A Day of Lurking
So, after playing the Lurk deck all day I have safely come to a few conclusions.
- I love it. It is just such a fun and unique deck! Though I'm also biased because my favorite deck of all time is Deep. There is just something so satisfying about smacking people with chunky sea/sand serpents.
- Why is Ripper's Bay so terrible? I'm not a pro by any means but I honestly think that the card is useless space. There are 13 'Lurk' cards in the game right now, if you max out each card to 3 copies in your deck then you still fall short of the 40 cards necessary. Obviously, the most efficient way to run a deck like lurk is to have every card be lurk and eliminate the rng. I don't know about all of you but I have terrible luck. I don't know how many times I've been screwed over by a srying sands or bone skewer being my top card. Or comiserated with my opponent via duo sad poro when my opponent attacks with his 0/2 un-triggered snapjaw.
This is all to say that, as of now, you can't run a full Lurk deck. But with Ripper's Bay being so useless, you are really working with a 36 card Lurk deck. Now, obviously, as it stands, the 'optimal build' does not include putting 3 of every lurk card anyways, so really the deck lists probably range from a 30ish floor to 36 Lurk cards as the ceiling.
Which brings me to my final and most important point.
- Why in the Brood Mother's name is Feral Prescience not a lurk card? It is obviously designed with Lurk in mind, it even has Rek'Sai in the artwork. Yet it isn't. The deck needs more in-house predict synergy (given the two champs you play especially) than the single Xer'Sai Caller. Heck, Ripper's Bay would at least be 'playable' if it was a Prediction card. But given how important Feral Prescience is to the deck, it really stinks to play it because now you're bogging your deck down further with non-lurk cards.
I love the expansion along with my little shark and voidlings. But Riot, please. Help a Sai'ster out.
Edit:
Comments are discussing Ripper's Bay being bugged and not working as intended. My point, however, still stands I believe. Even if Lurk is supposed to check after discard, in an optimal Lurk build you wouldn't run Ripper's Bay anyways because all your cards are Lurk. This may not be currently possible but the Landmark seems at odds with the archetype itself.
Lurk is a self-contained deck by design, you want to play as many Lurk cards as possible to ensure triggering. So, the optimal Lurk deck is 40 Lurk cards. But pure Lurk doesn't have in-archetype removal tools like Bone Skewer or enough prediction synergy besides Caller. So you are forced to run non-lurk cards to 'optimize' even though you are making your triggers less efficient overall.
Why then, would you ever run a 1 cost landmark which takes up room for your swarm playstyle for the only payoff to be discarding the cards you made the deck-building choice to include? Not to mention, drawing multiples? Ew. My point is that even if Ripper's Bay worked as intended, the card just doesn't make sense for Lurk as a theme. It needs more going for it then "let me rectify your deck-building in-game." Heck, make it like the Deep landmark: "Lurk x times and I turn into a Sharkling" or something.
Posted Jul 1, 2021, 12:13 AM UTC · edited