Seriously, all of you who complain about Rogue class cards: Stop playing rogue until you can netdeck a true Rogue player! You clearly don't know how to build decks for the class. If you don't like these cards maybe one of the other 8 classes is more suited for you. However some players (specially Johnny players like me) enjoy creating successful Tier 1-2 decks with what you see as crap.
If you want brainless good cards go to any of the other 8 classes.
Some of us also play Rogue and develop our own decks to play at high ranks but just don't like this card. I think the quest trigger is interesting and I actually like it as I'm a huge fan of Shadowstep and Shadowcaster. What I don't like is the reward and how vague it is right now. I'm sure I'll come up with an interesting deck that works with this and at least it pushes rogues in a new direction other than miracle. But that doesn't mean I'm happy about yet another gimmick card when we've been wanting weapons, heals and AOE's for the past 3 years and they all get handed on a silver platter to shaman instead every expansion.
This could be very good in a aggro/tempo rogue. Remember you have cards like shadowstep, brewmasters, thistle tea and the new rogue card that is like half thistle tea. So i think this card has lots of potential.
You wrote more or less what I was thinking. Also I don't think that the cup of tea will be of any use (too random) but still the quest is not so difficult to unlock on Rogue.
Interesting design. Im thinking about shadowstep but there will probably be more cards in Ungoro to make it easier.
Of course most Rogue players will QQ as usual but hey, we are used to.
Vanish, gang up, Thistle tea could be used too.
Maybe Vanish will play greater role in the playstyle of the class.
I assume Prep+Vanish is definitely in the deck. Not only does it destroy Jades, but when you Vanish a lot of low-mana minions, that are also 5/5's, it's not hard to repopulate the board.
Regarding the rogue quests and Blizzard target that they wishes to achieve though the rogue quest card, i went though the same concept, analized what rogue have at the moment and came up with the cards attached (card name and art are to be discussed as i am not creative, i wanted to present an alternative text variant).
What i took in consideration:
Rogue current mechanic: stealth
Class identity
A way to end the game with this card - Team 5 goal
Initially, I thought the card was very bad, but thinking about it, it's actually the easiest to fulfill and can be done as early as turn 2 even (not that it makes a whole lot sense, mind you). Not saying it's good either, not just 'as terrible' as I first thought.
Forget about relying on that copy-nonsense, cards like Shadowstep, Youthful Brewmaster, Gadgetzan Ferryman, Shadowcaster, Vanish etc all makes this pretty easy to combo with. You still need a good target, though. Any 1 or 2 drop with battlecry value, or maybe a new card that has yet to be revealed. Swashburglar could be a decent target that ensures that you never lose hand advantage when combining it with Shadowstep or something.
Tho, it still requires a dedicated deck and the payoff is of questionable value unless you can generate a vast amount of minions.
Let's say I will complete this quest, I will play a minion and buff it with cold blood for ex, will it be buffed? or it will remain 5/5?
I think every minion you play / summon will become a 5/5 no matter the intital stats. Afterward, you can buff it and damage it normally. Otherwise, they would be immortal unless killed by a 5+ attack minion or spell.
But that doesn't mean I'm happy about yet another gimmick card when we've been wanting weapons, heals and AOE's for the past 3 years and they all get handed on a silver platter to shaman instead every expansion.
This. If Shamans are weak in any area, they get one of the best options in the next expansion. Let's compare the two classes:
Strong minions: Shaman >>>> Rogue. Rogue usually doesn't have big bodied minions, but even their battlecry/death rattle effects are generally much weaker.
Weapons: Shaman >>>> Rogue. Even with the nerf to Spirit Claws, they actually have weapons that are vastly superior to what should be a weapon class.
Healing: Shaman. Rogue, by design, doesn't have access to healing.
AoE: Shaman >>>> Rogue. Elemental Destruction being rotated out? No problem. Have an elemental that does 3 damage to all enemy minions.
Single Target Removal: Shaman > Rogue.This, according to Blizzard, is supposedly where Rogue should shine. But Hex [/card]is stronger than anything the Rogue has except in minor situations. [card]Sap is really strong, but doesn't get rid of the minion like Hex. Assasinate? Not good in a Jade/Pirate meta. Eviscerate [/card]and[card]Backstab? Those are really good cards, but Lightning Bolt, Storm Crack, Lava Burstare nearly as good.
Direct Damage: Shaman.
Which is a stronger Jade deck: Shaman.
Card Draw: Rogue. Shaman is actually not great at card draw, especially with their 2 mana option cycling out. Add in the robbery cards, and Rogue is actually clearly better than Shaman in one area! Huzzah!
Gimmicky requirement and the reward is a 5 mana give all minions +2/+2 on average. Palidan Grimy Goons gave more stats for less.
Could easily be +3/+3 if it's a faster midrange Rogue, but it's still great as a one/two turn finisher (and for trading if you need to as they presumably don't go below 5 health (unless 1-shotted)). Honestly, I don't think people see the potential of this card to completely end a game. In the right deck it would probably be a +2.5/+2.5 (on average), which makes it an extra 10 damage burst on a 4-minion board to give a total of 20 damage more or less out of nowhere, if you're not in range you still have a ridiculously powerful board to two-turn kill your opponent, or if in doubt just to trade away any minion your opponent has. Also, and this may be one step too gimmicky, but there's also Conceal to practically guarantee a two-turn kill.
i agree that this have potential, but i remind you that conceal is gone for standard
Oops, my bad. Still, that's a small part of what this card can do. I reckon the deck based around this would be around Tier 2-ish.
Rogue is my least played class, but when i do play Rogue i put my gold Thistle tea in every deck. Now i can justify it.....
You guys seriously don't think it will be useful to have a handful of 1-mana 5/5 minions with charge?
Seems pretty good to me ...
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
http://www.hearthpwn.com/decks/751081-ungoro-quest-rogue I made this deck in a few minutes. This could be potential wild cancer....
Does it mean playing a 4 copies of the same card? and if so Thisle Tea and Shadow Step
Maybe a new version of miracle where you auctioneer into a shadowstep turn?
That's all I've got.
Let's say I will complete this quest, I will play a minion and buff it with cold blood for ex, will it be buffed? or it will remain 5/5?
Regarding the rogue quests and Blizzard target that they wishes to achieve though the rogue quest card, i went though the same concept, analized what rogue have at the moment and came up with the cards attached (card name and art are to be discussed as i am not creative, i wanted to present an alternative text variant).
What i took in consideration:
Team 5 came up with:
The Caverns Below
Crystal Core
So far by the looks of what we saw today, in my opinion, the rogues aren'nt doing it in 2017, either.
Initially, I thought the card was very bad, but thinking about it, it's actually the easiest to fulfill and can be done as early as turn 2 even (not that it makes a whole lot sense, mind you). Not saying it's good either, not just 'as terrible' as I first thought.
Forget about relying on that copy-nonsense, cards like Shadowstep, Youthful Brewmaster, Gadgetzan Ferryman, Shadowcaster, Vanish etc all makes this pretty easy to combo with. You still need a good target, though. Any 1 or 2 drop with battlecry value, or maybe a new card that has yet to be revealed. Swashburglar could be a decent target that ensures that you never lose hand advantage when combining it with Shadowstep or something.
Tho, it still requires a dedicated deck and the payoff is of questionable value unless you can generate a vast amount of minions.
Turn 8 Youthful Brewmaster into Youthful Brewmaster into Youthful Brewmaster into Youthful Brewmaster ---> easy peasy LUL or same effect 2\3 rogue card (don't remember the name)
k i just realized the biggest problem with this card; you have to cast the crystal core. literally pay 5 mana for nothing.
This card was clearly added to the game just for Dane.
Well, worst card of the expansion for Rogue.
Like in every expansion ever.
Strong minions: Shaman >>>> Rogue. Rogue usually doesn't have big bodied minions, but even their battlecry/death rattle effects are generally much weaker.
Weapons: Shaman >>>> Rogue. Even with the nerf to Spirit Claws, they actually have weapons that are vastly superior to what should be a weapon class.
Healing: Shaman. Rogue, by design, doesn't have access to healing.
AoE: Shaman >>>> Rogue. Elemental Destruction being rotated out? No problem. Have an elemental that does 3 damage to all enemy minions.
Single Target Removal: Shaman > Rogue. This, according to Blizzard, is supposedly where Rogue should shine. But Hex [/card]is stronger than anything the Rogue has except in minor situations. [card]Sap is really strong, but doesn't get rid of the minion like Hex. Assasinate? Not good in a Jade/Pirate meta. Eviscerate [/card]and[card]Backstab? Those are really good cards, but Lightning Bolt, Storm Crack, Lava Burstare nearly as good.
Direct Damage: Shaman.
Which is a stronger Jade deck: Shaman.
Card Draw: Rogue. Shaman is actually not great at card draw, especially with their 2 mana option cycling out. Add in the robbery cards, and Rogue is actually clearly better than Shaman in one area! Huzzah!
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland