Let's talk about the quests.

Submitted 4 years, 8 months ago by

In my opinion the quests are going to be BIG in this and coming metas, and that's probably not a big or risky prediction. Everyone knows how big of an impact the previous quests had and even though these new ones are lesser in power(by design) they still will have major implications in deck building(well most of them anyway). Here's what i think about them going forward.

Paladin: Starting with the one i think will have less and less impact as we go on(assuming they never print any more reborn cards after this expansion) in terms of deck design, there will be a "druid-ramp-like" package for the paladin quest of the best cars that have already been exstablished already and then you just fill in the gaps after that, the same way druid did in previous metas where they have the oaken summons, malfurion, spreading plague, ramp, packages and they just slotted in different win conditions like maly or hadronox. i think the paladin quest will be just like this in the future, and it will be locked to aggro generally.

Warrior: From now on in the list i'm going to work from left to right on the class menu but it's really coincidental that warrior is next after the special case that i brought up paladin first, since i think it is exactly the same as the paladin quest in some respects. But i think it is better because there is more likely to be more weapons in the future to change up the quest dynamic for deck building, but i still think in the end it will mostly revolve around people finding what works and setting up a "package" just like with paladin, maybe some decks will run said "package" with rush cards and make it more mid-range, or maybe it'll be the "package" and taunt cards, for a more value oriented way with the hero power, and play it off as jaraxxus but you summon 4/3s. I am interested although i don't have a lot of faith in this quest.

Shaman: This quest is getting the most hype and i think for a good reason, this quest has a lot of workaround for it since unlike weapons or reborn minions there is a lot of work-around that can be done, there are already decks for value and decks using the hero power for damage(but mostly you'll just see unimaginative lackey shit with it), and i think this will get more and more diverse as expansions go on, good design of a quest and i don't think the double battlecry reward is as busted as people might think at first glance.

Rogue: Okay this one i think deserves attention because i think in the coming days it will be VERY OPPRESSIVE. If you remember pirate warrior you'll know how dangerous a 2 mana fiery waraxe can be, and if you can get that guaranteed every turn, it's very dangerous indeed. Used to be with pirate warrior you'd just run them out of stuff and if you survived at that point they would just concede because they have no way of coming back. But with this new lackey shit, the deck has a way to make a full board out of nowhere and having guaranteed 3 damage to face every turn(this isn't a taunt heavy meta anymore remember that) it's pretty gross, and i foresee in the future it will be made for that oppressive nature, since the quest doesn't require deck building for the quest, since it's so easy to complete. Remember kingsbane before the leeching poison nerf? Kingsbane decks before the leeching poison nerf weren't aggro, they were focused on outlasting their opponents via the lifesteal from the weapon and trying to build the weapon as big as possible, but after the nerf to leaching poison that way of play was gone so the deck became pure aggro now relying on getting as much damage in as possible as fast as possible and i think that is the future that awaits the quest for rogue, and it's a pretty disgusting future indeed. Some people are trying to parade this is a "Control Rogue" enabler, but what can a 3/2 weapon do against lackey shit that fills a board every turn, and as a class that doesn't have boardclear it's just a joke, and it's even more of a joke against other late game oriented decks. If the quest didn't have such a low requirement then maybe it wouldn't turn to pure unadulterated aggro, but it doesn't.

Hunter: The hunter quest is very interesting to me, since token druid exists right now and has been in full swing since before this expansion i'm surprised no one has talked about it that much. I imagine soon there will be a "Token Hunter" if you will, and unlike druid they'll have 2 mana savage roar available at their finger tips, not as oppressive as the rogue quest in my opinion since the quest takes longer to complete and a deck has to be made for it to succeed, but i think it is a sleeper possibility in the future.

Druid: The druid quest is something a lot of people have been calling very versatile, since that is what the choose one cards are designed to be for after-all, and i think that's a good way of putting it. I've seen a couple decks here and there already since the expansion dropped and i have to say, bias out of the way this is the most interesting quest for me, i've seen heal druid decks with quest, and aggro type druids with druid of the scythe, i think the payout for the quest isn't too bad either unlike rogue, do nothing essentially for 4 turns and after that you can get more tempo on turns than normal seems simple enough. Although i do not enjoy the fact that it can be completed earlier if you have the coin, but i guess the innervate class doesn't really need that if they so desire.

Warlock: If you've seen me around you've probably seen me call plot twist warlock a meme once or twice, and although i use it as more of a joke most of the time it isn't inherently untrue. I think betrug is a joke and 8 healing MAYBE off brood mothers isn't reliable enough, if warlock had a way of going infinite with it sort of like dead man's hand warrior i think it would have been a more interesting deck as least for me, but that said i don't think the quest is good, people keep saying everywhere you go that once you get the quest completed that every card you draw is zero mana, but more likely than not, every card you topdeck is 2 mana is a better way of putting it. Since most plays you tap for if you tap you'll play that turn if only for the tempo of it, and i think combo decks with this would be too slow and unreliable so i don't know where this will go in the future.

Mage: I am designating this the "Fun Quest" of all of them, although i imagined it in a cyclone mage deck as an extra card generation engine i think it's more there for people that enjoy the randomness of hearthstone than the competitiveness of it, i've played against a couple quest mages with my singleton hunter and by the time they got the quest done they were usually dead, and my singleton hunter isn't even aggro. This is a hopeful yog's puzzlebox generator in most decks, and if you're not playing it for fun i don't know why you're playing it.

Priest: has a high chance of being oppressive in the future but no like lackey shit is, in more of an arena style of oppression where they just play big stuff every turn and hope to win eventually when their opponent has run out of things to play against them. As one of the few people that enjoyed dinomancy it's cool seeing it back in an actual playable form, and it's pretty cool that it's going to be meta for once, in the future i envision a lot of mid-range priest decks, that run a lot of healing and use the quest as a finisher rather than rushing the quest out like other classes, kind of like galvadon paladin of old.

 

All in all i like the new quests, although i think they are not all created equal in terms of strength like the older ones were. And although they are not as powerful as the older quests were i think that's a good thing, the meta needs to slow down a bit, the game is not just KFT and KnC it can't just be big fancy blowout decks every expansion. I think most of the quests are a great addition in terms of deckbuilding and although most people will just netdeck what is popular and don't try anything new i think the theorycrafters will enjoy messing around with them.

  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 4 years, 8 months ago

    In my opinion the quests are going to be BIG in this and coming metas, and that's probably not a big or risky prediction. Everyone knows how big of an impact the previous quests had and even though these new ones are lesser in power(by design) they still will have major implications in deck building(well most of them anyway). Here's what i think about them going forward.

    Paladin: Starting with the one i think will have less and less impact as we go on(assuming they never print any more reborn cards after this expansion) in terms of deck design, there will be a "druid-ramp-like" package for the paladin quest of the best cars that have already been exstablished already and then you just fill in the gaps after that, the same way druid did in previous metas where they have the oaken summons, malfurion, spreading plague, ramp, packages and they just slotted in different win conditions like maly or hadronox. i think the paladin quest will be just like this in the future, and it will be locked to aggro generally.

    Warrior: From now on in the list i'm going to work from left to right on the class menu but it's really coincidental that warrior is next after the special case that i brought up paladin first, since i think it is exactly the same as the paladin quest in some respects. But i think it is better because there is more likely to be more weapons in the future to change up the quest dynamic for deck building, but i still think in the end it will mostly revolve around people finding what works and setting up a "package" just like with paladin, maybe some decks will run said "package" with rush cards and make it more mid-range, or maybe it'll be the "package" and taunt cards, for a more value oriented way with the hero power, and play it off as jaraxxus but you summon 4/3s. I am interested although i don't have a lot of faith in this quest.

    Shaman: This quest is getting the most hype and i think for a good reason, this quest has a lot of workaround for it since unlike weapons or reborn minions there is a lot of work-around that can be done, there are already decks for value and decks using the hero power for damage(but mostly you'll just see unimaginative lackey shit with it), and i think this will get more and more diverse as expansions go on, good design of a quest and i don't think the double battlecry reward is as busted as people might think at first glance.

    Rogue: Okay this one i think deserves attention because i think in the coming days it will be VERY OPPRESSIVE. If you remember pirate warrior you'll know how dangerous a 2 mana fiery waraxe can be, and if you can get that guaranteed every turn, it's very dangerous indeed. Used to be with pirate warrior you'd just run them out of stuff and if you survived at that point they would just concede because they have no way of coming back. But with this new lackey shit, the deck has a way to make a full board out of nowhere and having guaranteed 3 damage to face every turn(this isn't a taunt heavy meta anymore remember that) it's pretty gross, and i foresee in the future it will be made for that oppressive nature, since the quest doesn't require deck building for the quest, since it's so easy to complete. Remember kingsbane before the leeching poison nerf? Kingsbane decks before the leeching poison nerf weren't aggro, they were focused on outlasting their opponents via the lifesteal from the weapon and trying to build the weapon as big as possible, but after the nerf to leaching poison that way of play was gone so the deck became pure aggro now relying on getting as much damage in as possible as fast as possible and i think that is the future that awaits the quest for rogue, and it's a pretty disgusting future indeed. Some people are trying to parade this is a "Control Rogue" enabler, but what can a 3/2 weapon do against lackey shit that fills a board every turn, and as a class that doesn't have boardclear it's just a joke, and it's even more of a joke against other late game oriented decks. If the quest didn't have such a low requirement then maybe it wouldn't turn to pure unadulterated aggro, but it doesn't.

    Hunter: The hunter quest is very interesting to me, since token druid exists right now and has been in full swing since before this expansion i'm surprised no one has talked about it that much. I imagine soon there will be a "Token Hunter" if you will, and unlike druid they'll have 2 mana savage roar available at their finger tips, not as oppressive as the rogue quest in my opinion since the quest takes longer to complete and a deck has to be made for it to succeed, but i think it is a sleeper possibility in the future.

    Druid: The druid quest is something a lot of people have been calling very versatile, since that is what the choose one cards are designed to be for after-all, and i think that's a good way of putting it. I've seen a couple decks here and there already since the expansion dropped and i have to say, bias out of the way this is the most interesting quest for me, i've seen heal druid decks with quest, and aggro type druids with druid of the scythe, i think the payout for the quest isn't too bad either unlike rogue, do nothing essentially for 4 turns and after that you can get more tempo on turns than normal seems simple enough. Although i do not enjoy the fact that it can be completed earlier if you have the coin, but i guess the innervate class doesn't really need that if they so desire.

    Warlock: If you've seen me around you've probably seen me call plot twist warlock a meme once or twice, and although i use it as more of a joke most of the time it isn't inherently untrue. I think betrug is a joke and 8 healing MAYBE off brood mothers isn't reliable enough, if warlock had a way of going infinite with it sort of like dead man's hand warrior i think it would have been a more interesting deck as least for me, but that said i don't think the quest is good, people keep saying everywhere you go that once you get the quest completed that every card you draw is zero mana, but more likely than not, every card you topdeck is 2 mana is a better way of putting it. Since most plays you tap for if you tap you'll play that turn if only for the tempo of it, and i think combo decks with this would be too slow and unreliable so i don't know where this will go in the future.

    Mage: I am designating this the "Fun Quest" of all of them, although i imagined it in a cyclone mage deck as an extra card generation engine i think it's more there for people that enjoy the randomness of hearthstone than the competitiveness of it, i've played against a couple quest mages with my singleton hunter and by the time they got the quest done they were usually dead, and my singleton hunter isn't even aggro. This is a hopeful yog's puzzlebox generator in most decks, and if you're not playing it for fun i don't know why you're playing it.

    Priest: has a high chance of being oppressive in the future but no like lackey shit is, in more of an arena style of oppression where they just play big stuff every turn and hope to win eventually when their opponent has run out of things to play against them. As one of the few people that enjoyed dinomancy it's cool seeing it back in an actual playable form, and it's pretty cool that it's going to be meta for once, in the future i envision a lot of mid-range priest decks, that run a lot of healing and use the quest as a finisher rather than rushing the quest out like other classes, kind of like galvadon paladin of old.

     

    All in all i like the new quests, although i think they are not all created equal in terms of strength like the older ones were. And although they are not as powerful as the older quests were i think that's a good thing, the meta needs to slow down a bit, the game is not just KFT and KnC it can't just be big fancy blowout decks every expansion. I think most of the quests are a great addition in terms of deckbuilding and although most people will just netdeck what is popular and don't try anything new i think the theorycrafters will enjoy messing around with them.

    Living like that.

    4
  • Hydrafrog's Avatar
    Gul'dan 1840 3268 Posts Joined 05/28/2019
    Posted 4 years, 8 months ago

    You sounds salty about this, especially against Shamans.  I can only attest to what I have I have been playing against so far with Tempo Warrior.  I've had a good 58% win rate with it, but EVERY TIME I encounter the Druid quest, I lose simply because they can do just enough to hold back an onslaught for 4 turns, and then scrubby cards like Starfall become a pain.  Not to mention, Nourish as a mid-range solution to topping out at 10 mana AND getting their hand refilled.   I am thinking that I want to craft a golden one for my Wild Jade deck simply because that would negate having Fandrel in the deck at all and it can only be countered if someone is lucky enough to go first and have the Kabal Lackey and Counterspell in hand.

    -10
  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 4 years, 8 months ago

    "Very long and thought out thread about every quest and how they will affect deckbuilding in the future"

     

    "Ur just salty ekkks d"

     

    I don't know what i expected

    Living like that.

    4
  • YJHS2000's Avatar
    Uther 315 119 Posts Joined 06/03/2019
    Posted 4 years, 8 months ago

    Here's my order of power/oppressiveness after a couple days:

      1. Druid: Way too easy to pull off, opponent almost always has it done by turn 4 or 5. You don't even need to play any cards to do it, so there is no deck building penalty at all, and yet there are cards that make it even easier. Payoff too strong, so that even if they do very little the first 4-5 turns, they can instantly swing the game back. Tier S.

      2. Shaman: Same cards are used to trigger the quest and to synergize with the reward, so deck building for the quest is not a penalty. Too powerful with lackeys and other cheap battlecry cards like the new Sandstorm Elemental. Tier 1.

      3. Paladin: Like Shaman, same cards are used to trigger the quest and to synergize with the reward, so no deck building penalty. Combo with Mechano-Egg is borderline broken. Tier 1.

      4. Rogue: Easiest to pull off, often see it done by turn 3. The reward is good, not great, but conflicts some other good cards that make Burgle Rogue good. I'm not sure the quest version will win out over the non-quest versions, but still it is strong. Tier 2.

      5. Mage: A little harder to pull off, but not too bad. The reward is very RNG. You really have to get lucky or draw [Hearthstone Card (arch mage antonidas) Not Found] at the right time to make this work well. Like Rogue, not sure the quest is better than the same kind of deck without it, but its still strong. Tier 2.

      6. Warlock: Takes a long time to pull off, and making it faster requires adding garbage draw cards to the deck. Relies too much on portal draw, and need to get lucky with Arch-Villain Rafaam to really make good use of it. Tier 3.

      7. Priest: Easier to complete than it may first seem, the deck recipe does a good job showing if off. In the end though, it just seems like a vehicle for more of the same Divine Spirit > Inner Fire nonsense, and to that end, the quest seems like a win-more card. Tier 3.

      8. Hunter: Takes long to complete, unless you draw Swarm of Locusts. Hunter has a hard time surviving, and to make this quest work, you need to fill the deck with cards that won't help survival. With hardly any charge minions, the reward is not very useful unless your opponent is dumb enough to go wide.Tier 4.

      9. Warrior: I've only seen it once, and the reward seemed pretty good, but the cost (lots of weapons) has never really worked for warrior, and I don't see this making it work. Too slow, and too much damage to absorb to finish it. Tier 4.

    Communism is just a red herring

    3
  • sinti's Avatar
    Senior Writer Chocolate Cake 2070 2774 Posts Joined 10/20/2018
    Posted 4 years, 8 months ago
    Quote From YJHS2000

    Shaman: Same cards are used to trigger the quest and to synergize with the reward, so deck building for the quest is not a penalty. Too powerful with lackeys and other cheap battlecry cards like the new Sandstorm Elemental. Tier 1.

    Agreed. Sandstorm Elemental is funnily enough one of the biggest offenders in the deck. Not only it is a great clear on its own with or without quest, the problem comes when Shudderwock can clear your entire board thanks to this card. Before, only clears Shudderwock could do were both sided, now you basically have a one sided Twisting Nether, among other things.

    ~ Have an idea? Found a bug? Let us know! ~
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    1
  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 4 years, 8 months ago

    Druid is probably too strong given the cards they have to support it.

    Shaman is heavily ovevrrated for now, but will probably be much stronger once people cut all the greedy bullshit and focus on an actual gameplan that's not just "LOOK HOW MUCH STUFF I CAN MAKE""

    Warlock is just pointless. It's not even bad, but there just no use for the Quest Reward other than Rafaam Highrolling, which is basically just a Hail Mary with no actual strategy

    Mage is redundant

    Rogue was way overhyped because as it turns out (like it always does) filling your deck with bad cards and sacrificing early tempo to get some mildly interesting reward later on is inferior to just using your tempo from turn one and just playing the  best cards you can. Value Rogue doesn't work. It just doesn't. End of the debate

    Priest is probably still underdeveloped and could do much better in the right deck, but the condition is also realy hard to fullfill so I don't see it working out in the long run. Better try Zoo Priest without it.

    Warrior is underrated in my opinion and suffers heavily from people just not knowing how to build it (or just playing Whizbang). At the end of the day it brings a decent mid- to lategame value generator for something like Rush Warrior. Ultimately it probably gets outclassed by Aggro/Enrage Warrior though

    Hunter is probably cool to pull off but ultimately pointless. As with Rogue, you sacrifice your early tempo and card quality to get a finisher later...but that finisher isn't even that great and only really synergizes with a select few minions.

    Paladin was made out to be the worst Quest, but it'S actually quite legit. The main problem is that about 90% of available Reborn minions suck major ass and in the end you're still very prone to just being run over by faster decks, since the Reborn package already takes up so much space that you can't run a lot of Boardclear or removal. That being said, Crystalsmith Kangor is essential in that deck because you can quadruple your healing for a turn and do crazy stuff with Zilliax that way

    To sum up:

    Druid will be the main archetype for the class for years to come, simply because it's a flexible deck that's not just a one-dimensional Savage Roar to win snorefest

    Shaman will only develop further and get stronger as time goes on and probably spawn multiple variations focussing on different things,

    Rogue will fail just as much as most other Burgle buildarounds...I wonder when they'll realize that they can't make a value deck work for a class that isn't allowed to have reliable defenses forcing it to just play a worse version of regular tempo builds

    Paladin will ultimately fail because Reborn is a SoU exclusive and the current options just won't cut  it in a developed meta

    Priest just depends on future support cards. The more cards that Heal or get damaged, the fast the quest completes and the better it's ultimately going to be

    Warrior basically depends on whether someone finds a way to tie a Rush deck together with  weapons...and if Control Warrior gets nerfed because with that deck around it's pointless to play anything else Warrior

    Hunter is mainly just pointless, but there could be future support that ties the whole thing together, so who knows.

    Mage will never see play as long as Conjurer's Calling remains unnerfed....same with any other Mage Archetype, because if you're not Calling you're basically throwing games

    I tried having fun once.

    It was awful.

    2
  • HighVoltagez's Avatar
    310 81 Posts Joined 07/23/2019
    Posted 4 years, 8 months ago

    Quote From YJHS2000

    Druid: Way too easy to pull off, opponent almost always has it done by turn 4 or 5. You don't even need to play any cards to do it, so there is no deck building penalty at all, and yet there are cards that make it even easier. Payoff too strong, so that even if they do very little the first 4-5 turns, they can instantly swing the game back. Tier S

    Typo with your Druid comment "Tier 5" - it seems like you were heading for a Tier 1 or 2 score?

    -5
  • YJHS2000's Avatar
    Uther 315 119 Posts Joined 06/03/2019
    Posted 4 years, 8 months ago

    Tier 'S' as in Sam. Not sure what it stands for, but on the internets, 'S' tier is god tier, above all the rest.

    Communism is just a red herring

    3
  • Xarkkal's Avatar
    Servant of Illidan 910 1321 Posts Joined 03/29/2019
    Posted 4 years, 8 months ago

    I have yet to lose a match vs quest druid playing a variety of decks, so I don't know why people are claiming it to be "Tier S". 

    Shaman quest needs some time to find the right deck, but very fun in a Wild Reno Shudderwock deck.

    Rogue seems powerful, but I think they have better decks available

    Paladin I haven't had any issues with, but the only matches I've played against it was with an Overload Token Shaman deck running Thunderhead which works wonders against the onslaught of Reborn minions.

    Priest is a fun quest, haven't played against it, but played a bit of it since it was one of my free golden cards. Mixed results with it. Will find it's place in a solid deck at some point.

    Warrior I haven't played against or played. I have the card, but I hate warrior

    Hunter I haven't played against or played. I crafted the card just because Hunter is my class (has been because of WoW) but I honestly wasn't very excited about this quest, and have been playing more with Highlander decks in standard and wild. I think this quest will find it's place at some point. 

    Mage is for the casino. Completely wrecked the only person I ran into running it before they even completed the quest. 

    Warlock I have no experience with. Seems too difficult to pull off and only worth it with Rafaam. Meme deck to the max. 

     

    0
  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 8 months ago
    Quote From YourPrivateNightmare

     

    Rogue was way overhyped because as it turns out (like it always does) filling your deck with bad cards and sacrificing early tempo to get some mildly interesting reward later on is inferior to just using your tempo from turn one and just playing the  best cards you can. Value Rogue doesn't work. It just doesn't. End of the debate

     

    But Underbelly Fence, Vendetta, Bazaar Mugger ARE Tempo cards.

    And a granted 3/2 for (2) IS Tempo (same ratio as a Fireball, plus immune and durability value).

    So, while original Lackey Rogue might still be more consistent, the new Quest Rogue is definitely not a Value Rogue, and with refinement it might even contest its older brother.

    1
  • Zelgadis's Avatar
    Wizard 1070 851 Posts Joined 05/29/2019
    Posted 4 years, 8 months ago

    In general, it seems most people (myself included) first try to make decks that complete the quests as soon as possible. For some quests that might be the right way, but in other cases it might be better to build a deck that completes the quest eventually, so treat the quest as a package and not as an archetype. clawz161 already mentioned this for the Paladin and Warrior quests. Although personally I would call the old Druid deck (Malygos/Togwaggle/Mecha'thun Druid) a template rather than a package, since those decks had about 25 fixed slots and 5 variable slots in which the win condition could be inserted.

    An upside to completing quests later is that Questing Explorer is more likely to draw you cards.

    Druid

    In theory the Druid quest is crazy good, but when I'm playing against it, it doesn't feel exceptionally powerful. I've gotten wins against it playing decks that honestly weren't all that good. Maybe what is happening is that the plays that can be made with a completed quest have good tempo, but not insane tempo like the late-game options of some other decks. And the quest reward doesn't kick in until turn 5 (coin) or 6, while tempo has a bigger impact in the earlier turns.

    I'm wondering if a quest variant of Token Druid is possible. Cards like Power of the Wild, Tending Tauren and Cenarius become significantly better with the quest reward and maybe that's the extra pressure you need to defeat the likes of Control Warrior.

    Warrior

    The Warrior quest is easier to complete than I thought. But it is also more mana intensive to use than I realized: let's say you want to use your new hero power twice on turn 7, then you spend 2x2 mana on golems and can therefore spend only 3 mana on cards.

    I tried a variation on Pirate Warrior at first and while I won, the quest was pointless in that deck. Now I'm trying a rush variant.

    Priest

    Completing the Priest quest with small heals takes a long time, so maybe it's better to focus on a few big heals instead. If you play Zilliax and two copies of Divine Hymn, that's enough healing. That would leave more card slots and mana to do other things: if your entire deck is geared towards quest completion, then the cards you can play in the late game are not good enough. While the quest reward is very nice, it's not a game winner: you do need a late-game plan in your deck.

    Shaman

    The Shaman quest I haven't played yet, but it seems easy enough to use since battlecries are something that Shaman is already good at and the original hero power isn't very good in the late game anyway.

    I'll probably try Dragon Shaman at some point; dragons and dragon synergy cards often have battlecries. It's a pity there is no class dragon for Shaman though.

    Elemental Shaman could also work with the quest, although I don't know if there are enough good elementals left in Standard; maybe this is more viable in Wild where the Un'Goro elementals are also available.

    A Control Shaman deck with the quest also seems possible. Shaman has great board clears in Hagatha's Scheme and Earthquake and healing in Witch's Brew and Walking Fountain. It would mean giving up Hagatha the Witch though.

    Warlock

    The package approach won't work here: this quest takes too long to complete without Plot Twist and playing Plot Twist in a deck not built around that card is not very good.

    For something that takes so much effort, the quest reward isn't all that great. Maybe part of the issue is that the base Warlock hero power is already very good, so something that replaces it must be extremely good to be worth its cost. That's why Odd Warlock was hardly played at all, while there were enough good odd-costed cards to build it.

    Hunter

    As YJHS2000 writes, this is hard to complete without Swarm of Locusts. And that card has the potential to fill up the board so Zul'jin cannot summon any other (stronger) minions. I think that for decks already running Zul'jin, the quest is not worth either replacing him or running the risk of the battlecry fizzling.

    Maybe there is hope for a mech variant of Token Hunter: there are a lot of cards that summon microbots and goblin bombs, for example Replicating Menace contributes 3 or 4 to the quest (assuming magnetizing doesn't count as a summon), while SN1P-SN4P on turn 6 would contribute 5 or 6. Still, getting to 20 will take a while.

    Rogue

    The quest seems easy to complete. I'm not sure what kind of decks it would fit in though.

    While the immunity is nice, it doesn't scale to the late game like Spectral Cutlass does. So you might not be able to play games long enough to make Tess Greymane worthwhile (or to even draw Tess in time most games).

    For a more aggressive game plan, this doesn't have the burst potential that Waggle Pick + Leeroy Jenkins does.

    Perhaps it could work in a tempo deck in which the weapon is used to remove opposing minions while your own minions go face repeatedly. Maybe some kind of Captain Hooktusk deck, minus Raiding Party.

    Mage

    I think I've only seen one opponent play this so far, in a highlander deck. It wasn't very impactful there since it look a long time to complete. Mage already has a lot of value generation options; I'm not sure this is good enough to wait that long for.

    It might be a good addition to a Mana Cyclone deck, since you could delay playing the quest until the Cyclone turn, assuming you draw Cyclone early.

    Paladin

    I don't have much of an opinion on this quest yet: I don't have it myself and I haven't seen it played except in some very early streams.

     

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  • Trollbert's Avatar
    Excited Elf 510 338 Posts Joined 05/29/2019
    Posted 4 years, 8 months ago

    Druid seems to take the highest skill cap to play.  I think lots of people are so concerned with getting the quest finished they abandon the early game and get wrecked by the time they get traction.  I think the quest, coin, pass play is very weak.  Druid has tons of access to draw, I’m under the impression if they spent the choose one cards early and completed the quest a bit later they would win more.

    Shaman quest is a blast.  Lackey zoo is super solid.  The disruption I can cause with control is nice, but I’m not sold on it in standard.  

    Hunter quest is taxing to complete.  I often have lethal without the quest.  

    Priest and paladin are solid, paladin being better imo since Priest seems to run low on minions.  A mass Rez might help but I’ve never seen it played

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  • tony's Avatar
    Banned 175 130 Posts Joined 05/28/2019
    Posted 4 years, 8 months ago
    Quote From Zelgadis

    In general, it seems most people (myself included) first try to make decks that complete the quests as soon as possible. For some quests that might be the right way, but in other cases it might be better to build a deck that completes the quest eventually, so treat the quest as a package and not as an archetype. clawz161 already mentioned this for the Paladin and Warrior quests. Although personally I would call the old Druid deck (Malygos/Togwaggle/Mecha'thun Druid) a template rather than a package, since those decks had about 25 fixed slots and 5 variable slots in which the win condition could be inserted.

    An upside to completing quests later is that Questing Explorer is more likely to draw you cards.

    Druid

    In theory the Druid quest is crazy good, but when I'm playing against it, it doesn't feel exceptionally powerful. I've gotten wins against it playing decks that honestly weren't all that good. Maybe what is happening is that the plays that can be made with a completed quest have good tempo, but not insane tempo like the late-game options of some other decks. And the quest reward doesn't kick in until turn 5 (coin) or 6, while tempo has a bigger impact in the earlier turns.

    I'm wondering if a quest variant of Token Druid is possible. Cards like Power of the Wild, Tending Tauren and Cenarius become significantly better with the quest reward and maybe that's the extra pressure you need to defeat the likes of Control Warrior.

    Yeah, Quest Druid is not all that fantastic. I've beaten a lot of them very easily. I don't understand the concept of rating it "S-tier" except that all the hate always gets directed at the druid class every expansion. Quest Druid is best beaten with a lot of face smacking if you're aggro and if you're control you can just be Dr. Boom after clearing the board a million times and play an Archivist Elysiana and mill the fuck out them. If you're midrange it isn't so bad against this deck, either.

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  • duppie's Avatar
    HearthStationeer 320 240 Posts Joined 04/02/2019
    Posted 4 years, 8 months ago

    Druid, Rogue, and Shaman are good.  They will probably have meta decks once the meta settles and they refine.

    Priest could have something pop up but I think it'll be on hold for an expanson or so.  

    The rest are pretty bad.  Maybe post rotation or with dramatic support in the next set something could happen but as of right now they just aren't strong.  Some of them are fun though.  Shout out to hunter and warlock for being the absolute worst, imo.

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  • OldManSanns's Avatar
    Azir 1040 924 Posts Joined 08/05/2019
    Posted 4 years, 8 months ago

    I generally agree with your assessment, Clawz, although I think you give Rogue too much credit and Warlock too little. 

    My big problem with the Rogue quest is the anti-synergy with Spectral Cutlass, but I think that's by design.  I too suspect we will start to see aggro decks that channel the spirits of Odd Rogue and pre-nerf Raiding Party to create fast burn decks, but I don't think there every going to breakout like the latter did due to how much the quest slows them down.  Getting an extra +2 face damage a turn as soon as T4 is nice, but its not game-breaking--especially in a meta where (admittedly experimental) healing decks are so popular.

    Warlock, on the other hand, has a lot of potential.  With the current base of cards you're really relying on hitting Arch-Villain Rafaam--but let's face it, control warrior relies on hitting Dr. Boom, and that hasn't slowed it down.  It's a big investment, but once you do, you're usually utilizing your new hero power to play 2 mid-sized Legendaries a turn--pretty good!  Not to mention: you specifically said you want to analyze these quests with respect to future expansions.  This archetype has a lot of potential upside through new cards, and the only significant card up for rotation next year is Dollmaster Dorian, which isn't really core.

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  • Zelgadis's Avatar
    Wizard 1070 851 Posts Joined 05/29/2019
    Posted 4 years, 8 months ago

    By the way, it turns out Dragon Shaman with the quest is a bad idea. The first problem is that because the quest is in your opening hand, there is less likely to be a dragon in your early hands, which makes Firetree Witchdoctor and Scaleworm poor plays until you draw a dragon. The second problem is that most of the dragon battlecries don't improve all that much after quest completion.

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  • Meenz's Avatar
    335 150 Posts Joined 06/17/2019
    Posted 4 years, 8 months ago
    Quote From YJHS2000

    Here's my order of power/oppressiveness after a couple days:

      1. Druid: Way too easy to pull off, opponent almost always has it done by turn 4 or 5. You don't even need to play any cards to do it, so there is no deck building penalty at all, and yet there are cards that make it even easier. Payoff too strong, so that even if they do very little the first 4-5 turns, they can instantly swing the game back. Tier S.

      2. Shaman: Same cards are used to trigger the quest and to synergize with the reward, so deck building for the quest is not a penalty. Too powerful with lackeys and other cheap battlecry cards like the new Sandstorm Elemental. Tier 1.

      3. Paladin: Like Shaman, same cards are used to trigger the quest and to synergize with the reward, so no deck building penalty. Combo with Mechano-Egg is borderline broken. Tier 1.

      4. Rogue: Easiest to pull off, often see it done by turn 3. The reward is good, not great, but conflicts some other good cards that make Burgle Rogue good. I'm not sure the quest version will win out over the non-quest versions, but still it is strong. Tier 2.

      5. Mage: A little harder to pull off, but not too bad. The reward is very RNG. You really have to get lucky or draw arch mage antonidas at the right time to make this work well. Like Rogue, not sure the quest is better than the same kind of deck without it, but its still strong. Tier 2.

      6. Warlock: Takes a long time to pull off, and making it faster requires adding garbage draw cards to the deck. Relies too much on portal draw, and need to get lucky with Arch-Villain Rafaam to really make good use of it. Tier 3.

      7. Priest: Easier to complete than it may first seem, the deck recipe does a good job showing if off. In the end though, it just seems like a vehicle for more of the same Divine Spirit > Inner Fire nonsense, and to that end, the quest seems like a win-more card. Tier 3.

      8. Hunter: Takes long to complete, unless you draw Swarm of Locusts. Hunter has a hard time surviving, and to make this quest work, you need to fill the deck with cards that won't help survival. With hardly any charge minions, the reward is not very useful unless your opponent is dumb enough to go wide.Tier 4.

      9. Warrior: I've only seen it once, and the reward seemed pretty good, but the cost (lots of weapons) has never really worked for warrior, and I don't see this making it work. Too slow, and too much damage to absorb to finish it. Tier 4.

    Very very well said! I think priest is maybe underrated though. I'd call it tier 2. But yeh, druid one seems busted

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  • clawz161's Avatar
    The Undying 825 827 Posts Joined 07/16/2019
    Posted 4 years, 8 months ago

    Most people are just making their own lists and not replying to what i said specifically but that's alright, i don't mind. I do think i am overestimating rogue a bit, but the oppressive nature of the class in past metas, doubled with how easy the quest is to complete with so few cards leads me to believe it will happen.

    Living like that.

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  • SamHobbs494's Avatar
    Scrambled Eggs 400 245 Posts Joined 06/03/2019
    Posted 4 years, 8 months ago
    Quote From YJHS2000

    Tier 'S' as in Sam. Not sure what it stands for, but on the internets, 'S' tier is god tier, above all the rest.

    Yep Tier S for Sam. Totally legit naming, and it makes sense too 😜



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  • YourPrivateNightmare's Avatar
    Skeleton 2010 4741 Posts Joined 03/25/2019
    Posted 4 years, 8 months ago
    Quote From clawz161

    Most people are just making their own lists and not replying to what i said specifically but that's alright, i don't mind. I do think i am overestimating rogue a bit, but the oppressive nature of the class in past metas, doubled with how easy the quest is to complete with so few cards leads me to believe it will happen.

    to be fair, you said let's talk about quests and there's really no point to just comment on the stuff you've already figured out so instead we just give our own take so you have some comparison

    I tried having fun once.

    It was awful.

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  • RavenSunHS's Avatar
    Refreshment Vendor 880 1487 Posts Joined 03/27/2019
    Posted 4 years, 8 months ago

    As far as i can see, the only dangerous Quest is Corrupt the Waters.

    For 3 reasons:

    1. It is one of the two Quests that require absolutely normal actions, while having a very low counter (6! The other being Mage): this means you have no Tempo loss whatsoever, except for turn-1.
    2. It is one of the few Quests with VERY powerful reward.
    3. It is the only Quest with a reward that fits nearly any kind of deck, from Aggro to Combo.

    Now throw all that in a class that is receiving increased Lackey support...

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  • HighVoltagez's Avatar
    310 81 Posts Joined 07/23/2019
    Posted 4 years, 8 months ago
    Quote From YJHS2000

    Tier 'S' as in Sam. Not sure what it stands for, but on the internets, 'S' tier is god tier, above all the rest.

    Ah - makes sense. I was reading the post on the phone and with the small print thought S was 5... getting old

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