I just realised that another anti-battlecry card like Nerubian Weblord could solve some of the issues.
Except that weblord sucks. Terrible statline, and cockblocks your own battlecries too.
I considered running that card in Wild for the Crystal Rogue mirror match but haven't gotten around to it yet. 1/4 isn't that spectacular, but as a 5/5? much harder to remove.
I just realised that another anti-battlecry card like Nerubian Weblord could solve some of the issues.
Except that weblord sucks. Terrible statline, and cockblocks your own battlecries too.
I considered running that card in Wild for the Crystal Rogue mirror match but haven't gotten around to it yet. 1/4 isn't that spectacular, but as a 5/5? much harder to remove.
Seems like an awful card to run in crystal rogue period. If you want to tech against the mirror match then play dirty rats, not something that fucks up your own battlecry minions which you need to bounce to complete the quest.
And you are precisely right - avoiding battlecry is very tempo inefficient and the archetype as it is now can't afford to do that. But as 5/5's in conjunction with Gang Up it could be possible to lock your opponent out of playing certain minions. Probably not worth the effort. An entertaining idea, but not one I bothered pursuing all that seriously.
I run that combo in a Pirate/Finja Rogue deck, it's pretty good. Normally Gang Up is a slow play limited by your draw speed but because Patches can 'tutor' himself out of your deck when you play any pirate, it overcomes that limitation.
I run that combo in a Pirate/Finja Rogue deck, it's pretty good. Normally Gang Up is a slow play limited by your draw speed but because Patches can 'tutor' himself out of your deck when you play any pirate, it overcomes that limitation.
People use that combo with southsea captain. It's not really good, it's only good in quest rogue because it's not 3 1/1 or 2/2 charges, but it's ultimately 6 5/5 charges which is an OTK.
I run that combo in a Pirate/Finja Rogue deck, it's pretty good. Normally Gang Up is a slow play limited by your draw speed but because Patches can 'tutor' himself out of your deck when you play any pirate, it overcomes that limitation.
People use that combo with southsea captain. It's not really good, it's only good in quest rogue because it's not 3 1/1 or 2/2 charges, but it's ultimately 6 5/5 charges which is an OTK.
Yup, it is stronger in quest rogue, which is where I usually did it. You could either do it on Bluegill with Finja out or preferably on Patches, depending on how your draws went. 'Stealing' your opponents Patches with Gang Up was fun, too, which is something I saw DisguisedToast do in his video on the Southsea Captain version.
I used to do ok with Miracle Quest Rogue deck, but not so much lately. The past few weeks have been terrible. 45% win rate from 35 games.
When it first came out my win rate was well above 55%.
It seems that many decks counter well now. As well as Blizzard buries my bounce cards in the bottom of my deck.
Everyone keeps pissing and moaning about the quest rogue needing to be nerfed...I strongly disagree. The quest is another "miracle" deck for the rogue...if the miracle happens you win...if not...painful loss.
I used to do ok with Miracle Quest Rogue deck, but not so much lately. The past few weeks have been terrible. 45% win rate from 35 games.
When it first came out my win rate was well above 55%.
It seems that many decks counter well now. As well as Blizzard buries my bounce cards in the bottom of my deck.
Everyone keeps pissing and moaning about the quest rogue needing to be nerfed...I strongly disagree. The quest is another "miracle" deck for the rogue...if the miracle happens you win...if not...painful loss.
Except that Quest Rogue can close the game by turn 5 or 6, while Miracle has to struggle a lot more. Also Miracle allows the opponent to react and actually play while Quest is like a solo-game.
Once again: the issue with Quest Rogue it's not its win rate, but the completly un-interactive gameplay it has. Or at last this is MY main reason to call for a fix to the deck.
Rollback Post to RevisionRollBack
For what profit is it to a man, if he gains the world and loses his own soul?
Even quest or pirate warrior is a lot more fun to play against.
I would disagree, I faced against Quest Warrior only a few times since its release but never enjoyed those games. I disliked Ragnaros RNG and was glad to see it rotate to Wild and wasn't pleased to see it come back as an un-removable RNG hero power. Struggling in a long game to get through their taunt walls with decks often ill equipped to do so was awful whereas in comparison Crystal Rogue and Pirate Warrior games were over in a matter of five or so minutes.
Thing is when the rogue quest completes a on turn 7/8. Then at least you have had some time for preparations the match up feels more balanced and fun then.
I generally finished the quest around those turns now when I played it and would agree with you on that timing, though I'm sure there are people who would disagree with even that time frame feeling balanced or fun.
When you use a lot of resources to clear the board of your opponent and the moment his turn comes around and he vommits his board full again with 1 mana big-ass minions is considered to be: NO FUN TO PLAY AGAINST!!! I doesn't feel fair. Ok the game needs some unfair minions or games will last forever, but endless minions with broken stats?
It isn't endless but does illustrate some match up issues described in this MTG article: Who's the Beatdown? In a similar deck vs similar deck match up, deciding whether you are the Beatdown or the Control is crucial to playing to your outs and making the most of your winning chances. If your opponent has more value than you (such as Crystal Core board refills for example), then you need to play as the Beatdown instead and apply pressure and go for face damage. Not all decks have an easy time doing that, which has been discussed plenty already in this thread, but one can't sit back and expect to control Crystal Rogue with the value/tempo they get from completing the Quest.
But I am having a good time with my new kazakus priest deck. It does pretty well against all decks even vs jades. Hardest match up is quest rogue. I can beat it, but I often auto concede when they finish quest on turn 4 when I have no board clear in hand. So much fun... not. Have a good day peeps!
Bashing your head against the wall is more fun than playing against Quest Rogue. Can't help but laugh at the poster above me. You complete quest at turn 7 or 8? You must be doing something wrong then, because every single Quest Rogue I played against recently managed to complete quest by turn 5.
Luckily, I play Pirate Warrior and successfully fight cancer with cancer.
You must be doing something wrong then, because every single Quest Rogue I played against recently managed to complete quest by turn 5.
Bad draws? Un-optimized experimental lists? Not everyone rushes the quest? Selective Perception? A matter of luck/rng? The list could go on, but I appreciate your concern. When I said generally, what I meant was more that it was a fairly even spread between turns 5 to 8, which is what you see on the chart below from hsreplay.net
I used to do ok with Miracle Quest Rogue deck, but not so much lately. The past few weeks have been terrible. 45% win rate from 35 games.
When it first came out my win rate was well above 55%.
It seems that many decks counter well now. As well as Blizzard buries my bounce cards in the bottom of my deck.
Everyone keeps pissing and moaning about the quest rogue needing to be nerfed...I strongly disagree. The quest is another "miracle" deck for the rogue...if the miracle happens you win...if not...painful loss.
Except that Quest Rogue can close the game by turn 5 or 6, while Miracle has to struggle a lot more. Also Miracle allows the opponent to react and actually play while Quest is like a solo-game.
Once again: the issue with Quest Rogue it's not its win rate, but the completly un-interactive gameplay it has. Or at last this is MY main reason to call for a fix to the deck.
If the quest rogue finishes the game by turn 5 or 6...that IS by definition a "miracle". That's exactly why quest rogue is a miracle deck.
Whether or not one determines the quest rogue to be "interactive" or not is one's on personal opinion. Personally, if I'm playing a game of Hearthtone...any game...it's "interactive" to me.
I think the problem isn't that its that hard to beat. It has a lower win rate than a lot of other decks. The problem is that whether you win or lose is out of your control. The winner is decided by how good each persons hand is, os sometime you just lose because of your deck.
I'm currently using a hybrid token/mid pally and doing really well against it this season. Of course I'm playing wild so I have some op cards at my disposal, but if you can control the board before they finish quest and vomit 5/5 you're in a much better position. If you can force them to use any of patches/boar/deckhand before quest goes off you're in a good position. Just try and go wide and use Sunkeeper Tarim to even the laying field and finish them off.
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
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
And you are precisely right - avoiding battlecry is very tempo inefficient and the archetype as it is now can't afford to do that. But as 5/5's in conjunction with Gang Up it could be possible to lock your opponent out of playing certain minions. Probably not worth the effort. An entertaining idea, but not one I bothered pursuing all that seriously.
There's a better gang up combo in wild, you play deckhand/patches, gang up patches, then bounce one of the pirates and play it again for 30/30 charge
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 run that combo in a Pirate/Finja Rogue deck, it's pretty good. Normally Gang Up is a slow play limited by your draw speed but because Patches can 'tutor' himself out of your deck when you play any pirate, it overcomes that limitation.
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
"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
I used to do ok with Miracle Quest Rogue deck, but not so much lately. The past few weeks have been terrible. 45% win rate from 35 games.
When it first came out my win rate was well above 55%.
It seems that many decks counter well now. As well as Blizzard buries my bounce cards in the bottom of my deck.
Everyone keeps pissing and moaning about the quest rogue needing to be nerfed...I strongly disagree. The quest is another "miracle" deck for the rogue...if the miracle happens you win...if not...painful loss.
For what profit is it to a man, if he gains the world and loses his own soul?
Bashing your head against the wall is more fun than playing against Quest Rogue.
Can't help but laugh at the poster above me.
You complete quest at turn 7 or 8?
You must be doing something wrong then, because every single Quest Rogue I played against recently managed to complete quest by turn 5.
Luckily, I play Pirate Warrior and successfully fight cancer with cancer.
Bad draws? Un-optimized experimental lists? Not everyone rushes the quest? Selective Perception? A matter of luck/rng? The list could go on, but I appreciate your concern. When I said generally, what I meant was more that it was a fairly even spread between turns 5 to 8, which is what you see on the chart below from hsreplay.net
https://hsreplay.net/cards/41222/the-caverns-below/#tab=quest-completion
No one probably cares but that's wrong chart. It should be a bar chart.
You guys are bitching about the wrong thing.
We have rockpool hunter and primordial glyph. Rogue quest isn't even close to being an issue.
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
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.