TL;DR: Don't assume you have to play your Quest on turn 1 every game.
Most of the community thinks that Quests will suck because they eat your turn 1. This is hardly true most of the time and you can almost always plays something else. Obviously, sometimes, you won't have another 1-drop, so the best course of action is to play your Quest rather than passing, but if you have another 1-drop, there are a lot of cases (not fringe, pretty likely) that you can forgo playing your Quest on 1 for another turn later that you just have an extra mana. I will post thoughts on each Quest:
Jungle Giants: Odds are you're not going to play a 5-attack minion on Turn 2. If Druid still has any Turn 1 plays after the rotation then you can skip the Quest and play a minion, play Wild Growth on 2, then the Quest and a 3-drop on 3, for example. I don't know if Quest Druid will play any 1-drops, however.
The Marsh Queen: You'll probably have a 1-drop in a deck like this, but it is very likely that you can play a 1-drop on 1 and play the Quest and another 1-drop on 2. It will slow you down for the Quest but you will gain some board presence earlier than if you played the Quest on 1.
Open the Waygate: You can absolutely play Babbling Book on 1. You don't have to play the Quest until right before you play a card you created, which allows you to only play cards you need until then. It will probably be correct to play Mana Wyrm on 1 and play the Quest and whatever else next turn.
The Last Kaleidosaur: It is definitely right in this deck to play a 1-drop and then play this and a 1-cost buff on 2.
Awaken the Makers: Much like The Marsh Queen, if you make the deck with enough Deathrattles, you can probably play a Deathrattle on 1 and not really worry about your Quest completion. Priest also has Northshire Cleric that might make it into a Quest deck anyway. Just play your Quest before your first Deathrattle.
The Caverns Below: This is a tough one to be sure about. If there is a specific minion you're going to bounce then you can definitely play a 1-drop. If you might be able to play your 1-drop 4 times, then its a good idea to play the Quest instead but it kinda depends on how good this deck is.
Unite the Murlocs: You can play Murloc Tidecaller and then play your Quest and a 1-drop on 2, or the Quest and a 2-drop on 3. I say this with confidence since Call in the Finishers will most likely overfill your Quest anyway so you shouldn't have to worry about missing that one Murloc on 1.
Lakkari Sacrifice: Unless you know you're going to discard on 2 (Succubus, Darkshire Librarian), you don't have to play the Quest on 1. You absolutely have to play it before you discard since this is the only Quest that, no matter how hard you build around it, you can still fail due to discarding your key cards.
Fire Plume's Heart: I don't think Taunt Warrior will play any 1-drops, but even if they do, you should probably play this on 1 because most of your minions have Taunt so you don't want to wait to play the Quest since this deck probably tries to play on curve.
All of this might be thrown out in a couple weeks when its decided that you have a better chance to win when you play the Quest on 1 anyway, but for now, this is my theory.
edit: I'm also not going to suggest to mulligan away the Quest because I don't think that will ever be a good idea.
Do you have a source that says for sure that this works? I thought they said in the reveal stream on the 17th that they couldn't be but I could be mistaken.
Regardless, this can only happen against Mage (and sometimes from Kabal Courier) so I don't think its too much to worry about. If Mage with Counterspell becomes a thing then all you really have to do is play around Counterspell which most decks can do anyway.
I think the classes who do have to play theirs turn one would be Priest, Rogue, Warlock, and Warrior. Everyone else can just hold off on the quest if they wanted.
As a druid player,i mostly used my 1st/2nd turn to ramp with wild growth/jade blossom.thats 2 turns.Why 1 turn and especially turn 1 is that important?especially playing vs another quest deck and not an aggro one?people count on turn 1 too much,and then they say they cant stand aggro...
The problem isn't really having to play it on turn 1, the real problem is that it wastes one spot on your mulligan.
Most control/midrange decks (which is where you're most likely to see most of the Quests) don't have a problem using their hero power on 2 anyway, so I think this won't really be an issue. I guess it is for Hunter and Shaman but they should be so jammed with cards to complete their Quest that I don't think this will be an issue for them either.
edit: I suppose a Deathwing Warlock would also be able to mulligan the Quest anyway but that is actually a fringe case that I don't see being too great anyway.
I don´t think that it is the fact that you have to spend your turn 1 and 1 mana on the quest that people are skeptical about.
The bigger liability is the fact that it takes up a card which could´ve been been a turn 1 or 2 play. Basically, you are investing your resources into something you can profit from later in the game. One less card still is one less chance to hold something which can deal with the opponents turn 1..2..3.. drop.
Whether or not it will be worth it, we will find out soon :D
You can actually mulligan the quest so it does not actually waste a spot, but in my opinion it would actually be a really bad idea to mulligan your quest cards. I think the idea of quests always being able to be consistently in your opening hand is that in the late game quest cards are extraordinarily bad and in my opinion none of the quests would even be considered to be played if they did not have the option to be in your hand at the start of the game. Imagine top decking a quest card in the late game, literally the definition of a dead draw.
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TL;DR: Don't assume you have to play your Quest on turn 1 every game.
Most of the community thinks that Quests will suck because they eat your turn 1. This is hardly true most of the time and you can almost always plays something else. Obviously, sometimes, you won't have another 1-drop, so the best course of action is to play your Quest rather than passing, but if you have another 1-drop, there are a lot of cases (not fringe, pretty likely) that you can forgo playing your Quest on 1 for another turn later that you just have an extra mana. I will post thoughts on each Quest:
Jungle Giants: Odds are you're not going to play a 5-attack minion on Turn 2. If Druid still has any Turn 1 plays after the rotation then you can skip the Quest and play a minion, play Wild Growth on 2, then the Quest and a 3-drop on 3, for example. I don't know if Quest Druid will play any 1-drops, however.
The Marsh Queen: You'll probably have a 1-drop in a deck like this, but it is very likely that you can play a 1-drop on 1 and play the Quest and another 1-drop on 2. It will slow you down for the Quest but you will gain some board presence earlier than if you played the Quest on 1.
Open the Waygate: You can absolutely play Babbling Book on 1. You don't have to play the Quest until right before you play a card you created, which allows you to only play cards you need until then. It will probably be correct to play Mana Wyrm on 1 and play the Quest and whatever else next turn.
The Last Kaleidosaur: It is definitely right in this deck to play a 1-drop and then play this and a 1-cost buff on 2.
Awaken the Makers: Much like The Marsh Queen, if you make the deck with enough Deathrattles, you can probably play a Deathrattle on 1 and not really worry about your Quest completion. Priest also has Northshire Cleric that might make it into a Quest deck anyway. Just play your Quest before your first Deathrattle.
The Caverns Below: This is a tough one to be sure about. If there is a specific minion you're going to bounce then you can definitely play a 1-drop. If you might be able to play your 1-drop 4 times, then its a good idea to play the Quest instead but it kinda depends on how good this deck is.
Unite the Murlocs: You can play Murloc Tidecaller and then play your Quest and a 1-drop on 2, or the Quest and a 2-drop on 3. I say this with confidence since Call in the Finishers will most likely overfill your Quest anyway so you shouldn't have to worry about missing that one Murloc on 1.
Lakkari Sacrifice: Unless you know you're going to discard on 2 (Succubus, Darkshire Librarian), you don't have to play the Quest on 1. You absolutely have to play it before you discard since this is the only Quest that, no matter how hard you build around it, you can still fail due to discarding your key cards.
Fire Plume's Heart: I don't think Taunt Warrior will play any 1-drops, but even if they do, you should probably play this on 1 because most of your minions have Taunt so you don't want to wait to play the Quest since this deck probably tries to play on curve.
All of this might be thrown out in a couple weeks when its decided that you have a better chance to win when you play the Quest on 1 anyway, but for now, this is my theory.
edit: I'm also not going to suggest to mulligan away the Quest because I don't think that will ever be a good idea.
Your quest gets Counterspell!
Free to try and find a game, dealing cards for sorrow, cards for pain.
Obviously priest plays Mind Vision turn 1, duh.
;)
I think the classes who do have to play theirs turn one would be Priest, Rogue, Warlock, and Warrior. Everyone else can just hold off on the quest if they wanted.
As a druid player,i mostly used my 1st/2nd turn to ramp with wild growth/jade blossom.thats 2 turns.Why 1 turn and especially turn 1 is that important?especially playing vs another quest deck and not an aggro one?people count on turn 1 too much,and then they say they cant stand aggro...
Just Another Legend Player#Kappa
The problem isn't really having to play it on turn 1, the real problem is that it wastes one spot on your mulligan.
Another aggro perspective.cause people are used to dump their hands on turn 2 amiright?
Just Another Legend Player#Kappa
I don´t think that it is the fact that you have to spend your turn 1 and 1 mana on the quest that people are skeptical about.
The bigger liability is the fact that it takes up a card which could´ve been been a turn 1 or 2 play. Basically, you are investing your resources into something you can profit from later in the game. One less card still is one less chance to hold something which can deal with the opponents turn 1..2..3.. drop.
Whether or not it will be worth it, we will find out soon :D
Anyway, what do I know...
Would you really mulligan your quest away?lol
Just Another Legend Player#Kappa
Probably wouldn't, but i could if i wanted to!
I think he assumes that the card is an auto-keep and therefore cannot be mulliganed.
If this is the case then it 'wastes' a spot because you now has n-1 cards to look for the early game plan cards like 1 drops, 2 drops or removal.
You can actually mulligan the quest so it does not actually waste a spot, but in my opinion it would actually be a really bad idea to mulligan your quest cards. I think the idea of quests always being able to be consistently in your opening hand is that in the late game quest cards are extraordinarily bad and in my opinion none of the quests would even be considered to be played if they did not have the option to be in your hand at the start of the game. Imagine top decking a quest card in the late game, literally the definition of a dead draw.