and 3.0 for this card, but I don't think it should be higher. I could have given it a little higher rating if we assume a 2/1 early blocker is valuable in the meta for a slow archetype. In control decks, I like my 1-cost unit to have an impact in some way - for example generating impactful/synergistic spells. I consider Time Trick to be more of a synergy card (ex: predict synergies, and/or help to find specific cards like Hextech Crystal), and Statikk Shock doesn't see plays without some synergies nowadays because of its generally high tempo cost. When I think about solid draw options I think about drawing at a low cost (ex: Hidden Pathways, Deep Meditation) or drawing without losing too much tempo (ex: Pokey Stick, Sump Dredger in a discard archetype). Well, I don't consider those solid card draw options because they only cycle themselves, and at a pretty expensive cost for a cycle effect. While the effect requires a 6+ mana spell to activate, the payoff fits in with the strategy, and it can reduce the punishment of drawing multiple 6+ mana spells early. Refilling mana is very useful for leveling Jayce faster, and the effect can increase the tempo of the 6+ mana spell archetype as a whole. You might also be a little low on Forge of tomorrow. I can also see forge chief as a good option in Sumpworker decks and Nami decks since the spell mana can allow those decks to set up their win conditions faster. PnZ has more spell based strategies, and the region doesn't have 1 mana 2/2 units as competiton. While this card is comparable to Shellshocker, PnZ is a better region for this type of card. While it doesn't have high impact, high impact isn't very common for 1 mana units. I think you might be a little low on forge chief. By the way, PnZ has some pretty solid card draw options in time trick and static shock. This expansion gives me some new options for some of my favorite decks. I like the Jayce Heimer idea, and I will make my own version.
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