Other than maybe Tip the Scales, all the other cards/powers I listed are un-counterable. Once the quest is done or Boom is played, the game is changed forever, with no counter, which makes you feel helpless as an opponent, especially considering how easy some of these quests are. It was the reason people hated the KFT heroes so much, so I'm sad Blizzard decided to repeat with these quests. The old quests (Rogue notwithstanding) were sufficiently difficult that you didn't feel bad if your opponent managed to get it done.
I guess I don't care about the mage highrolls because it seems a little easier to counter than the Tip the scales, but that might just be me.
It's that time. The meta is far from settled, there will likely be no actual nerfs for weeks, but salt is in the air. What nerfs would you like to see at this overly premature time?
Here's my top 5. Feel free to disagree or add your own:
Paladin: Tip the Scales: Summon 7 Murlocs from your deck. Cost cannot be lowered.
Paladin: Emperor Wraps: Summon a 2/2 copy of a friendly Reborn minion.
Druid: Ossirian Tear: Passive Hero Power Your Choose One cards have both effects combined this turn. (Cost 2 mana)
Shaman: Heart of Vir'naal: Your next Battlecry triggers twice this turn. (cost lowered to 1)
Warrior: Dr. Boom, Mad Genius: Battlecry: For the rest of the game, your Mechs have Rush.
Been playing a new standard version of the classic Freeze mage, and its catching a lot of people off guard. Win con is Naga>2x Pyroblast. Alex first if necessary. The new Flame Ward, the Arcane Flakmage, andAncient Mysteries are big helpers. As with the old Freeze Mage however, it's an instant concede against warrior.
Here's my order of power/oppressiveness after a couple days:
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.
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.
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.
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.
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.
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.
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.
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.
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.
I'm gonna be the negative nancy here. The new quests are too powerful, especially Shaman, Druid and Rogue. The vast majority of games I've played come down to a race to finish the quest, with minion interactions (you know, the crux of this game) being an afterthought. On top of that, I've been playing LackLock (or WarLack?) and it's the same. If I draw Dark Pharaoh Tekahn before opponent completes quest, I win. Otherwise they win. Luck has always been part of HS, but this might be crossing the line for me. Too highroll. Maybe things will change and new non-quest decks will emerge and take over the meta, but right now... meh.
This is ok in standard. Only works in full on murlocadin, which I'm not sure has enough other support. Can't really use this as a combo piece like Anyfin, because the chances are too high that by the time you draw this (and by turn 8 at the earliest) you'll have already drawn some of the other combo pieces so they won't be in your deck.
I think I like this in wild with Anyfin though... I played that deck A LOT, and its biggest drawback was games where your warleaders or bluegills were at the bottom of your deck. No more with this!
Lol at all the comments about this being a great control shaman card. It could be that... but this is Insane in aggro Murloc shaman. Disrupt all your opponents plans and get rid of their taunts while making your totems into murlocs and keeping your murloc synergies? Yes please!
Soul of the forest plus this for seven mana. I don't know. Perhaps paring with a dire wolf might be good.
Don't think this would work, because the bees would die before you can play another card. There are some synergies here, and maybe more to come. In wild, this is nice with Addled Grizzly
This seems laughably easy to pull off in wild. I've seen Mages hit 10 spells on turn 2. Probably not worth running over the time warp though. Pretty easy in standard too, but not as easy. If not for that new 2-mana quest guy, this would probably not be playable. I hope mage does not get more cheap spells or spell reduction cards
Nothing that happens on turn 9 in wild can be considered broken. Most games end before then anyway.
Turn 9? Quest Cyclone Mage? Do u play wild? I do and they always get the quest done by turn 5 and kill u the next turn. And yeah ive even see them pulling vargoth on turn 7 and i remember thinking i was safe from lethal and with lethal in hand and laugh when he used vargoth with quest cause i thought it wouldn't give them 2 extra turns. Well it did and so he killed me in those 2 extra turns .
Ive played odd paladin vs this cancer and lost all matches and one i lost on turn 3. He completed the quest and on turn 4 he just went to town.
Ppl here saying they neef to draw their deck? Thats exodia mage. Cyclone arcane giants quest finishes the quest early as fuck and if they have either giants or those flame wakers its gg
This. I played a Quest-cyclone mage this morning that played like 7 cards on turn 2 and had a giant out the next turn. The problem is too many cheap sells in recent expansions combined with spell-cost reducers. Playing 6-7 free cards in a turn is ridiculous, and cheap mage spells are good. At least Rogue has to wait until turn 6 to pull off these shenanigans, and they only have two (nerfed) preps for reduction. They need to nerf Sorcerer's Apprentice so it only reduced the first spell cast each turn.
I've been playing on a first gen 12.9" Pro for a long time. I think it runs great except for right around patches when Blizz always seems to screw something up for iPad versions that gets fixed usually quickly. The game runs super smoothly, and I love the large-screen touch play. It's definitely my preferred mode of play between iphone and macbook. (Yes, apple fanboy).
Like I said, it occasionally gets quirks that don't exist on the PC version. For weeks there was in issue with the app quitting while trying to make a deck. It was widely reported, and just took Blizz forever to fix it. Others, like not being able to login for like an entire day after the last patch, usually get resolved quickly,
Other than maybe Tip the Scales, all the other cards/powers I listed are un-counterable. Once the quest is done or Boom is played, the game is changed forever, with no counter, which makes you feel helpless as an opponent, especially considering how easy some of these quests are. It was the reason people hated the KFT heroes so much, so I'm sad Blizzard decided to repeat with these quests. The old quests (Rogue notwithstanding) were sufficiently difficult that you didn't feel bad if your opponent managed to get it done.
I guess I don't care about the mage highrolls because it seems a little easier to counter than the Tip the scales, but that might just be me.
It's that time. The meta is far from settled, there will likely be no actual nerfs for weeks, but salt is in the air. What nerfs would you like to see at this overly premature time?
Here's my top 5. Feel free to disagree or add your own:
Paladin: Tip the Scales: Summon 7 Murlocs from your deck. Cost cannot be lowered.
Paladin: Emperor Wraps: Summon a 2/2 copy of a friendly Reborn minion.
Druid: Ossirian Tear: Passive Hero Power Your Choose One cards have both effects combined this turn. (Cost 2 mana)
Shaman: Heart of Vir'naal: Your next Battlecry triggers twice this turn. (cost lowered to 1)
Warrior: Dr. Boom, Mad Genius: Battlecry: For the rest of the game, your Mechs have Rush.
Does this mean a competition is forthcoming‽
Been playing a new standard version of the classic Freeze mage, and its catching a lot of people off guard. Win con is Naga>2x Pyroblast. Alex first if necessary. The new Flame Ward, the Arcane Flakmage, andAncient Mysteries are big helpers. As with the old Freeze Mage however, it's an instant concede against warrior.
The reborn bubble is ugly and makes the card hard to see. I don't see why they didn't just use a little icon at the bottom like poisonous.
Tier 'S' as in Sam. Not sure what it stands for, but on the internets, 'S' tier is god tier, above all the rest.
Here's my order of power/oppressiveness after a couple days:
"Play Priest" is not a solution, unless you want a two-class game. N
Yep. So is Emperor Wraps plus Mechano-Egg. Paladin is insufferable right now.
I'm gonna be the negative nancy here. The new quests are too powerful, especially Shaman, Druid and Rogue. The vast majority of games I've played come down to a race to finish the quest, with minion interactions (you know, the crux of this game) being an afterthought. On top of that, I've been playing LackLock (or WarLack?) and it's the same. If I draw Dark Pharaoh Tekahn before opponent completes quest, I win. Otherwise they win. Luck has always been part of HS, but this might be crossing the line for me. Too highroll. Maybe things will change and new non-quest decks will emerge and take over the meta, but right now... meh.
3 hours and 30 minutes...
Here's mine in order I got them:
At 400 with Warlock, about 350 with Mage and Hunter, 250 with Druid and 100 with Rogue
Stats are in insane, and the "drawback" seems like more of benefit. Insane value.
Might be the best pure card I've seen this set. If it doesn't see play it will only be because warlock is a dead class.
This is ok in standard. Only works in full on murlocadin, which I'm not sure has enough other support. Can't really use this as a combo piece like Anyfin, because the chances are too high that by the time you draw this (and by turn 8 at the earliest) you'll have already drawn some of the other combo pieces so they won't be in your deck.
I think I like this in wild with Anyfin though... I played that deck A LOT, and its biggest drawback was games where your warleaders or bluegills were at the bottom of your deck. No more with this!
Lol at all the comments about this being a great control shaman card. It could be that... but this is Insane in aggro Murloc shaman. Disrupt all your opponents plans and get rid of their taunts while making your totems into murlocs and keeping your murloc synergies? Yes please!
Don't think this would work, because the bees would die before you can play another card. There are some synergies here, and maybe more to come. In wild, this is nice with Addled Grizzly
This seems laughably easy to pull off in wild. I've seen Mages hit 10 spells on turn 2. Probably not worth running over the time warp though. Pretty easy in standard too, but not as easy. If not for that new 2-mana quest guy, this would probably not be playable. I hope mage does not get more cheap spells or spell reduction cards
This. I played a Quest-cyclone mage this morning that played like 7 cards on turn 2 and had a giant out the next turn. The problem is too many cheap sells in recent expansions combined with spell-cost reducers. Playing 6-7 free cards in a turn is ridiculous, and cheap mage spells are good. At least Rogue has to wait until turn 6 to pull off these shenanigans, and they only have two (nerfed) preps for reduction. They need to nerf Sorcerer's Apprentice so it only reduced the first spell cast each turn.
I've been playing on a first gen 12.9" Pro for a long time. I think it runs great except for right around patches when Blizz always seems to screw something up for iPad versions that gets fixed usually quickly. The game runs super smoothly, and I love the large-screen touch play. It's definitely my preferred mode of play between iphone and macbook. (Yes, apple fanboy).
Like I said, it occasionally gets quirks that don't exist on the PC version. For weeks there was in issue with the app quitting while trying to make a deck. It was widely reported, and just took Blizz forever to fix it. Others, like not being able to login for like an entire day after the last patch, usually get resolved quickly,