Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction and thus lack of an actual counter (non-aggro plays I mean).
This change would give control decks a chance against it.
EDIT: and the flavour of the effect is far better. It would explain why transform effects and silence end up not working, while being useful to buy one turn at least.
Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction and thus lack of an actual counter (non-aggro plays I mean).
This change would give control decks a chance against it.
EDIT: and the flavour of the effect is far better. It would explain why transform effects and silence end up not working, while being useful to buy one turn at least.
An army of 1 mana 5/5s that are immune to enemies with 4 or less attack. Great idea.
What you really meant is "At the end of your turn, set all your minions that were summoned this turn to 5/5".
Rollback Post to RevisionRollBack
Anger is the punishment we give ourselves for someone else's mistake.
Its on tempostrom as bottom of tier 1 not sure where this "its tier 3" comes from perhaps citing a source may help ?
Its been Tier 3 for all ranks in Vicious Syndicate's data with the occasional exception in legend where it hit tier 2 twice in the first two Data Reaper reports at the start of Un'Goro before falling to tier 3 (See the Power Rankings sections):
Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction and thus lack of an actual counter (non-aggro plays I mean).
This change would give control decks a chance against it.
EDIT: and the flavour of the effect is far better. It would explain why transform effects and silence end up not working, while being useful to buy one turn at least.
An army of 1 mana 5/5s that are immune to enemies with 4 or less attack. Great idea.
What you really meant is "At the end of your turn, set all your minions that were summoned this turn to 5/5".
Still better than 5/5 minions charging you to death. Think that it'd only heal at the end of the rogue's turn, so you would still be able to finish the minions.
Your version also erases stat related battlecry and combo effects and this destroys a lot of unexplored creative space I see around the Crystal Core as any minion with those effects is useless. Not worth it in my opinion.
Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction and thus lack of an actual counter (non-aggro plays I mean).
This change would give control decks a chance against it.
EDIT: and the flavour of the effect is far better. It would explain why transform effects and silence end up not working, while being useful to buy one turn at least.
An army of 1 mana 5/5s that are immune to enemies with 4 or less attack. Great idea.
What you really meant is "At the end of your turn, set all your minions that were summoned this turn to 5/5".
That change would be a massive nerf. The reason it's so powerful is the 1 mana 5/5 charge minions.
I'm a fairly new player(played for a couple weeks last year, been playing since early May this year) and I have to say...Quest rogue is extremely toxic. It's the only deck I've faced that makes me feel like I "have" to switch decks if I see a couple during any given play session. No other deck I've faced makes me feel like that. It's an extremely anti-fun deck. The deck literally plays by itself for the first 4 turns before even caring about the other player. I understand that it's considered "T2-3" but that doesn't change the nature of the deck and that it HARD counters some decks without any chance for counter-play.
As I said, I'm fairly new so maybe I'm misunderstanding these match-ups. Let's say I'm playing as a dragon priest(my favorite deck right now). I face a mage and it's a 50/50 MU. I face an aggro deck such as pirate warr, token druid, murlocadin and I'm probably going to lose, BUT I can win if I draw/play very well. I face a midrange deck and I'll usually win. But then I face that quest rogue and lose 100% except for if he draws terribly and can't complete his quest until turn 6 when I have dragonfire potion ready. Let's just be honest though, what rogue doesn't have 4-5 5/5 charge minions on the board by turn 5? I've played a couple games with absolute perfection vs quest rogues and still lost.
Due to the "quest rogue" existing, I've preferred climbing with my face hunter deck because at least I feel like I have a chance vs any deck. Are priests/mages difficult while I'm playing face hunter? Yes, they're difficult to face but I can still beat them given good card draw.
Anyways, I go back to one of my first points. My biggest issue with quest rogue is that it doesn't even interact with the opposition until it completes the quest. Extremely anti-fun IMO, regardless of the deck's winrate. It's a flawed design that I don't think was intended when blizzard developed the card. Just my 2 cents ^_^
Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction and thus lack of an actual counter (non-aggro plays I mean).
This change would give control decks a chance against it.
EDIT: and the flavour of the effect is far better. It would explain why transform effects and silence end up not working, while being useful to buy one turn at least.
And Quest rogue will be tier 9000. I don't like this deck and don't play it but this nerf is unfair. And we know that Blizzard wouldn't do it cuz it's not undertaker hunter or aggro shaman which were most popular decks in ladder. Rogue is like right pain in the backside but this deck isn't dominant in ladder.
Rollback Post to RevisionRollBack
One day this game will stop existing. I can't wait.
if quest rogue will be nerfed will fall in tier 9 (actually is tier 3) and nobody will play it.
In other words "If quest rogue were to be nerfed, HS would be more fun to play".
For you, but not for the people who enjoy playing it, or who spent dust on crafting the card. Quit being selfish and deal with the fact we'll always have to play against decks we don't like to play against.
Interesting. It would nullify permanent characteristic boosts but at the same time it also removes negative characteristics effects. And with this wording it would heal them too.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction and thus lack of an actual counter (non-aggro plays I mean).
This change would give control decks a chance against it.
EDIT: and the flavour of the effect is far better. It would explain why transform effects and silence end up not working, while being useful to buy one turn at least.
That would be an interesting more strategic version I think, and you could take out the chargers and put in better minions. You could even add minions like the vilespine, knowing you could get more value on them, it would open it up for a much more controlling version of the deck. Not sure if it would be any good with out playtesting though.
It would work in a completely different way, giving heals but ruining its synergy with charge, which is not a bad thing as it would force interaction.
Exactly. My biggest concern with this card is its lack of interaction
Interaction is overrated. People say they want cards to be fair and interactive but they will minimize interaction in their deck building every chance they get.
For example, when people look at a card such as Vicious Fledgling and decide not to run it when building an aggressive deck, they are doing so because it is an interactive card which has a chance to do nothing if your opponent has an answer and because their deck or class doesn't have a means to make Fledgling less interactive and less of a risk to play. Token Druid plays them for the turn 1 Innervate play, where the majority of classes will not have the mana or board presence to answer them before the Fledgling can get rolling. In other words, they hope to play it when their opponents have less of a chance of interacting with it.
Interactive cards are fair cards, and we all prefer that our opponents play with those, but when it comes to our own decks, we will often pass over such cards unless we have a means to 'correct' the cards weaknesses.
Interactive cards are fair cards, and we all prefer that our opponents play with those, but when it comes to our own decks, we will often pass over such cards unless we have a means to 'correct' the cards weaknesses.
That we doesn't represent me and the way I build my own decks or the kind of games I like. I can't speak or presume to speak for any other in this community, so maybe I am alone (we are all different, aren't we?).
I was making a generalization and could have worded that better, especially when that statement doesn't always apply to what I'm playing with either. There are certainly more than one way to approach deck building, but when I look at the popular decks and what net deckers are doing, I get the impression that this is how most people think when they evaluate what cards they are going to run.
Out of curiosity though, when you say that my statement doesn't apply to you and how you build decks, what do you mean? What kind of cards do you pick and play with that don't fit in with what I said? For example for myself, when I play Quest Rogue I do it without charge minions. Charge minions are faster and less risky, making them an 'obviously better' choice for minions, but I choose not to use them in order to run other cards less often seen.
By the way you play Quest Rogue then it seems you also shouldn't be included in your own "we".
About my choice of decks: for example I started to play Miracle Rogue only now. Leroy nerf long time ago and conceal going to standard have taken away the consistently not-interactive ways to win of the deck.
I was making a generalization and could have worded that better, especially when that statement doesn't always apply to what I'm playing with either. There are certainly more than one way to approach deck building, but when I look at the popular decks and what net deckers are doing, I get the impression that this is how most people think when they evaluate what cards they are going to run.
Out of curiosity though, when you say that my statement doesn't apply to you and how you build decks, what do you mean? What kind of cards do you pick and play with that don't fit in with what I said? For example for myself, when I play Quest Rogue I do it without charge minions. Charge minions are faster and less risky, making them an 'obviously better' choice for minions, but I choose not to use them in order to run other cards less often seen.
Maybe you don't use charge minions, but most people go with whatever the best iteration of the deck is. I finally managed to beat a quest rogue on my dragon priest(with absolutely perfect play and taking risks). And I barely beat him at that, tbh I only beat him because my "discover dragon" card discovered a deathwing and I played it right after he finished clearing his hand and only got me to 5 health the turn before. Usually they just go face, but sometimes they can use charge minions to kill an <5 attack minion, then put it back in their hand and bring it back out to attack again. It's incredibly gimmicky and cheesy.
I know most people stick with charge. Rogue as a class has no board clears and Crystal Rogue can expect to not have control of the board because of all the tempo they lose completing the quest. The power spike from the Crystal Core is huge, but the longer the game goes the lower the win rate is, as you can see in one of the charts in the link below that was shared in the other thread:
Relying on taunts and trading is an alternative to charge, but any class with some removal can get past those taunts to let their board keep piling up the damage. My chargeless version does use taunts, but it is centered around Bilefin Tidehunter and Brann Bronzebeard, a card that rotated to Wild. While I am currently 17-10 with it and climbed to rank 15 with it, there are some games where I couldn't deal with their board where I might have had a chance at winning if I had been running charge.
While it may feel gimmicky and cheesy to lose to charge, it is the only win condition besides just having a larger board that Crystal Rogue has access to. Even when I'm not using charge, if I don't have taunt, no one interacts with my board. One, because they don't know that I'm not using charge, and two, because the value from the Crystal Core represents a multi-turn kill timer. Whether I have a board or not, the threat of cheap minions flooding the board means it is a face race either way. Filling your deck with taunts to avoid playing with charge isn't worth it in standard. If there are design flaws to this quest, this is certainly one of them.
TLDR: Crystal Rogue is likely forced to use cheap charge minions because the tempo lost completing the quest means they lack board control and Rogue as a class doesn't have board clears outside of Vanish which only has synergy with cheap charge minions.
If quest rogue will be nerfed will fall in tier 9 (actually is tier 3) and nobody will play it.
Oh no, if they nerf an uninteractive deck that actually ENCOURAGES people to play more aggro decks, people might not play it as much. Well my heart just bleeds hearing that.
Rogue hasn't had a playable archetype outside of Miracle in a long time, so I think it is perfectly reasonable that Rogue players would want to see it stick around because it is cheaper to build than most popular Miracle lists that run multiple legendary cards. Not saying it isn't without its issues, but deck diversity is still at an all time high in this meta despite the presence of this deck.
Rogue hasn't had a playable archetype outside of Miracle in a long time, so I think it is perfectly reasonable that Rogue players would want to see it stick around because it is cheaper to build than most popular Miracle lists that run multiple legendary cards. Not saying it isn't without its issues, but deck diversity is still at an all time high in this meta despite the presence of this deck.
Just 1 question though: What about water rogue? N'Zoth? Jade? I don't disagree, that the miracle deck-type was the most popular one for a really long time, and that the last two decks weren't that "competitive", but water rogue was quite popular back in gadgetzan too.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Anger is the punishment we give ourselves for someone else's mistake.
Its on tempostrom as bottom of tier 1 not sure where this "its tier 3" comes from perhaps citing a source may help ?
Vicious Syndicate's tier system is defined as follows:
Your version also erases stat related battlecry and combo effects and this destroys a lot of unexplored creative space I see around the Crystal Core as any minion with those effects is useless. Not worth it in my opinion.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
I'm a fairly new player(played for a couple weeks last year, been playing since early May this year) and I have to say...Quest rogue is extremely toxic. It's the only deck I've faced that makes me feel like I "have" to switch decks if I see a couple during any given play session. No other deck I've faced makes me feel like that. It's an extremely anti-fun deck. The deck literally plays by itself for the first 4 turns before even caring about the other player. I understand that it's considered "T2-3" but that doesn't change the nature of the deck and that it HARD counters some decks without any chance for counter-play.
As I said, I'm fairly new so maybe I'm misunderstanding these match-ups. Let's say I'm playing as a dragon priest(my favorite deck right now). I face a mage and it's a 50/50 MU. I face an aggro deck such as pirate warr, token druid, murlocadin and I'm probably going to lose, BUT I can win if I draw/play very well. I face a midrange deck and I'll usually win. But then I face that quest rogue and lose 100% except for if he draws terribly and can't complete his quest until turn 6 when I have dragonfire potion ready. Let's just be honest though, what rogue doesn't have 4-5 5/5 charge minions on the board by turn 5? I've played a couple games with absolute perfection vs quest rogues and still lost.
Due to the "quest rogue" existing, I've preferred climbing with my face hunter deck because at least I feel like I have a chance vs any deck. Are priests/mages difficult while I'm playing face hunter? Yes, they're difficult to face but I can still beat them given good card draw.
Anyways, I go back to one of my first points. My biggest issue with quest rogue is that it doesn't even interact with the opposition until it completes the quest. Extremely anti-fun IMO, regardless of the deck's winrate. It's a flawed design that I don't think was intended when blizzard developed the card. Just my 2 cents ^_^
One day this game will stop existing. I can't wait.
I was making a generalization and could have worded that better, especially when that statement doesn't always apply to what I'm playing with either. There are certainly more than one way to approach deck building, but when I look at the popular decks and what net deckers are doing, I get the impression that this is how most people think when they evaluate what cards they are going to run.
Out of curiosity though, when you say that my statement doesn't apply to you and how you build decks, what do you mean? What kind of cards do you pick and play with that don't fit in with what I said? For example for myself, when I play Quest Rogue I do it without charge minions. Charge minions are faster and less risky, making them an 'obviously better' choice for minions, but I choose not to use them in order to run other cards less often seen.
By the way you play Quest Rogue then it seems you also shouldn't be included in your own "we".
About my choice of decks: for example I started to play Miracle Rogue only now. Leroy nerf long time ago and conceal going to standard have taken away the consistently not-interactive ways to win of the deck.
I know most people stick with charge. Rogue as a class has no board clears and Crystal Rogue can expect to not have control of the board because of all the tempo they lose completing the quest. The power spike from the Crystal Core is huge, but the longer the game goes the lower the win rate is, as you can see in one of the charts in the link below that was shared in the other thread:
https://hsreplay.net/cards/41222/the-caverns-below/#tab=quest-completion
Relying on taunts and trading is an alternative to charge, but any class with some removal can get past those taunts to let their board keep piling up the damage. My chargeless version does use taunts, but it is centered around Bilefin Tidehunter and Brann Bronzebeard, a card that rotated to Wild. While I am currently 17-10 with it and climbed to rank 15 with it, there are some games where I couldn't deal with their board where I might have had a chance at winning if I had been running charge.
http://www.hearthpwn.com/decks/835627-rogue-zero-wild-quest-rogue
While it may feel gimmicky and cheesy to lose to charge, it is the only win condition besides just having a larger board that Crystal Rogue has access to. Even when I'm not using charge, if I don't have taunt, no one interacts with my board. One, because they don't know that I'm not using charge, and two, because the value from the Crystal Core represents a multi-turn kill timer. Whether I have a board or not, the threat of cheap minions flooding the board means it is a face race either way. Filling your deck with taunts to avoid playing with charge isn't worth it in standard. If there are design flaws to this quest, this is certainly one of them.
TLDR: Crystal Rogue is likely forced to use cheap charge minions because the tempo lost completing the quest means they lack board control and Rogue as a class doesn't have board clears outside of Vanish which only has synergy with cheap charge minions.
Rogue hasn't had a playable archetype outside of Miracle in a long time, so I think it is perfectly reasonable that Rogue players would want to see it stick around because it is cheaper to build than most popular Miracle lists that run multiple legendary cards. Not saying it isn't without its issues, but deck diversity is still at an all time high in this meta despite the presence of this deck.
What about water rogue? N'Zoth? Jade?
I don't disagree, that the miracle deck-type was the most popular one for a really long time, and that the last two decks weren't that "competitive", but water rogue was quite popular back in gadgetzan too.