1) Kill Shrine 2) Kill enough stuff so that opponent surrenders. 3) Kill enough stuff so opponent rage quits and I have to sit for 3 minutes.
1) Kill enough stuff or gain position/font advantage so that opponent surrenders. 2) Kill enough stuff so opponent rage quits and I have to sit for 3 minutes. 3) Kill Shrine Most games that last long enough for a shrine to explode are horrible "I know I lost but I'm going to drag it out forever" borefests, and I don't like these.
I saw a FW/IS Tinydragon deck quite recently which was basically about being ridiculously tanky, with Stitched Tyrant in the front lines, Stitched Shaman as a deconstructor & reconstructor and Timmy as a parallel meat swarming source. So I guess you can say that if you know your poop (avoiding censorship), the whole Stitched remains - Deconstruct - Reconstruct mechanic is pretty solid.
AP gen Relocation/pull Swarm First two because they overcome opponents positioning and the 3rd because free champs can snowball quickly.
- Rush to their font and contest long enough to have reinforcements come or use enough spells to kill a key champ securing the font for deployment.
Nexus aura with propagate Iceblock might just be my favorite combo that I've sen accidentally used recently
I don't win a lot of games... But really, I think Regen is better than it used to be because of the general tenor of the damage revamp. The slower pace of the game increases the chances of gaining outsize benefits for incremental powers. That said, yeah, 9 nora is a heck of a lot.
When a worthy opponent is able to best me in a game of wits, no matter the stakes, I feel an indescribable amount of remorse. Take that as you will. Of course, I will always hate having to fight an uphill battle vs AP gen mechanics. That certainly catches my beard on my coat zipper.