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Avalon

Salty Dog
Joined 06/12/2019 Achieve Points 1550 Posts 2105

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  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Yeah I found the exact same problem lol: too many cards you'd like to include, too small the number you must carry.

    However, with yesterday's final stream there are a bunch of sweet additions I should consider

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago
    Quote From DoubleSummon
    Quote From Thonson

    I was just searching to see if this thread existed because I personally haven't seen many of them at all.  And while I haven't been opening a ton of Classic packs lately, I had a few saved from past brawls after they said new cards were coming, plus a few more here and there from gold or quests.

    I still haven't opened a single new Classic card from the recent patch.  Not even the common Druid card, Gift of the Wild.  In fact I still need a second copy of Call of the Void and that card's been out for a while now!

    I've thought about crafting High Inquisitor Whitemane but I don't want to spend that much dust so close to an expansion, when she's not seeing much play right now anyway.

    now you mention her.. she works really well with reborn cards, might be worth a try, I didn't open any new classic card yet either.. it's hard when the pool is of 200+ cards in classic.

    Yep, I haven't gotten a single one of them. It's also true that my classic packs come from Brawls only so...

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    I wanted to open a thread like this: I'm happy to see that someone had the same idea. Just as other users did before me, I'l try to give my perspective about each quest, hoping to be as objective as possible.

    Untapped Potential 3/5 - Yesterday's final stream really improved my opinion on this card. Team 5 gave us valid reasons to run this quest: Crystal Merchant supports your crippled early game by rewarding your unspent mana (kinda clunky though, since you could play her starting from turn 3); Worthy Expedition is a super flexible spell that will give you huge value (and will see play even in non quest decks); Oasis Surger after the completion is super good and, basically, every Choose One buff card gives you a solid board. Cons? for the first few turns you are at the mercy of your opponent: Murloc Shaman and Mech Hunter should annihilate you with 5 turns of little no to opposition. Moreover, this expansion brought a lot more board clear cards, so it may be difficult to recover your initial disadvantage. Will see play.

    Unseal the Vault 3,5/5 - Although I don't like the card, it's undeniable that it's pretty strong: Unleash the Hounds agains a full board + HP is 21 damage, enough to kill most of your opponents. The quest requires to summon 20 minions, which is a lot easier than playing them. Also, stuff like Unleash the Hounds, Swarm of Locusts, Revenge of the Wild and so on will help a lot. To be noticed that it has remarkable anti-synergy with Zul'jin: you can't have two hero power at time, most of the cards you play with the quest would interfere with him and you wouldn't want to go for the value game. Will see play in an aggro/midrange swarm deck as a strong finisher.

    Raid the Sky Temple 2/5 - one of the worst quests in my opinion. I think people overestimate it due to the fact that it reminds of Primordial Glyph, which was a hell of a card for mage. However, the Discover effect is a huge difference: with this quest, you give up your 1 damage hero power (which is one of the best in the whole game) for a discounted spell that may or may not help you. Moreover, Mana Cyclone does Ascendant Scroll's job way better, so why would you go for the worse alternative? May see some experimentation in Highlander Mage, but it seems kinda unreliable to me.

    Making Mummies 2/5 - It would be really good if there were enough decent Reborn minions and enough valid targets for Emperor Wraps. However, I'm afraid it's not the case: yeah, getting a 2 mana 2/2 Mechano-Egg every turn is very solid, but if your opponent lets you do it you should probably win even without the quest. Kinda slow and win more, but I may be deadly wrong.

    Activate the Obelisk 5/5 - I was really impressed by how easily Kibler was able to generate huge minions out of nowhere with Obelisk's Eye. It doesn't ask you to do anything different from what you usually do and gives you an upgraded hero power (from 2 to 3 healing and an upside if you target a minion). Team 5 has really pushed Midrange Priest and this is the card that will allow such archetype to exist.

    Bazaar Burglary 5/5 - The reason is the same for Priest: the quest rewards you for doing something you would normally do. You don't even have to play those 4 cards, but just get them: this is huge, because you can spend your mana for tempo stuff and you're not bound to play (possibly) bad/high cost cards just to finish the quest. Ancient Blades is incredibly good and should push Hooked Scimitar away from the meta. Clever Disguise makes a simple goal even easier to achieve. Impressive.

    Corrupt the Waters 4/5 - Brann Bronzebeard for 2 mana. Pretty easy to achieve with all the Lackey generator cards and supports the Battlecry direction the Devs have taken for Shaman a while ago. Just like with Hunter and Zul'jin, Hagatha the Witch won't be in the same deck, especially if you decide to run Shudderwock. Will surely see lots of play.

    Supreme Archaeology 2,5/5 - The Lackey/Zoo package is really strong and you don't have enough reasons to play a Plot Twist deck right now: it should be a lot of fun, but a bit too unreliable. It's a shame cause it's one of my favorite quests. May become better in the future with more broken stuff to use.

    Hack the System 2/5 - Let's start by saying that it's not one of the best quest released. Moreover, it comes in a moment when Warrior has one of the best buttons in the whole game. Even if you build a Midrange deck in order to make it work, you would always be tempted to slam in Boom in order to seal the game (just like people were doing a few months ago with Deathstalker Rexxar). 0% chance to see competitive play outside of the first weeks (at least until Boom is in Standard).

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago
    Quote From Fierytear
    Quote From Avalon

    3 mana Conjurer's Calling is a stupid card that shouldn't exist.

    On top of that with twinspell. What were they even thinking when they printed it

    I'm totally fine with the Twinspell part. Every class should have powerful tools. But the cost is what makes this card beyond reason: not that the deck's win rate is sky high (I currently have a 60% winrate against it as a Tier 3 Midrange Hunter), but it really feels bad to play against it: you mulligan for your removals knowing that, even killing everything your opponent plays, he can always summon a big board of 12 drop from hand. And you can do nothing but playing aggro.

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    3 mana Conjurer's Calling is a stupid card that shouldn't exist.

    I like the idea behind the spell and I find it incredibly amusing: I've tried it myself playing understatted big minions (Meteorologist, Jan'alai, the Dragonhawk) and it has always given me something better than what I offered.

    The fact is that this card highrolls really hard: despite needing a bit more set up, the principle is the same that brought Naga Sea Witch to her nerf. Big minions in the early games for little mana that most classes can't deal with.

    The situation has become even more problematic with the buff of Luna's Pocket Galaxy, despite not being this last card's fault at all.

    Being 3 mana means that it can be discovered with Magic Trick too, and I'm not even considering all the other "created by" effects. I think some time ago I conceded a game where I killed fifteen giants or so.

    As I was saying at the beginning, the card concept is cool, but its cost is absolutely ridiculous. If you bump it to 4 mana, it means that mages won't be able to use it before turn 7 and (starting from turn 10) 3 times per turn.

    Conjurer's Calling is not the only stupid card in Standard right now, but it certainly ruin the ladder experience as it is right now. Adding two bad minions to the 10 mana pool will bring you little to nothing unfortunately, cause you can always use it again.

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Battletag: beppe946#2807
    Region: EU
    Trade Only?: Not necessarily, new friends are always welcome ;) (I have the quest though)

    Done

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Sandy boi

    In reply to Sandstorm Elemental
  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Nice if followed by Acolyte of Pain on turn 3.

    Might not make the cut tho...

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    During playtesting the original effect was "Whenever you summon a minion with Taunt, give it charge" (please get it)

    In reply to Phalanx Commander
  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Nice card

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    I'm not convinced about this card. The payoff seems too little and you even have to play a minion (not summon it). I mean, Untamed Beastmaster is crazy strong compared to this card that he hasn't seen much play outside of experimentation lists.

    Decent in arena, I don't think will be part of a tier 1 deck.

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    "This one might be a sleeper of the set." - Trump, 06/31/2019

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Normally it would be a Fen Creeper, which doesn't see play outside of arena.

    If Taunt Warrior will be a thing, maybe this card will get a chance. Otherwise, buff effects aren't that crazy by themselves (for example, [Hearthstone Card (Glowstone Techinician) Not Found] is played just because you can abuse the Magnetic keyword with him)

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Just noticed it. Thanks!

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Shouldn't there be another 18 cards? Or did I miss something?

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Priest quest support cards look dope!

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    The circle of healing thing was a mistake I didn't really realize until your message. I'm for that and thanks for making me notice it.

    I decided to put Shieldbreaker because if you want to Silence a minion it's usually because of the Taunt keyword; moreover it leaves more mana for healing and buffing stuff. You can argue that [Hearthstone Card (Mass Dispell) Not Found] is better, and it probably is since in also cycles through the deck, but as I said I'm open to suggestions.

    I put Grandmummy just because I think it's a powerful turn 2 play in order to take the board in the next few turns: you opponents needs to kill it, but at the same time it buffs toy other minions. This reasoning can't be done in the late game, but since we are in the first few turns...

    I'm not sold by Psychopomp: the effect is really powerful, but the 3/1 stat line and the random target really hold me back from believing in this card. I might be wrong, but for now I really can't see it.

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    Your points are fair, especially the last one: since you seem to be a person you can reason with, I'd like to reply with my opinion.

    "You will complete this quest, probably around turn 6 or 7 if you get a decent hand": Uldum's quests aren't Un'Goro quests. If you take a look at the revealed ones, each one of them can be achieved in the mid game with a decent hand. Which is exactly what the devs have pushed Priest in: Anduin has received really little to no midrange support in the years, and now in 4 months we get the silence package (its strength is questionable, but it is midrange nonetheless) and minions like Grandmummy. I imagine Priest developing a midrange archetype with its power spike around turns 7-11.

    I probably made some mistakes while creating it (some minions may not fit well, some combos are not really reliable, the Divine Spirit Inner Fire combo could be included, etc.), but I just assembled this deck in 15 minutes while replying to you, and it explains what I think Priest will (try to) be.

    Yeah, you can't go into a value game with Bomb Warrior, I agree with you, but you should dunk on most aggro archetypes and may have a chance with the other Quest decks.

    "The speed at which you can complete this quest is going to depend a lot on the metagame": well yes, but since we don't know what the meta will be I'm just trying to be as realistic as possible and theorycraft something worthy of this name.

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    For those saying 15 health is harder to achieve than it seems, I'd like to mark the fact that the card just says "Restore 15 health", without specifying a target.

    You can heal your own face (Divine Hymn, Radiance LUL) with activators like Crystallizer or Ornery Tortoise, heal minions in general with Circle of Healing (Damaged Stegotron but especially Injured Blademaster can help a lot) and even your opponent's face with Hench-Clan Shadequill (didn't see this coming, huh?).

    And I'm not even counting the hero power which, now, becomes a really powerful tool.

    This quest is strong guys

     

  • Avalon's Avatar
    Salty Dog 1550 2105 Posts Joined 06/12/2019
    Posted 4 years, 9 months ago

    "Restore 3 health. If you target a minion, also give it +3/+3."

    It's all written there.

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