![]() The lanes create an interesting, and strategic, cat and mouse dynamic. Cloaked creatures, however, can be targeted in other ways – they can be damaged or killed by actions or summon effects. ![]() This means it can’t be attacked by another creature in that lane. The cover lane is particularly interesting because when you play a creature to that side, it is cloaked during the opponent’s next turn. The playfield is divided down the middle, with a field lane on the left and a cover lane on the right, and creatures are (almost always) only able to attack other creatures in the same lane. What really sets Legends apart, however, is its use of lanes. Unlike Hearthstone, your hero's health isn't capped. These cover things like locking creatures in place, blocking damage and regenerating health. Your total resources determine what cards you can afford to play, and there are four categories of cards: creatures (minions), items (buffs), abilities (spells) or supports (ongoing aura-style effects or abilities that are manually activated), with a host of “keywords” on top of that. Like Hearthstone, both players start with 30 health and one point of magicka (the game’s resource), which increases by one at the start of each turn. (A minion with “Pilfer”, for instance, triggers its ability each time it attacks the opponent’s hero, so can do things like stack stat buffs or repeatedly draw cards.) Mages, on the other hand, combine Intelligence and Willpower, so a Control Mage build is able to lock the board down using a wealth of removal tools, as well as debuffs, ward minions, guard minions and more, all of which stall the game until it can get to its powerful late game drops. The colour system is less evocative than having classes represented by defined personalities, but it certainly makes for a lot of potential attribute combinations, and thus, gameplay variety.Īrchers, for instance, combine Strength and Agility, giving them damage dealing potential paired with excellent tools for removing enemy creatures and extracting value out of cards. Neutral, colourless cards complete the pool and can be used in any deck. Each colour represents a broad theme, so green is Agility, purple is Endurance, blue is Intelligence, red is Strength and yellow is Willpower. ![]() Players build their deck of (at least) 50 cards using no more than two of the game’s six colours. From the former it has a colour/attribute system in place of classes. Legends incorporates elements from both Magic the Gathering and Hearthstone. It succeeds in both regards, offering up a compelling competitive experience, as well as solid single player content. The CCG (computer card game) space is an increasingly crowded one, but Legends is hoping to stand out from the pack by tapping into the rich lore of the Elder Scrolls series, and by bringing some new gameplay ideas to the table. ![]()
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