- Quest Rogue
WHY Team 5 WHY!
But seriously, when I saw that The Caverns Below was getting BOTH of its nerfs reverted, I thought that there would be no way that Quest Rogue could compete with the blindingly fast Kingsbane Rogue (that now also has a 2 mana Blade Flurry BTW). However, the more I thought about it, the more I realized that both Pen Flinger and Bloodsail Flybooter now exist as well as Daring Escape being a cheaper Youthful Brewmaster with more upside. Quest Rogue doesn't even need Valeera the Hollow for a win condition anymore since they can create an infinite board with Spiritsinger Umbra and Recurring Villain to close out games if they need to.
EDIT: It was recently announced that Stonetusk Boar and Bluegill Warrior will be maintaining Charge, be rotated to Wild, and replaced by new versions of their proposed Rush counterparts. With this, and a couple of other ideas in mind, I've made some changes to my original list:
-1 Preparation: There aren't a lot of costly spells in the deck to take advantage of two copies of this upon review, but I still think it's nice to have one copy for discounting Crystal Core and playing some threats on the same turn.
-2 Secret Passage: Of course this is a busted card in Wild, but, upon review, I don't know if this will work well as card draw in Quest Rogue. The main issue I see with Passage is that you don't keep the cards you "draw", so playing Passage before quest completion and not hitting a bounce effect will feel pretty bad, making Passage less consistent than in straight-up aggressive Rogue decks.
-1 Recurring Villain: With Stonetusk Boars adding more finishing potential, I think two copies of Villain becomes too redundant, not to mention how bad it will feel drawing both Villains before quest completion.
+2 Captain's Parrot: The draw replacement for Secret Passage, not to mention it can help hit Bloodsail Flybooter to complete quest faster and Southsea Deckhand for post Crystal Core charging finishers. END OF EDIT.
To conclude, it turns out that Team 5 didn't need to nerf Raza the Chained to deal with Raza Priest, they just needed to reintroduce more broken cards that will plunge Wild into a year-long Rogue-stone format with Quest Rogue and Kingsbane Rogue mirrors. What a way to reinvigorate the format Team 5!
Obviously, I'm being facetious here, but I do worry that this may be the case with Team 5's recurring statements of reluctance to nerf prominent decks in Wild. This often ends up going counter to the entire premise of Wild where instead of being able to play with a variety of old and updated decks, you just see the same three to four decks over and over again, creating a meta more stale than standard, which is an achievement in of itself.
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