Turn 1 rogue Plays The Caverns Below, Opponent Plays Mana Wyrm, turn 2... how exactly is Southsea Deckhand killing a mana wyrm (even with patches)? Must be a secret legend Play because casuals won't have the mana.
And Secret mage is favoured against quest rogue on legend rank (see here). Maybe mistaken for burn mage? Just to put the knowledge (claimed by authority) in the right perspective...
You would probably coin dagger turn 1 in that case. Deckhand and quest turn 2. The quest isn't really relevant to play turn 1 in that scenario since it's very unlikely you're gonna complete it with deckhand, if you're using that to kill a mana wyrm. But the exact play doesn't really matter, it's the ludicrous reasoning that you'll always have a clear for mana wyrm because you mulligan for the right cards that blows my mind.
What a fun discussion. Shows exactly why it is always a good thing to clarify what someone is talking about before arguing. So we have the quest and we have the reward for the quest.
Obviously, you can always avoid getting your quest counterspelled. Either you start. Perfect, no chance for the other player do something about it. Alternatively, you go second, thus you have the coin. If then the opponent starts with lackes and secret, you will not play the quest but start with the coin. If it is counterspell,the counterspell triggers and you can play your quest. If it is not counterspell, then you can either use the two mana you have to dagger up or play your quest and a 1 drop.
With the quest reward it is different. I agree that you should almost always be able to play around it. But almost always is just not always. This is exactly what someone mentioned, when he explained,. Well, if you are sure that you will be defeated next round if you are not playing the reward now, then you should go for it. Otherwise obviously test it. The argumentation that you always have a spell in hand to test it is just wrong. There might be situations. Just as well as there might be situations where one I does not have an answer to an early manawyrm. The argumentation that I need to mulligan correctly just shows that sometimes it is possible that you don't have an answer. There are more than 6 cards in the deck that do not help me against an early manawyrm so it is possible that I don't have an answer (you throw away 3 of them (obviously not your quest), then you get three others back, and still might not get one in your first draws.). I am not saying that this is very likely, but possible.
Nope rank 3 so sorry to burst your bubble. This same deck thjis took all the way to legend so I gave it a try and it work just as he said. It's not standard quest mage either. I think you might spent too much time reading tier lists and not focusing on teching. This version of quest mage firstly had so much board clear and spell discover you can pemanently keep your opponents board clear and even if you don't you have 2 or even more ice blocks to delay till you drop 3 8/8s and take another turn. Stop nerdecking from tempo storm man and things will be ok :)
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Not the bees!
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I get that. With coin you can also Play coin + dagger + deckhand on turn 2. But it was a General Statement and as such, it is simply not true.
What a fun discussion. Shows exactly why it is always a good thing to clarify what someone is talking about before arguing. So we have the quest and we have the reward for the quest.
Obviously, you can always avoid getting your quest counterspelled. Either you start. Perfect, no chance for the other player do something about it. Alternatively, you go second, thus you have the coin. If then the opponent starts with lackes and secret, you will not play the quest but start with the coin. If it is counterspell,the counterspell triggers and you can play your quest. If it is not counterspell, then you can either use the two mana you have to dagger up or play your quest and a 1 drop.
With the quest reward it is different. I agree that you should almost always be able to play around it. But almost always is just not always. This is exactly what someone mentioned, when he explained,. Well, if you are sure that you will be defeated next round if you are not playing the reward now, then you should go for it. Otherwise obviously test it. The argumentation that you always have a spell in hand to test it is just wrong. There might be situations. Just as well as there might be situations where one I does not have an answer to an early manawyrm. The argumentation that I need to mulligan correctly just shows that sometimes it is possible that you don't have an answer. There are more than 6 cards in the deck that do not help me against an early manawyrm so it is possible that I don't have an answer (you throw away 3 of them (obviously not your quest), then you get three others back, and still might not get one in your first draws.). I am not saying that this is very likely, but possible.
Nope rank 3 so sorry to burst your bubble. This same deck thjis took all the way to legend so I gave it a try and it work just as he said. It's not standard quest mage either. I think you might spent too much time reading tier lists and not focusing on teching. This version of quest mage firstly had so much board clear and spell discover you can pemanently keep your opponents board clear and even if you don't you have 2 or even more ice blocks to delay till you drop 3 8/8s and take another turn. Stop nerdecking from tempo storm man and things will be ok :)