
Sylas
Not sure about the wording but you get the idea (I hope)

Not sure about the wording but you get the idea (I hope)
I made that some months ago for a competition on Twitter. Sharing here before the real Nasus is being revealed in the following days (even though we already got a leak for blue Nasus).
The green Nasus is unfortunately a bit off for Green.
Not too many cards, but I thought a Cho'gath with banish mechanics would be dope haha.
I have to say up front that I just started playing LoL a few days ago after playing Riftbound for three months now, so I don't have a deep understanding of the lore or individual champs. I just checked out a few and thought about which ones I might have ideas for cards based on.
I don't know how popular Graves is, but he seems like a cool guy to me.
The basic idea is that Graves naturally deals a lot of damage with Destiny – at least double damage – and is also good at controlling his opponents' movement.
What do you think?
PS: Of course, the images don't belong to me; I took them from the LoL website.
EDIT: I made a "mistake" with the orange Champion unit. It doesn’t have a power cost and it should say: "When I attack, you may pay [1]. If you do, move an enemy unit to my battlefield."
I wanted to make smth inspired by her new passive in league. Scalemail will work the same as XP. The vision with the signature is to capture more of her becoming a dragon. This was rather inspired by fiora, the new yi, and volibear. I wanted to keep it at mighty units as not to force dragons, but still have a clear path to play w/ them.
Any critique is appreciated!
Just a quick mock-up of an idea that popped into my head about some of the stress-testing legend concepts we could reach a few years into the game’s existence
Ever since seeing how Riftbound handled Ivern, i loved the idea of a unit revolving around minions. I felt Braum and his Poros were a perfect fit. Let me know what yall think!
I tried to make things clear, but the idea is to have a deck with a lot of units and to discard a lot to make the units enormous. the signature spell is based on his ultimate ability, which heals him and speeds him up (it should cost 8 Energy and 8 Power, but the site wasn't able to put 8 icons).
Couldn't think of a better way to phrase the second Yone legend.. not a big fan of how long it is.
Timelines is an effect for all players, there can only be 1 active timeline, the rest will lie in a stack underneath it.
If you have ideas for other timelines or balance changes let me know :)
I tried to work in the two champions’ joined mechanics. I’m only afraid they might be a little overpowered or what do I know. I’m also working on another colour for each champion with a second combined legend, will post soon. Please share your thoughts!
Here's an idea for Nunu & Willump in Riftbound! I'm not super familiar with Nunu & Willump lore and I never played him in League, so let me know how this idea can be improved!
Soraka is my Partners favorite Champion and she was distraught there was no legend or support for so I made some custom stuff until there is some. Now I Post for you to destroy in comments. Yes I know about the repeat art I will need to fix on my second pass through. What do you all think
Hi there, I've been a Magic player for years, and across pretty much every format I've always gravitated towards mono-color decks. To me, they're the purest way to understand what each color is supposed to represent and what its strengths and weaknesses are. No matter the format, I've almost always played a single-color deck.
Ever since Riftbound came out, though, I've barely touched Magic. It just lost everything I enjoyed about it. Standard feels miserable, the player base is tiny, and Commander has never really felt like "real" Magic to me.
Riftbound brought back the excitement of competitive 1v1 card games.
I've been playing a ton of different decks, won several Skirmishes, made Top Cut in some pretty large tournaments, and in Barcelona I'll finally get to play my first RQ.
But there's still one thing missing: a mono-domain deck.
That's all I want.
So over the last few days I've been thinking about what mono-domain legends could look like if they were designed to represent the identity of each domain. I ended up making a custom mono-domain legend for each one.
The basic idea is that they should have a relatively high power level, since you're cutting your available card pool in half by locking yourself into a single domain.
Here's the reasoning behind each one:
🟢 Calm – Taric
My original idea was simply "target unit can't take damage this turn." But being able to do that as a reaction on any unit felt way too strong. Since Calm is all about buffs, I changed it so you have to remove a buff (which you can also get from healing) from a unit in exchange for preventing all damage to it for the turn.
🔴 Fury – Olaf
Probably the simplest one.
All your units have Accelerate.
🟡 Order – Soraka
Order has two major themes: killing units and creating tokens.
The idea is that whenever one of your units with Deathknell dies, you create a Unicorn token (because lore). The Unicorn also has Deathknell, meaning you'll almost always have one on the board. The Deathknell only gives 1 mana, so I don't think it's too powerful... although it definitely looks like it could enable some funny loops.
🔵 Mind – Ryze
This is definitely my Magic background showing.
He's basically an Alhammarret's Archive. Drawing twice as many cards in the domain that's already all about drawing cards sounds completely busted, but I also think it creates interesting gameplay rather than just raw stats. You simply have way more resources to answer your opponent.
🟠 Body – Urgot
Body is the domain of huge units.
Urgot lets your big units stay big. Tanks often have a rough early game before becoming almost impossible to remove in the late game, so this legend pushes that fantasy even further by letting your biggest units keep growing as the game goes on.
🟣 Chaos – Shaco
Think of him as a LeBlanc that copies your trash, fitting perfectly with Chaos' discard mechanics.
You can activate it every time you conquer, meaning potentially twice per turn, in exchange for not being able to do it while holding.
So... what do you think?
Which ones are completely broken? Which ones are total garbage? Which ones would actually be fun to play?
I didn't spend too much time polishing the wording or making sure everything follows the game's official templating—I was mostly focused on the mechanics and overall design.
Decided against making her ability work with legends but let me know what you think 🤔
What if runes did more. Becoming for intrinsic to the colour and strategy. These are concepts I didn’t test these more just an idea for deck building