All the current tier 1 decks are kinda aggressive i.e token druid, bloodlust shamam, pirate warrior these decks and the burn/ freeze mage are hugely countered by suddenly being put at 40 health and/ or n'zoth bursting 6 other minions on the board. Granted n'zoth will only see play in the late game where you may already be dead, but priest has cards which can heal large amounts and carry you to the late game! the only real counter would be jade druid.
i dunno maybe i'm not seeing something because ive not seen it in practice but i just opened a golden legendary (marsh queen) and kinda wanted to make the deck
How's the matchup with Taunt Warrior? Also the heal to 40 might come too late against aggro, as you won't be able to complete the quest by turn 5 especially when you skip turn 1.
How's the matchup with Taunt Warrior? Also the heal to 40 might come too late against aggro, as you won't be able to complete the quest by turn 5 especially when you skip turn 1.
I rarely see a taunt warrior these days, thats a deck im missing actually maybe that could be the one to carry me to rank 5 this season
I've actually been playing this quest the last couple days and i have managed to build around it in a way that i do not have to actually rely on completing it to survive. One of the most fun decks i have ever played. I love Raza.
It fairs well against many decks. The toughest i would say is murloc paladin by far, but only if they get a rapid start. Had a sweet game against a taunt warrior that went well into fatigue. Longg games though.
All the current tier 1 decks are kinda aggressive i.e token druid, bloodlust shamam, pirate warrior these decks and the burn/ freeze mage are hugely countered by suddenly being put at 40 health and/ or n'zoth bursting 6 other minions on the board.
You start with one card less vs this very agressive decks, you die before complete half of the quest in turn 4 with N'Zoth in your hand, making 2 cards less than your opponent.
I've actually been playing this quest the last couple days and i have managed to build around it in a way that i do not have to actually rely on completing it to survive. One of the most fun decks i have ever played. I love Raza.
It fairs well against many decks. The toughest i would say is murloc paladin by far, but only if they get a rapid start. Had a sweet game against a taunt warrior that went well into fatigue. Longg games though.
Currently i am playing around 14-12 but i am typically around 5 each season. Just feeling a bit bored with ladder, except for this deck i put together. As for win rate i haven't collected any data on that, it's not been extensively played yet. I play it mainly because it is unexpected and very fun.
2 seasons ago I made a quest priest deck in wild and piloted it from rank 10 to rank 1. played over 80 games after that and ended up at rank 2. Drove me crazy but honestly was one of the coolest deck I ever played and the only deck I ever made myself that actually worked. If you want to have fun you will definitely not regret it.
Wild does help with some sweet deathrattle minions and Reno and I never tried it in standard because I think it will be a lot worse there.
The biggest challenge for the deck is to balance between your matchups against aggro and control. If you drift to far to win against one you will lose the other for sure so another thing is you have to respond quickly to meta changes. For example, around rank 10-8 there is much more control than 7-5 because these decks are just not as good as aggro and will hence be played closer to the rank floors. Same thing happened around rank 5-3 compared to 3-1.
In any case pack enough AoE and taunt minions. The choices you have to make are picking cards like Unstable Ghoul or Tentacle of N'Zoth over Ysera or Ragnaros the Firelord. Obviously they will help vs one side and hurt vs the other.
Won't post a decklist, just have fun creating your own. 24 cards are pretty obvious anyway.
Really strong in wild because of Reno, Kazakus, Sludge Belcher, Sylvanus, Excavated Evil, Lightbomb, and Majordomo.
Less than 50% win rate against pirate warrior, token/evolve shaman, token druid, taunt warrior, jade druid, murloc palidan, and midrange palidan in standard (ie almost everything). Only good matchup is the burn mage variants.
However, the community expects a handful of high tier deathrattle cards next month with the death themed expansion. So while it's not quite there today, tomorrow is certainly a possibility.
Yeah, it's only viable in Wild sadly. There just isn't enough good deathrattle in Standard to make it worth it.
Maybe it will be better next set, I imagine Lich King will have a lot of deathrattle. But right now it's Crystal Oracle, Shifting Shade, and Shellraiser. Anything else has to be non class, so stuff like Mistress, Loot Hoarder, maybe Thalnos, MAYBE Harvest Golem, and Cairne? There's no actual good neutral deathrattles at all right now.
People trying to play quest priest on ladder just baffles the heck out of me, even in wild. I expected it to be pretty bad when it was revealed and it lived up to expectations. If you play it with good deathrattle minions, you won't finish the quest until turn 20. If you jam small garbage like unstable elemental in there, you're going to be out of steam by the time you finish, which is fine against aggro but terrible against everything else. You still might lose against unanswered berserkers because you're cutting reactive spells for quest triggers
The priest quest is like the opposite of the warrior quest. The warrior quest reward is a great finisher against slower opponents that let them survive into the late game and finish it. This fact frees up the rest of their deck to be focused on being defensive and crush aggro. Meanwhile, the priest quest reward is a great finisher against aggro opponents that don't give them time to go into the late game and finish it. Against things that let you finish the quest comfortably, your quest reward is basically a 5 mana 8/8
I don't even think quest priest is good against aggro. Assuming you have a dream hand and can play out a deathrattle per turn, you're still skipping turn one and for every turn after, you'll be using all your mana on developing a mediocre minion instead of reacting to the opponent's board. One does not simply ignore cannons, berserkers and southsea captains. Assuming you draw pain and use it on must kill targets, you're quest completion is going to be slowed a few turns to turn 8-10. Is your quest reward good against pirate warrior on turn 9? Not really. Turn 9 is a few turns after they mortal strike you to death or concede because the game is taking too long
The last two posts are sort of right, but not quite.
VS warrior (always pirate, never taunt) and when counter queuing against an aggro deck I mulligan the quest away. Indeed you will not finish it in time to benefit from it and losing one card is too costly. On the rare occasion I do face a taunt warrior I usually win, even if when I mulliganed the quest. There is plenty of value and you can go one on one when it comes to pressure.
However, only token decks are a real problem. They vomit too much crap on the board every turn for you to deal with. So token druid and murloc pally are problematic. Against all the others its OK'ish. My stats are at the bottom.
Quest priest is quite good against midrange decks and if you are a decent player and identify you are up against a control deck soon enough you have a really good chance. The quest reward does indeed matter in these matchups since you will gain control simultaneously with a full heal. Against control you usually go to fatigue which is why I cut all the card draw deathrattle minions eventually.
The reason I like this deck is because it is a thrill against aggro and it forces you to show skill against the rest. I sometimes face opponents that just keep drawing cards or over extend in control matchups, not smart. You also have limited resources and need to be patient. With the deck I use it is very hard to rush down any opponent, its almost always a value and survival game which is the type of game I like. I know that is not for everyone but the deck does work. I had like 65% winrate until rank 3. After that it became much harder and it is certainly not tier 1. But that is irrelevant. If you want the best deck its pirate warrior, if you want to have fun and stand a chance, this deck is fine.
Aggressive decks kill you before the quest can be completed. Mage can hold alexstrasza until after the quest. It draws poorly and current deathrattles are underwhelming.
No good deathrattles to resummon with N'Zoth. Shellshifter is kind of garbage, since 2 attack on turn 4 doesn't contest anything, and you'd usually rather just be running 2x Priest of the Feast anyways (because 3 attack DOES contest a few things on turn 4). The deathrattles that DO exist are anti-tempo, and you'll be dead before you can complete the quest.
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IMO, it's a handful of issues, some of which have been brought up already.
- Many deathrattles in standard right now aren't really worth playing. This is something that could change. - As you would in quest warrior, you mulligan the quest. The quest isn't for aggro match ups. Priest of the Feast is much better at that job. - Priest still lacks endgame, and this makes the heal to 40 fairly inconsequential. This could also change.
I think the last point is the most important. Full heal is good when it keeps you alive for something worth staying alive for. This is why Reno Priest was never as good as Reno Warlock or Reno Mage. You stayed alive...and then nothing happened. There isn't any burn. There aren't very good combos. There isn't inevitability. There's just "well, I hope he runs out of gas before I do."
N'Zoth just isn't enough. Board clear in control match ups is pretty common. When you know N'Zoth is the end game, it's pretty simple to save the clear. The N'Zoth issue is compounded by the lack luster deathrattle minions we have in standard.
Yeah, it's only viable in Wild sadly. There just isn't enough good deathrattle in Standard to make it worth it.
Maybe it will be better next set, I imagine Lich King will have a lot of deathrattle. But right now it's Crystal Oracle, Shifting Shade, and Shellraiser. Anything else has to be non class, so stuff like Mistress, Loot Hoarder, maybe Thalnos, MAYBE Harvest Golem, and Cairne? There's no actual good neutral deathrattles at all right now.
This is the main reason, the current deathrattles are just too weak for Priest. They are too low tempo to contest most decks. Also the matches you want to get the quest reward off of you want to mulligan the quest anyways so you can draw your anti-aggro cards.
I am predicting some class deathrattle(s) coming in Frozen Throne since they mentioned more deathrattles being in the expansion and also cards that would improve the currently weak quests.
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All the current tier 1 decks are kinda aggressive i.e token druid, bloodlust shamam, pirate warrior these decks and the burn/ freeze mage are hugely countered by suddenly being put at 40 health and/ or n'zoth bursting 6 other minions on the board. Granted n'zoth will only see play in the late game where you may already be dead, but priest has cards which can heal large amounts and carry you to the late game! the only real counter would be jade druid.
i dunno maybe i'm not seeing something because ive not seen it in practice but i just opened a golden legendary (marsh queen) and kinda wanted to make the deck
thanks for reading!
How's the matchup with Taunt Warrior? Also the heal to 40 might come too late against aggro, as you won't be able to complete the quest by turn 5 especially when you skip turn 1.
I've actually been playing this quest the last couple days and i have managed to build around it in a way that i do not have to actually rely on completing it to survive. One of the most fun decks i have ever played. I love Raza.
It fairs well against many decks. The toughest i would say is murloc paladin by far, but only if they get a rapid start. Had a sweet game against a taunt warrior that went well into fatigue. Longg games though.
Currently i am playing around 14-12 but i am typically around 5 each season. Just feeling a bit bored with ladder, except for this deck i put together. As for win rate i haven't collected any data on that, it's not been extensively played yet. I play it mainly because it is unexpected and very fun.
2 seasons ago I made a quest priest deck in wild and piloted it from rank 10 to rank 1. played over 80 games after that and ended up at rank 2. Drove me crazy but honestly was one of the coolest deck I ever played and the only deck I ever made myself that actually worked. If you want to have fun you will definitely not regret it.
Wild does help with some sweet deathrattle minions and Reno and I never tried it in standard because I think it will be a lot worse there.
The biggest challenge for the deck is to balance between your matchups against aggro and control. If you drift to far to win against one you will lose the other for sure so another thing is you have to respond quickly to meta changes. For example, around rank 10-8 there is much more control than 7-5 because these decks are just not as good as aggro and will hence be played closer to the rank floors. Same thing happened around rank 5-3 compared to 3-1.
In any case pack enough AoE and taunt minions. The choices you have to make are picking cards like Unstable Ghoul or Tentacle of N'Zoth over Ysera or Ragnaros the Firelord. Obviously they will help vs one side and hurt vs the other.
Won't post a decklist, just have fun creating your own. 24 cards are pretty obvious anyway.
Cheers
Really strong in wild because of Reno, Kazakus, Sludge Belcher, Sylvanus, Excavated Evil, Lightbomb, and Majordomo.
Less than 50% win rate against pirate warrior, token/evolve shaman, token druid, taunt warrior, jade druid, murloc palidan, and midrange palidan in standard (ie almost everything). Only good matchup is the burn mage variants.
However, the community expects a handful of high tier deathrattle cards next month with the death themed expansion. So while it's not quite there today, tomorrow is certainly a possibility.
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Yeah, it's only viable in Wild sadly. There just isn't enough good deathrattle in Standard to make it worth it.
Maybe it will be better next set, I imagine Lich King will have a lot of deathrattle. But right now it's Crystal Oracle, Shifting Shade, and Shellraiser. Anything else has to be non class, so stuff like Mistress, Loot Hoarder, maybe Thalnos, MAYBE Harvest Golem, and Cairne? There's no actual good neutral deathrattles at all right now.
I am surprised I haven't seen Quest Priest more. Especially since I only play Wild. I initially thought it would be one of the most played Quests.
I have no idea why you think quest priest would stop an aggressive deck. They kill you way before you can drop all the deathrattles.
People trying to play quest priest on ladder just baffles the heck out of me, even in wild. I expected it to be pretty bad when it was revealed and it lived up to expectations. If you play it with good deathrattle minions, you won't finish the quest until turn 20. If you jam small garbage like unstable elemental in there, you're going to be out of steam by the time you finish, which is fine against aggro but terrible against everything else. You still might lose against unanswered berserkers because you're cutting reactive spells for quest triggers
The priest quest is like the opposite of the warrior quest. The warrior quest reward is a great finisher against slower opponents that let them survive into the late game and finish it. This fact frees up the rest of their deck to be focused on being defensive and crush aggro. Meanwhile, the priest quest reward is a great finisher against aggro opponents that don't give them time to go into the late game and finish it. Against things that let you finish the quest comfortably, your quest reward is basically a 5 mana 8/8
I don't even think quest priest is good against aggro. Assuming you have a dream hand and can play out a deathrattle per turn, you're still skipping turn one and for every turn after, you'll be using all your mana on developing a mediocre minion instead of reacting to the opponent's board. One does not simply ignore cannons, berserkers and southsea captains. Assuming you draw pain and use it on must kill targets, you're quest completion is going to be slowed a few turns to turn 8-10. Is your quest reward good against pirate warrior on turn 9? Not really. Turn 9 is a few turns after they mortal strike you to death or concede because the game is taking too long
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
The last two posts are sort of right, but not quite.
VS warrior (always pirate, never taunt) and when counter queuing against an aggro deck I mulligan the quest away. Indeed you will not finish it in time to benefit from it and losing one card is too costly. On the rare occasion I do face a taunt warrior I usually win, even if when I mulliganed the quest. There is plenty of value and you can go one on one when it comes to pressure.
However, only token decks are a real problem. They vomit too much crap on the board every turn for you to deal with. So token druid and murloc pally are problematic. Against all the others its OK'ish. My stats are at the bottom.
Quest priest is quite good against midrange decks and if you are a decent player and identify you are up against a control deck soon enough you have a really good chance. The quest reward does indeed matter in these matchups since you will gain control simultaneously with a full heal. Against control you usually go to fatigue which is why I cut all the card draw deathrattle minions eventually.
The reason I like this deck is because it is a thrill against aggro and it forces you to show skill against the rest. I sometimes face opponents that just keep drawing cards or over extend in control matchups, not smart. You also have limited resources and need to be patient. With the deck I use it is very hard to rush down any opponent, its almost always a value and survival game which is the type of game I like. I know that is not for everyone but the deck does work. I had like 65% winrate until rank 3. After that it became much harder and it is certainly not tier 1. But that is irrelevant. If you want the best deck its pirate warrior, if you want to have fun and stand a chance, this deck is fine.
And if this post was about wild you could be relevant to the discussion.
Aggressive decks kill you before the quest can be completed. Mage can hold alexstrasza until after the quest. It draws poorly and current deathrattles are underwhelming.
Quest Priest in Ungoro standard has weak deathrattles, mostly.
Quest itself is already a Tempo and Steam loss.
Having tons of heals means nothing if the opponent can keep or rebuild an increasingly strong board.
Much better in Wild, where deathrattles provide stickiness, and possibly with new ones from Icecrown.
No good deathrattles to resummon with N'Zoth. Shellshifter is kind of garbage, since 2 attack on turn 4 doesn't contest anything, and you'd usually rather just be running 2x Priest of the Feast anyways (because 3 attack DOES contest a few things on turn 4). The deathrattles that DO exist are anti-tempo, and you'll be dead before you can complete the quest.
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IMO, it's a handful of issues, some of which have been brought up already.
- Many deathrattles in standard right now aren't really worth playing. This is something that could change.
- As you would in quest warrior, you mulligan the quest. The quest isn't for aggro match ups. Priest of the Feast is much better at that job.
- Priest still lacks endgame, and this makes the heal to 40 fairly inconsequential. This could also change.
I think the last point is the most important. Full heal is good when it keeps you alive for something worth staying alive for. This is why Reno Priest was never as good as Reno Warlock or Reno Mage. You stayed alive...and then nothing happened. There isn't any burn. There aren't very good combos. There isn't inevitability. There's just "well, I hope he runs out of gas before I do."
N'Zoth just isn't enough. Board clear in control match ups is pretty common. When you know N'Zoth is the end game, it's pretty simple to save the clear. The N'Zoth issue is compounded by the lack luster deathrattle minions we have in standard.