it seemed to drop off the map and i used to love playing it.
why is it not as good anymore?
Because there are far more powerful/broken things going on right now. Also, a lot of the decks (at least prior to the nerf) went really wide, meaning your hero power can be pretty useless a lot of the times. It's just not good enough, simple as that. It needs more supporting cards in order for it to be good again.
I'm curious as well how it would go right now. I don't have that card, but with the amount of taunts in this deck, aggro would get a hard time. Maybe not cubelock since chances are strong that Ragnaros hp would it one of the 7 minions on board in the lategame
I crafted Fire Plume's Heart last May, and I did not regret it at the time. Lately though, Quest Warrior has been dealing with rough times. "Play a Taunt on curve and hope to keep up" just cannot compete with what's out there. Hopefully Perhaps that will change in time, but up until now, I've been hesitant to play my Quest Warrior if I want to win (and who doesn't?).
I'm also weird/crazy enough to try a C'Thun + Armor Warrior that flared out in spectacular fashion, so...yeah. I don't want to play Pirates, and Control Warrior just isn't working for me. Garrosh and I are at odds.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
because it's boring and relies too mcuh on topdecks. It's basically a garbage version of control warrior where you need to fill half of your deck with subpar minions in order to get an RNG hero power which may end up winning you the game or just does fuck-all to help with the situation at hand.
Fiery Waraxe being nerfed away didn't help much either. Also the deck is just plain boring. It's a control deck that somehow manages to involve less decision-making than your average aggro decks. You just play taunt after taun on curve and occasionally use a boardclear when those aren't enough. Thanks to the quest requirement you can barely fit any interesting removal cards in the deck so you just run the basics. Eventually you get the quest reward and from there on you just attempt to manipulate the baord state in such a way that your hero power is most likely to grant you the best possible outcome. In the end you usually end up in a situation where you pray to RNgesus that 8-damage goes to face over a board of 5 minions so you can emote-spam your opponent into submission.
To me it's one of the least interactive decks in the entire game. Boring to play and frustrating to play against.
Like all quests, I just got board with it. All quest decks, in standard, have about 1 play style... snore. The decks totally revolve around completing the quest and then the payoff isn't even good sometimes. I thought quests were a great idea... but not all great ideas work out.
Well, I have three variations of the Paladin quest. A control one with lynessa, tirion, Elise, and others, that focuses on controlling the board and gaining value, and aggro version with divine favor, and one with Zola that gives me an extra lynessa or galvadon. Sure, two of them focus on completing the quest, but having one playstyle... what about pirates? Murlocs? Almost all decks have one playstyle. That's why there are deck archetypes. Just because you include the quest doesn't mean you're doing the same exact thing every time. Look at weasel priest. Of course, all the quests aren't good enough to be top tier decks, but they don't force you to play the same way every time... except quest rogue and shaman, which have pretty linear quests.
I'm still playing it for fun on European servers. It lacks a lot in the early stages, depending on which kind of a build you're running. I'm running a n'zoth marin the fox dead man's hand version which beats control lock and mage, priest and weapon rogue quite consistently but it's horrible against aggro mage and cube lock but 50/50 with dude pally. Haven't seen too many murloc paladins but the ones I have were quite a good match up. The turn 1 quest really makes the whole tempo of the game really slow, which won't matter too much against other control dekcs but against aggro it's almost most certainly GG if you don't get a minion on board on turn 2. I've seen some versions that just dump a bunch of low cost shitty taunts just to get the hero power but those are always terrible and still won't keep up with aggro decks.
A lot of cube locks and aggro mages palying on ladder right now which makes it a very frustrating deck to play. The hero power is just so powerful that I am quite certain that there will be a card or cards in the future that will at least make it see a bit more play.
Btw, has anyone ever managed to get the hunter card that says "your hero power can target minions" and see if that works with this hero power as well, would be quite curious to find out if that works though I doubt it does since it has the word random in it.
it seemed to drop off the map and i used to love playing it.
why is it not as good anymore?
It doesn't do unfair enough things to warrant running, as opposed to Cubelock and Highlander Priest. And Jade Druid just destroys it.
But you should totally try it out in this new meta, I'd be curious to see what results you get now that Highlander Priest is mostly dead.
I'm curious as well how it would go right now. I don't have that card, but with the amount of taunts in this deck, aggro would get a hard time. Maybe not cubelock since chances are strong that Ragnaros hp would it one of the 7 minions on board in the lategame
What happened to quest Warrior? The same thing that happened to every other Warrior.
Because playing taunts on curve, and then spamming the hero power each turn is boring.
I'm still playing it. It is great against Raza priest and aggro. However, it's pretty much an auto lose against Cubelock and resurrect priest.
It's just a boring deck for boring people.
So far i am 8-4 but am still pretty low rank and have luckily not qued into any cube-locks so its kinda weird at the moment
Cant believe someone LOVE playing taunt warrior. Face hunter was much more enjoyable for me compare to that deck, seriously.
Please Blizzard give control warrior a stand alone win condition, aka like Lord Jaraxxus.
Atm in HS very defensive decks are weaker and less popular than very offensive decks. PS I am loving my quest recruit giants deck in my sognature.
I crafted Fire Plume's Heart last May, and I did not regret it at the time. Lately though, Quest Warrior has been dealing with rough times. "Play a Taunt on curve and hope to keep up" just cannot compete with what's out there.
HopefullyPerhaps that will change in time, but up until now, I've been hesitant to play my Quest Warrior if I want to win (and who doesn't?).I'm also weird/crazy enough to try a C'Thun + Armor Warrior that flared out in spectacular fashion, so...yeah. I don't want to play Pirates, and Control Warrior just isn't working for me. Garrosh and I are at odds.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
It just doesn't have enough tools to be viable in this meta.
You are easily outpaced by Paladin playing Call to Arms. You don't have enough big minion removal vs big priest.
vs Aggro, by the time you finish the quest, you are starving for armor and don't need the Ragnaros hero power anyway.
vs Control, the hero power isn't powerful enough and they can finish with more broken things than your measly random 8 damage per turn.
Maybe if the quest were buffed to trigger if you summon or play a minion, it would synergize with recruit effects.
Bad players whine.
Good players adapt.
I'm trying out a nzoth version in Standard and im doing ok.
Nice
It joined the uselessness of the priest quest.
because it's boring and relies too mcuh on topdecks. It's basically a garbage version of control warrior where you need to fill half of your deck with subpar minions in order to get an RNG hero power which may end up winning you the game or just does fuck-all to help with the situation at hand.
Fiery Waraxe being nerfed away didn't help much either. Also the deck is just plain boring. It's a control deck that somehow manages to involve less decision-making than your average aggro decks. You just play taunt after taun on curve and occasionally use a boardclear when those aren't enough. Thanks to the quest requirement you can barely fit any interesting removal cards in the deck so you just run the basics. Eventually you get the quest reward and from there on you just attempt to manipulate the baord state in such a way that your hero power is most likely to grant you the best possible outcome. In the end you usually end up in a situation where you pray to RNgesus that 8-damage goes to face over a board of 5 minions so you can emote-spam your opponent into submission.
To me it's one of the least interactive decks in the entire game. Boring to play and frustrating to play against.
I tried having fun once. It was awful.
Like all quests, I just got board with it. All quest decks, in standard, have about 1 play style... snore. The decks totally revolve around completing the quest and then the payoff isn't even good sometimes. I thought quests were a great idea... but not all great ideas work out.
Others have said it, but will put it as simply as I can:
The deck used to be a control breaker, and the death knights have made it much harder to play that role successfully.
Well, I have three variations of the Paladin quest. A control one with lynessa, tirion, Elise, and others, that focuses on controlling the board and gaining value, and aggro version with divine favor, and one with Zola that gives me an extra lynessa or galvadon. Sure, two of them focus on completing the quest, but having one playstyle... what about pirates? Murlocs? Almost all decks have one playstyle. That's why there are deck archetypes. Just because you include the quest doesn't mean you're doing the same exact thing every time. Look at weasel priest. Of course, all the quests aren't good enough to be top tier decks, but they don't force you to play the same way every time... except quest rogue and shaman, which have pretty linear quests.
I'm still playing it for fun on European servers. It lacks a lot in the early stages, depending on which kind of a build you're running. I'm running a n'zoth marin the fox dead man's hand version which beats control lock and mage, priest and weapon rogue quite consistently but it's horrible against aggro mage and cube lock but 50/50 with dude pally. Haven't seen too many murloc paladins but the ones I have were quite a good match up. The turn 1 quest really makes the whole tempo of the game really slow, which won't matter too much against other control dekcs but against aggro it's almost most certainly GG if you don't get a minion on board on turn 2. I've seen some versions that just dump a bunch of low cost shitty taunts just to get the hero power but those are always terrible and still won't keep up with aggro decks.
A lot of cube locks and aggro mages palying on ladder right now which makes it a very frustrating deck to play. The hero power is just so powerful that I am quite certain that there will be a card or cards in the future that will at least make it see a bit more play.
Btw, has anyone ever managed to get the hunter card that says "your hero power can target minions" and see if that works with this hero power as well, would be quite curious to find out if that works though I doubt it does since it has the word random in it.