Tarim works on this guys, I'm wondering if Aldor or Equality works now (I just used Tarim today on them and it worked). Seems to me that the reason Hex or Poly don't work is because it "summons" a token for the opponent, which then gets buffed to a 5/5, so stat manipulation on pre-existing minions should work...
Yet another reason Blizzard needs to have a playtest server so actual players can test the cards. We've seen time and again Blizzard's internal playtest team (if it exists) is dogshit.
Yeah thank you guys on 'legend player' tips. If you and smartass devs think conceding instantly against jade druid and quest rogue as let's say quest warrior is fun, or interactive then everything can go to hell.
PS: And no, do not tell me fairytales because there is no scenario in which any form of control deck can beat jade druid and quest rogue. It's sad because this game would be beautiful if there was no Jade Idol and Caverns Below.
They aren't "legend tips." They're "how to react like a rational person" tips.
But honestly, this is a case of a combo deck beating a control deck. Welcome to every card game ever.
This deck basically passes turns 1 through 3. You should just play minions during those turns. You'll be happy you did.
No, the deck does NOT pass turns 1-3. Where you been? It uses removal to get rid of your guys with stupid free spells and other cards. They always seem to have just enough to keep the board mostly clear. Then, it's 5/5 minions the rest of the fucking game.
As for legend tips? I got the only legend tip you need....play a cancer deck and play a lot. Guaranteed legend. No other data is required. Decks make legend, not players.
Like most of what you spew all over this format, this is utter garbage. Turn 1: Play Quest Turn 2: Almost always dagger (and if they are removing your board, guess what, face damage) Turn 3: Maybe they start to loop a 1 drop, but their board is still nothing or something like Brew master. Nice 3/2 for 3 mana. Turn ??: Somehow spend 5 mana doing almost nothing to play the Core.
If you haven't used your turns to play minions, that's your fault. If he has spent time "removing" guess what - he isn't developing his quest! And you are developing the "kill him" quest. It costs 30 HP, and you win the game.
If they always have enough to keep the board clear it's because you are a bad player playing a bad deck. But we already knew this; you had trouble playing hunter.
Except you have to play the quest at turn 1 and not the Swashburglar and then wait until turn 5 to play the reward card. So, concede and enjoy your 400 dust.
Except you have to play the quest at turn 1 and not the Swashburglar and then wait until turn 5 to play the reward card. So, concede and enjoy your 400 dust.
Well... I warned. You did not believe me...
What now?
Well...you are still wrong because in your "dream" scenario, you forgot to play the quest.
This card is stupidly over powered. It's probably the most powerful card I've ever seen. A Quest Rogue will beat just about anything. Pirate Warriors were strong, but this card... jesus.
It's amazing how this card went for "Total crap" to "Insanely OP" to "Good but not Tier 0" in a matter of days. I guess cards really are difficult to evaluate in a vacuum...
The fact that buffed minions on the board stay as 5/5 even after silence is the biggest joke ever.
Did you bother reading the card? Because that sure doesn't sound like it.
I mean I agree with you, but at the same time I think visually it's a bit confusing since the stats are in green and generally that denotes a buff. I could definitely see thinking Silences would work based on past visual cues.
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Articles I suggest every player reads to improve at the game;
OK, I have now changed my mind on this. This is getting ridiculous. Logged in to play some ladder tonight: 3 Quest Rogues in the 4 games I played (Elemental Shaman). All 3 completed the quest by turn 6 - which, regardless of what you think of the power level of the Quest, means it simply isn't much of a "Quest". (edit: fifth game, another Quest Rogue. Seriously?)
One did it by playing Igneous Elementals to simply collect 4 tokens; one by boucing a couple of Fire Flies to get the same 4 tokens; and another by a combination of bouncing and getting Novice Engineers from Mimic Pod. There are simply too many ways to reliably - but flexibly - complete the Quest. It also reduces you to a spectator while your opponent just juggles their cards back and forth in a game of Patience.
Meanwhile the problem is that if you go face (or play AoE), you leave the 1/1s up to become buffed; but if you trade you essentially give the Rogue free turns to complete the quest. And the latest way to play is to avoid playing Charge minions altogether but simply hoard these in hand until after completing so they can just burst you down from 25+ health in one turn.
This needs a nerf. I would like to be able to play decks that I like, not have to tech against one specific cancer deck or auto-lose 50%+ of all my matches. AoE doesn't work, transform effects don't work, this is just silly.
Instead of blizzard changing the number of bounces required, maybe they can just change the buff to 3/3 or 4/4 and allow spells like silence, polymorph and hex to affect the units.
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Ah, the good ol' days. Before we knew of the horrors within...
Tarim works on this guys, I'm wondering if Aldor or Equality works now (I just used Tarim today on them and it worked). Seems to me that the reason Hex or Poly don't work is because it "summons" a token for the opponent, which then gets buffed to a 5/5, so stat manipulation on pre-existing minions should work...
Yet another reason Blizzard needs to have a playtest server so actual players can test the cards. We've seen time and again Blizzard's internal playtest team (if it exists) is dogshit.
Gonna eat crow here, did not think this card would be so good.
Turn 1: Play Quest
Turn 2: Almost always dagger (and if they are removing your board, guess what, face damage)
Turn 3: Maybe they start to loop a 1 drop, but their board is still nothing or something like Brew master. Nice 3/2 for 3 mana.
Turn ??: Somehow spend 5 mana doing almost nothing to play the Core.
But we already knew this; you had trouble playing hunter.
Golden Shaman, Paladin and Mage experimentalist: http://twitch.tv/red_tony
How to beat Quest Rogue(from my experience): 1- Play Hunter 2- Play Vicious Fledgling 3- Win
That comment bro. Feeling dumb already?
you know the quest is OP when you see 70% of streamers playing rogue
This card is stupidly over powered. It's probably the most powerful card I've ever seen. A Quest Rogue will beat just about anything. Pirate Warriors were strong, but this card... jesus.
If they made it so that the 5/5s could be silenced/hex/devolved/pollymorphed etc this card would be a lot more reasonable to deal with.
What the FUCK were they thinking with this card?
It's amazing how this card went for "Total crap" to "Insanely OP" to "Good but not Tier 0" in a matter of days. I guess cards really are difficult to evaluate in a vacuum...
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
OK, I have now changed my mind on this. This is getting ridiculous. Logged in to play some ladder tonight: 3 Quest Rogues in the 4 games I played (Elemental Shaman). All 3 completed the quest by turn 6 - which, regardless of what you think of the power level of the Quest, means it simply isn't much of a "Quest". (edit: fifth game, another Quest Rogue. Seriously?)
One did it by playing Igneous Elementals to simply collect 4 tokens; one by boucing a couple of Fire Flies to get the same 4 tokens; and another by a combination of bouncing and getting Novice Engineers from Mimic Pod. There are simply too many ways to reliably - but flexibly - complete the Quest. It also reduces you to a spectator while your opponent just juggles their cards back and forth in a game of Patience.
Meanwhile the problem is that if you go face (or play AoE), you leave the 1/1s up to become buffed; but if you trade you essentially give the Rogue free turns to complete the quest. And the latest way to play is to avoid playing Charge minions altogether but simply hoard these in hand until after completing so they can just burst you down from 25+ health in one turn.
This needs a nerf. I would like to be able to play decks that I like, not have to tech against one specific cancer deck or auto-lose 50%+ of all my matches. AoE doesn't work, transform effects don't work, this is just silly.
Instead of blizzard changing the number of bounces required, maybe they can just change the buff to 3/3 or 4/4 and allow spells like silence, polymorph and hex to affect the units.