I didn't vote for this because I don't know if you've got the cards for it or would want to commit the dust, but the Shaman quest is fantastic and underplayed. If you have a lot of murlocs, especially the newest ones and the one that lets you adapt your whole team--THAT is a strong deck. I've climbed 6 ranks with it so far. But I will always enjoy playing murlocs. You may not feel like 1600 is a good deal for a murloc Shaman quest.
i votes for Tarim and Elise because Tarim is an insanely useful card for a Paladin andElise is useful just about everywhere.
I'm also a fan of Miracle Rogue and Sherazin has tempted be over and over again. But just because Eloise and some other guys made it to legend doesn't mean it's safe to craft. I'm even hearing complains from high rank people in one of HS groups that I'm following complaining they got stuck recently on the ladder, and opted to play other midrange deck instead to climb.
Sherazin is fun, but fun almost always means unsafe. (remember Yogg?)
For Miracle Rogue, Sherazin is an amazing craft and fits very well in the build. With that being said Miracle's role in the meta often fluctuates wildly... it often is very successful early when the meta is unsettled and people experiment with unrefined decks. As aggro decks become refined, Miracle struggles a bit... and its role is to counter queue the aggro counters (i.e. midrange/control decks). Miracle will be always viable, it's just about understanding what it exploits... the most recent VS stats seem to suggest this as well... its WR is sub 50% at high level.
For any tournament play where Miracle rogue is a deck you want to play, it is a safe craft. In tournament rogue is a great counter against many archetypes.
The mage quest is 100% going to lead to viable ladder decks in standard during the upcoming 2 years. And Elise is just an all around solid card.
But I also voted for the druid quest.. hear me out on this one.
The problem this quest currently faces is that there's a lack of good 3- and 4-drops with 5 attack to consistently complete the quest early while also contesting the board with something solid. MSG had Genzo, Naga Corsair, Worgen Greaser (all pretty bad). Un'Goro had Gentle Megasaur (bad for this deck), Elder Longneck and Shellshifter. Old Gods had none at all.
If Druid of the Flame, Evil Heckler and Savage Combatant were still in standard, I think the druid quest would already be quite good. The odds of seeing new 4-drops with 5 attack and maybe even a 3-drop with downsides that are good for druid in one of the upcoming expansions this year should be fairly high. If you can consistently play Barnabus around turn 7 you'll have a pretty strong archetype on your hands..
the magequest is already dismissed from freezemage because its just bad. and outside of otk decks the quest is bad anyways because you only start with 2 cards in hand. i admit i was too excited about it and did craft it, worst decision ever.
the druid quest is the worst design ever, because the time you finish the quest the discount on your minons is useless. if barnabus at least had taunt. save to dust for sure.
Well it's pretty obvious that the mage quest is made for OTK's.. Not sure why you'd even play it without that intent. It's pretty much unavoidable that a functioning OTK deck will come of it eventually.
Also, Barnabus + Earthen Scales is already better for survival than any taunt in the game except perhaps Tirion (and only if the opponent has no removal for him). What stomper druid needs to be viable is more/better early game cards to play that work towards their goal, so they don't get overrun as easily. The cost reduction effect is only useless if you're not running any card draw..
OTK is already possible and im pretty sure blizzard has no intent to design a better one. And you still have to cast tons of spells. Maybe it will get better, but not Tier1
There is no possible deck for Barnabus. You either run bad cheap creatures or slow and unreliable strong creatures. Either way you have to fill your deck with too much useless stuff, so you wont win on tempo nor value. The card has zero combo potential.
I didn't vote for this because I don't know if you've got the cards for it or would want to commit the dust, but the Shaman quest is fantastic and underplayed. If you have a lot of murlocs, especially the newest ones and the one that lets you adapt your whole team--THAT is a strong deck. I've climbed 6 ranks with it so far. But I will always enjoy playing murlocs. You may not feel like 1600 is a good deal for a murloc Shaman quest.
i votes for Tarim and Elise because Tarim is an insanely useful card for a Paladin andElise is useful just about everywhere.
I'd like also to pont out another thing.
Ozruk is very, very bad designed.
I think, as a player, they could at least get him something more. Like "+5 health AND COST 1 LESS for every elemental you played last turn."
Just sayin.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
i would go with Sunkeeper Tarim
It will be used in almost every paladin deck for the next 2 years
Done.
Sunkeeper Tarim, it is.
I've voted for Elise the Trailblazer: it's a solid control card and on top of that also Neutral, so it can go in lots of different decks.
For what profit is it to a man, if he gains the world and loses his own soul?
For Miracle Rogue, Sherazin is an amazing craft and fits very well in the build. With that being said Miracle's role in the meta often fluctuates wildly... it often is very successful early when the meta is unsettled and people experiment with unrefined decks. As aggro decks become refined, Miracle struggles a bit... and its role is to counter queue the aggro counters (i.e. midrange/control decks). Miracle will be always viable, it's just about understanding what it exploits... the most recent VS stats seem to suggest this as well... its WR is sub 50% at high level.
For any tournament play where Miracle rogue is a deck you want to play, it is a safe craft. In tournament rogue is a great counter against many archetypes.
From that list, Sherazin is the most useable, in Miracle build, which is basically eternal so far.
Quests are mostly crap or very specific towards unreliable archetypes.
Similar thing for minions, although Tarim is solid if you can also afford some full version of Control Paladin.