I'm not even saying Rise to the Occasion is necessarily that good, it still may be way too slow, but this is the only questline that is even in the ballpark of looking like it might be playable imo
Rise to the Occasion is easily the best questline so far, I would argue it is the easiest to progress through, it's the most practical quest to build around and make work, and Pave the Way is easily the best stage two questline reward. Honestly that is kind of an understatement, considering you could argue that the reward from Pave the Way 's is just better than Avenge the Fallen 's reward Lightborn Cariel
1. why would you be stupid enough to give them Raza the Chained or Shadowreaper Anduin? at best they need to top deck it (witch is unlikely cause by the time they combo you, your like half way through your deck at best)
2. your not running [Hearthstone Card (velen) Not Found] or Mind Blast if your running Lorekeeper Polkelt as well
3. you don't need Spawn of Shadows to win, especially after you remove the combo decks combo
4. yea I'll give you they can play a bunch of your cheap spells, but unless there druid or warrior you can genrally still ping them for 30
I know that you won't always draw Mindrender Illucia and it probably isn't doing a whole lot for you against non combo match ups (it probably hurts you if anything, for a lot of the reasons you mentioned). I acknowledge I could be overselling how good this card is practically, and I hope that is true. However the idea that a cards mere existence, could discourage people from playing combo decks in wild, is quite a scary one.
It’s important for you guys to understand that combo decks (particularly quest mage), essentially keep Raza Priest in check as the format currently stands, and its definetly not due to the fact that the 0 mana Raza hero power is less powerful than it used to be, because Raza priests’ overall performance just doesn’t really reflect that at all (the fact it is a powerful and relevant deck in modern day wild should prove this alone). It is also worth mentioning that blizzard didn’t nerf Raza for standard, they nerfed it for the long-term benefit of wild right before Raza rotated (they even stated as much in their reasoning behind the Raza nerf). When Blizzard un-nerfed Raza the Chained, I am almost 100% sure that they at the very least expected it to be a very relevant un-nerf, between their original reason for nerfing the card (the long-term benefit of wild) and the fact that the deck was still a tier 3 deck with the 1 mana hero power.
I know I have gone on a tangent at this point, and I’m sorry about that, but let me continue (I promise I’m almost done). Blizzard was absolutely right about their assumption that the Raza un-nerf would be super relevant in the modern format of wild. It was kind of lucky for the wild community that modern wild combo decks were able to outpace Reno Priest and keep the deck in check. Until the current set Scholomance Academy where Reno Priest would obtain this one card Mindrender Illucia, a card that allows them to steal their opponent’s hand and deck to use it until their next turn. This card works in such a way that it essentially punishes combo decks for merely existing, since the majority of them have ways of being disrupted by this one card and left with no way to win. Mindrender Illucia is the one card that solves all of Reno Priests current short comings in wild, by single handedly being a one card all-purpose combo deck destroyer. That is why this card utterly terrifies me, not only will it completely destroy peoples ability to play combo decks in wild unless something changes, but it might also be the thing to make Raza Priest the single best deck in wild with little to no bad match ups.
At first, I vastly underestimated this card, but when people explained to me why this card is so good (especially in wild), this has probably become the card I fear more than any other card in this game’s history (or any other card game for that matter). It is a vastly understated card that can essentially fix all of Reno Priests’ problems in wild, giving them a reliable way to beat combo decks. Arguably the only thing that is currently holding reno priest back from being the best deck in wild, are the combo decks that are currently in the format, decks like QM, Mecha’thun and more recently Maly druid (I am only listing the relevant examples here). However Other than combo decks the rest of Reno Priests match up spread tends to be really good, against both aggro and control matchups. Reno Priests typically beat aggro decks due to the large amount of powerful control tools that are at their disposal. In fact, in thoose aggro match ups the Reno Priest doesn’t even consider Raza/Anduin as part of their main win condition at all, due to that strategy being too slow. The reason why I bring this up is because traditionally combo decks struggle immensely against aggro decks, because they can’t combo fast enough to out speed the aggro player killing them. This is a sediment that absolutely rings true for Reno Priest as their combo is too slow against the majority of aggro decks, and the way they end up winning is through their control tools, slowly running the aggro decks out of gas until eventually they run out of resources and loose, just like a traditional control deck.
How Reno Priests beats control is a lot more self-explanatory, as combo decks tend to be able to beat control due to the fact that control can rarely apply enough pressure to kill a combo deck before they complete combo. Even if a control deck does manage to apply relevant pressure to a Reno Priest player, some of thoose control options I was talking about earlier can also be used to combat this pressure, while the priest player continues to dig for Raza/Anduin. Even If a Raza Priest player buries combo, a lot of the time it doesn’t tend to matter to much since they opponent could never really applied enough pressure to kill them anyway, on the other hand once Raza/Anduin is drawn your opponent will probably die within the next 2 turns.
I'm sorry there is no way that odd dh is giving up one of their one drops (that are mostly very good) for this. The fact that odd dh's hero power is 1 mana really is the deal breaker for me but I do think its very solid in odd rogue
I reallly don't think this is good in mecha'thun guys, yea it can stack hemet to the 3rd or 4th top card of your deck but it doesn't stack a 1 mana spell or a plot twist on top (you need both to combo on 8) and it starts seeming really slow if you don't draw it on curve
This card is pretty hard one to judge for me, because I like both of the effects sometimes (although I do believe the outcast effect is much more powerful). for starters this card is nutty if your top decking, for example it is nutty against control or combo, because the disruption effect is just really good against those type of decks (not much to say its just really solid). On the other hand midrange decks aren't nearly as weak to the disruption effect as combo and control might be (unless they have like 8 or more cards in their hand), but that being said I don't think they gain that much from the disruption effect either and even if their hand does improve a bit it is still vastly outweighed by the fact you just effectually used sprint for 4 mana so still pretty insane. Against aggro tho I would just say it's just good, even as a top deck, while yes sprint for 4 mana is awesome you know whats even better, sprint for 0 mana or even a free shuffle 2-3 draw 4, it turns out giving an aggro deck a free reload is just never really advisable (go figure). I feel like most of the results are pretty similar if you only have 1 other card in your hand, although it may be slightly worse against aggro if anything (but still probably "good"). Although when you have 2 or more other cards in your hand, I feel like this card really starts to show its weaknesses, and don't get me wrong I feel like against combo, control or just really large hands, its always good as long as its outcasted, but when its not, it just ends up being a slow draw 2. Against midrange it basically a slow draw 2 whether outcasted or not at best, at worst it can get your opponent out of a brick hand, witch just isn't that great. Against aggro it is absolutely terrible at this point, as its basically a draw 2 cards for 4 mana and if your forced to play while outcasted it's also a free reload for your opponent.
I think it has more good that bad applications, and is an all around solid card, but I think it is important to point out that this card does have its own flaws, and that this card won't always be played as a top deck in practice.
I'm not even saying Rise to the Occasion is necessarily that good, it still may be way too slow, but this is the only questline that is even in the ballpark of looking like it might be playable imo
Rise to the Occasion is easily the best questline so far, I would argue it is the easiest to progress through, it's the most practical quest to build around and make work, and Pave the Way is easily the best stage two questline reward. Honestly that is kind of an understatement, considering you could argue that the reward from Pave the Way 's is just better than Avenge the Fallen 's reward Lightborn Cariel
This was not close to good enough and they should just revert raza because a) we know it works B) the deck isn't unplayable it's like tier 3
it was good in wild when Galakron was at full power though
hence the "10Head" in the title
this was for a joke btw
1. why would you be stupid enough to give them Raza the Chained or Shadowreaper Anduin? at best they need to top deck it (witch is unlikely cause by the time they combo you, your like half way through your deck at best)
2. your not running [Hearthstone Card (velen) Not Found] or Mind Blast if your running Lorekeeper Polkelt as well
3. you don't need Spawn of Shadows to win, especially after you remove the combo decks combo
4. yea I'll give you they can play a bunch of your cheap spells, but unless there druid or warrior you can genrally still ping them for 30
I know that you won't always draw Mindrender Illucia and it probably isn't doing a whole lot for you against non combo match ups (it probably hurts you if anything, for a lot of the reasons you mentioned). I acknowledge I could be overselling how good this card is practically, and I hope that is true. However the idea that a cards mere existence, could discourage people from playing combo decks in wild, is quite a scary one.
It’s important for you guys to understand that combo decks (particularly quest mage), essentially keep Raza Priest in check as the format currently stands, and its definetly not due to the fact that the 0 mana Raza hero power is less powerful than it used to be, because Raza priests’ overall performance just doesn’t really reflect that at all (the fact it is a powerful and relevant deck in modern day wild should prove this alone). It is also worth mentioning that blizzard didn’t nerf Raza for standard, they nerfed it for the long-term benefit of wild right before Raza rotated (they even stated as much in their reasoning behind the Raza nerf). When Blizzard un-nerfed Raza the Chained, I am almost 100% sure that they at the very least expected it to be a very relevant un-nerf, between their original reason for nerfing the card (the long-term benefit of wild) and the fact that the deck was still a tier 3 deck with the 1 mana hero power.
I know I have gone on a tangent at this point, and I’m sorry about that, but let me continue (I promise I’m almost done). Blizzard was absolutely right about their assumption that the Raza un-nerf would be super relevant in the modern format of wild. It was kind of lucky for the wild community that modern wild combo decks were able to outpace Reno Priest and keep the deck in check. Until the current set Scholomance Academy where Reno Priest would obtain this one card Mindrender Illucia, a card that allows them to steal their opponent’s hand and deck to use it until their next turn. This card works in such a way that it essentially punishes combo decks for merely existing, since the majority of them have ways of being disrupted by this one card and left with no way to win. Mindrender Illucia is the one card that solves all of Reno Priests current short comings in wild, by single handedly being a one card all-purpose combo deck destroyer. That is why this card utterly terrifies me, not only will it completely destroy peoples ability to play combo decks in wild unless something changes, but it might also be the thing to make Raza Priest the single best deck in wild with little to no bad match ups.
At first, I vastly underestimated this card, but when people explained to me why this card is so good (especially in wild), this has probably become the card I fear more than any other card in this game’s history (or any other card game for that matter). It is a vastly understated card that can essentially fix all of Reno Priests’ problems in wild, giving them a reliable way to beat combo decks.
Arguably the only thing that is currently holding reno priest back from being the best deck in wild, are the combo decks that are currently in the format, decks like QM, Mecha’thun and more recently Maly druid (I am only listing the relevant examples here). However Other than combo decks the rest of Reno Priests match up spread tends to be really good, against both aggro and control matchups.
Reno Priests typically beat aggro decks due to the large amount of powerful control tools that are at their disposal. In fact, in thoose aggro match ups the Reno Priest doesn’t even consider Raza/Anduin as part of their main win condition at all, due to that strategy being too slow. The reason why I bring this up is because traditionally combo decks struggle immensely against aggro decks, because they can’t combo fast enough to out speed the aggro player killing them. This is a sediment that absolutely rings true for Reno Priest as their combo is too slow against the majority of aggro decks, and the way they end up winning is through their control tools, slowly running the aggro decks out of gas until eventually they run out of resources and loose, just like a traditional control deck.
How Reno Priests beats control is a lot more self-explanatory, as combo decks tend to be able to beat control due to the fact that control can rarely apply enough pressure to kill a combo deck before they complete combo. Even if a control deck does manage to apply relevant pressure to a Reno Priest player, some of thoose control options I was talking about earlier can also be used to combat this pressure, while the priest player continues to dig for Raza/Anduin. Even If a Raza Priest player buries combo, a lot of the time it doesn’t tend to matter to much since they opponent could never really applied enough pressure to kill them anyway, on the other hand once Raza/Anduin is drawn your opponent will probably die within the next 2 turns.
I'm sorry there is no way that odd dh is giving up one of their one drops (that are mostly very good) for this. The fact that odd dh's hero power is 1 mana really is the deal breaker for me but I do think its very solid in odd rogue
I reallly don't think this is good in mecha'thun guys, yea it can stack hemet to the 3rd or 4th top card of your deck but it doesn't stack a 1 mana spell or a plot twist on top (you need both to combo on 8) and it starts seeming really slow if you don't draw it on curve
this card seems really solid, definetly gonna throw this into multiple decks
I really don't see this in odd dh, its basically a wisp (remeber their hero power is 1 mana)
this card is fine at 9 mana, too bad no one is ever spending 9 mana on this
Frostbolt goes face so not purely a better Frostbolt , but still super solid nontheless
yea I was 99% sure that was the case, thanks
guys obviously this card has nothing to do with spells summoning minions, it just wouldn't make sense based on how the card is worded.
But a question I do have is, how does this card work with explosive trap, I'm pretty sure it would be poisonous too but I just want to be sure
has avalon eaten the shoe yet?
if not this card is just terrible, but I would assume so
This card is pretty hard one to judge for me, because I like both of the effects sometimes (although I do believe the outcast effect is much more powerful). for starters this card is nutty if your top decking, for example it is nutty against control or combo, because the disruption effect is just really good against those type of decks (not much to say its just really solid). On the other hand midrange decks aren't nearly as weak to the disruption effect as combo and control might be (unless they have like 8 or more cards in their hand), but that being said I don't think they gain that much from the disruption effect either and even if their hand does improve a bit it is still vastly outweighed by the fact you just effectually used sprint for 4 mana so still pretty insane. Against aggro tho I would just say it's just good, even as a top deck, while yes sprint for 4 mana is awesome you know whats even better, sprint for 0 mana or even a free shuffle 2-3 draw 4, it turns out giving an aggro deck a free reload is just never really advisable (go figure). I feel like most of the results are pretty similar if you only have 1 other card in your hand, although it may be slightly worse against aggro if anything (but still probably "good"). Although when you have 2 or more other cards in your hand, I feel like this card really starts to show its weaknesses, and don't get me wrong I feel like against combo, control or just really large hands, its always good as long as its outcasted, but when its not, it just ends up being a slow draw 2. Against midrange it basically a slow draw 2 whether outcasted or not at best, at worst it can get your opponent out of a brick hand, witch just isn't that great. Against aggro it is absolutely terrible at this point, as its basically a draw 2 cards for 4 mana and if your forced to play while outcasted it's also a free reload for your opponent.
I think it has more good that bad applications, and is an all around solid card, but I think it is important to point out that this card does have its own flaws, and that this card won't always be played as a top deck in practice.