It utilizes practically all the cards a Quest priest variant would want. To not run quest in this version of the deck seems to speak to the "lemming problem". (i.e. A popular streamer/pro player showcases a deck, despite it being flawed or perhaps unrefined the "masses" start to play it even though it practically makes no sense.)
I get it, Lightwarden makes the deck aggro oriented, and you want to play lightwarden on 1 so you can buff it/heal and get out of control fast. I get it. However, when the deck loses, it loses hard....except if it had the quest it wouldn't lose hard. All the deck has to do is swap 1 minion out for the quest, and you will get MUCH more value.
IMO the deck doesn't need Leeroy Jenkins, between Lightwardens, Inner Fire combos, and possibly including the quest, the deck wouldn't need Leeroy in the first place. And even if you DID run leeroy, You'd want to run it with the quest so you could 8 mana combo for 9 damage.
Everything about this deck, and the people proliferating it's popularity makes ZERO sense. I implore you. If you're running aggro priest, just run the quest with it. Swap out one card that you don't have, or feel like you don't need as much (cough cough 1x Inner fire is enough to combo with...cough cough) And enjoy a much more robust deck. It would be similar to running a ton of battlecry minions in shaman, and not running the quest because you want to play a turn 1 minion. It's dumb NOT to include the quest in those instances.
The Problem here with the quest is not just that it's a minion less that you can play, it's a card less that you have in your mulligan hand. And if you mulligan it away, it's a dead draw and way harder to finish. Priest often has problems to draw anyway (if you don't get any kind of draw combo of), so having one less card from the start really sucks.
Old quest hunter had a similar problem. You could play a minion on 1, quest and another minion on two, but then you are already out of cards, with (back than) no magical "draw three cards" card available to you ever.
Those aggro decks don't have any comeback mechanic, so you really want to get the board from the start and don't want to lose it, and that's where the quest is a roadblock. You either want more tempo or more draw in hand, not something that doesn't do anything for the next 5 turns.
Reading that part "As in metas past, Control Warrior is the name of the game if you want to rank up." I thought:
Is there a calculation how much longer a match in average is allowed to take per % win-rate, so it's actually faster to level up?
Some random example numbers, so it's more clear what I mean: Aggro hunter has a 53% win rate but matches take on average 5 minutes, control warrior has a win rate of 56% but matches take on average 15 minutes. Which deck is faster to ladder with?
I have just went through all of the replays I have. 72.7% of the games I've won I didn't draw or tortolan out the pocket galaxy. In most of them I discovered it early or just won without it.
And of course you know what the consequence of that is.
I will bet 100$ donated to the charity of Fluxflashors choice that during the Year of the Dragon this card will create a powerful OTK deck that is played to Legend on the standard ladder.
I'm confused that Zeph isn't on the list.
Maybe because he requires some skill and knowledge about what card you want in which situation and what is available at which amount of mana.
The Problem here with the quest is not just that it's a minion less that you can play, it's a card less that you have in your mulligan hand. And if you mulligan it away, it's a dead draw and way harder to finish.
Priest often has problems to draw anyway (if you don't get any kind of draw combo of), so having one less card from the start really sucks.
Old quest hunter had a similar problem. You could play a minion on 1, quest and another minion on two, but then you are already out of cards, with (back than) no magical "draw three cards" card available to you ever.
Those aggro decks don't have any comeback mechanic, so you really want to get the board from the start and don't want to lose it, and that's where the quest is a roadblock. You either want more tempo or more draw in hand, not something that doesn't do anything for the next 5 turns.
Reading that part "As in metas past, Control Warrior is the name of the game if you want to rank up." I thought:
Is there a calculation how much longer a match in average is allowed to take per % win-rate, so it's actually faster to level up?
Some random example numbers, so it's more clear what I mean: Aggro hunter has a 53% win rate but matches take on average 5 minutes, control warrior has a win rate of 56% but matches take on average 15 minutes. Which deck is faster to ladder with?
EDIT: Some real numbers:
Murloc Paladin:
https://hsreplay.net/decks/4ID03jW3LiHwKIiOwUdGbc/#tab=overview
Average match length: 6.3 minutes
Win rate: 58%
Control Warrior:
https://hsreplay.net/decks/2FUUSC94SpSHPRTuUhCW7/#tab=overview
Average match length: 14.5 minutes
Win rate: 60.9%
EDIT 2:
found a calculation: https://us.battle.net/forums/en/hearthstone/topic/20770947172#post-6
6.3 / 2 * (0.58 - 0.5) = 39.375 minutes per star for Murloc Paladin
14.5 / 2 * (0.609 - 0.5) = 66.5 minutes per star for Control Warrior
I have just went through all of the replays I have. 72.7% of the games I've won I didn't draw or tortolan out the pocket galaxy. In most of them I discovered it early or just won without it.
And of course you know what the consequence of that is.
It has the two spells that very heavily synergize with minions, indeed.
it exactly is for that. Or, if Luna's has been drawn and played already, it's a 1 mana 5/5 that draws 3 1 mana cards.
Worst case is that it's a 8 mana do nothing, but then you don't need to play it since you'll probably kill them in the next few turns.
at the moment I'm between rank 4-5 with a 60% winrate
Disclaimer: I don't play a lot ^^
Nice list, but non of them are a match for my No Spells Highlander Mage!
The Crowd Roasters save my butt very often ^^
I'm going to change some things around soon though, but it will be a completely new version.
Bloodmage Thalnos doesn't have a lot of impact. A Loot Hoarder would be better, since it at least can damage something if it trades.
Dwarven Archaeologist has not enough impact in early or late game, so I'd like to replace it with a good 2-3 drop.
Arcane Dynamo is just too expensive for the body you get when it is full price. I'd also like to replace at least one of them with something else.
That deathrattle tempo priest :o
Sandstorm Elemental - Doot doot doot doot doot [Pause] Doot doot doot doot doot DEE doot doot doot doot doot!
Best
I agree, I rather try out stuff before it's been played to death by streamers already
I think this will be a staple card in priest.
The card picture got changed. OOC also posted two different ones on twitter and deleted the first tweet.
The first card said "when you summon a minion set the ammount of attack of that minion to it's health" or something like that.
Why is there no Armagedillo on the picture in the background! It would be so perfect.
I will bet 100$ donated to the charity of Fluxflashors choice that during the Year of the Dragon this card will create a powerful OTK deck that is played to Legend on the standard ladder.
The problem is also that it's 7 that you need to play. 7 card combos are always hard to achieve, even if they need no setup beforehand.
totally forgot about that card >.< thanks!
The damage here is like Fire Elemental, correct? Targeted at something?
This looks insanely strong against aggro.