Yeah, what the title says. Which decks do you think are shaping up to be pretty strong and have potential for lasting appeal? I am itching to craft druids, rogues, hunters or shamans quest... but I know I should wait till the new expansion settles down a bit.
oops, I thought I posted this under general discussion... mods?
None of the quests are a safe craft, they are tier 3/4 in an unrefined meta and may become unplayable in a week. Don't craft anything for a week as I keep saying. I made a long thread on this recently.
Quest Druid is INSANELY good, I think that thing will get some nerf.
Quest Shaman is very strong too, safe craft.
Highlander decks in general is not very well refined yet, better wait a little more.
Control Warrior with Taunt Package is good, but I think the normal version is a little stronger. In mirror match the taunt is better.
Murloc Paladin is ridiculous, I think it's a very bad decision to craft it.
Quest Paladin, Mage, Warlock, Rogue (played just a few games, idk), Priest (maybe) and specially Hunter is not that good, not worth to craft right now.
Conjurer/Spell Mage got a few new anti-aggro tools. They are one of the decks to beat and will not change.
Quest Shaman looks strong, but I think people have the wrong builds right now. Getting far too 'cute' with their plays. Just play stuff that kills your opponent. Stop diddling around with infinite battle effects. When the proper decklist is refined, this is going to be considered a 'Burn' deck and classes without healing will lose alot.
All Warrior decks that aren't Control/Mech Warrior are simply bad and will not be competitive. Control Warrior got a few new tools to play with and they are very strong. Deck will be as good as ever.
Quest Paladin is a win more card. But there are cards that simply destroy it and without card draw, it will lose against control decks that are prepared for stickier minions. Earthquake does good. Plague of Death in Priest says goodbye. And Warrior can deal with Reborn minions as well. Without minions the HP is dead. It means that once you lose the board, you need to top deck a high value minion every turn or lose.
Quest/Burgle Rogue seems as strong as ever. I think the decklist is not refined yet, but it's almost there. Once the weapon is online, you now save tons of face damage and can work towards your end game, whatever you decide that is. The deck does not need to sacrifice much for completing the Quest. You don't always NEED to complete the quest by turn 4 or 5. Blade Flurry might see a return because it gives rogue a decent board clear. Or you play more 'discover' spell cards to try and get yourself a Blade Flurry.
Hunter in any form seems good enough. People are playing with Highlander lists and I think they are fine, but inconsistent so eventually the best deck will be the Mech decks with 2 of all the good mech cards. Might throw in some value cards like Hunter's Pack, but the deck didn't need much to stay good.
The quests in general seem like lesser versions of the original decks. Some exceptions are the quests that spawn completely new deck archetypes and never before seen decks. Quest Druid is new and the builds are still being tweaked. Quest Paladin is good in certain metagames, but the build around aspect means the deck has no flexibility in how you build it.
Personally I really enjoy Highlander hunter, and my list is far from optimal at the moment but still getting good results. Depending on the meta taunt warrior can do pretty well, but it has some gaping issues with bad draws in some games and can get out valued easily against some control decks.
Once the meta settles a bit I do expect CC mage to still be a top tier deck, so having options of dealing with the giants is likely a thing every competitive deck needs.
Control Warrior still good, with Aggro/Tempo Warrior being a possibly non-redundant alternative. Both Big Spell and Highlander Mages may be better than Cyclone. Quest Shaman might be able to out value CW, and some form of Overload Shaman might be competitive. Murloc Paladin is a pleasant surprise. Secret Hunter is a nice addition to the existing Hunter archetypes. Zoo is better, at least for now.
After that it's slim pickings. 8/9 Quests are sketchy at best. And Priests. Poor Priest.
I'm like over 70% rank 4 with Shaman Quest, and that is even with just 10 games or so played and many mistakes. Won both matches vs Quest Druid. Lost vs Token Druids.
Yeah, what the title says. Which decks do you think are shaping up to be pretty strong and have potential for lasting appeal? I am itching to craft druids, rogues, hunters or shamans quest... but I know I should wait till the new expansion settles down a bit.
oops, I thought I posted this under general discussion... mods?
Hi my dood.
None of the quests are a safe craft, they are tier 3/4 in an unrefined meta and may become unplayable in a week. Don't craft anything for a week as I keep saying. I made a long thread on this recently.
Would anyone be that surprised if it was another CC Mage / Control Warrior meta?
Quest Druid is INSANELY good, I think that thing will get some nerf.
Quest Shaman is very strong too, safe craft.
Highlander decks in general is not very well refined yet, better wait a little more.
Control Warrior with Taunt Package is good, but I think the normal version is a little stronger. In mirror match the taunt is better.
Murloc Paladin is ridiculous, I think it's a very bad decision to craft it.
Quest Paladin, Mage, Warlock, Rogue (played just a few games, idk), Priest (maybe) and specially Hunter is not that good, not worth to craft right now.
Well .. this is my opinion in this 2 days.
I'm sorry for my bad english :D
So far, warrior is still OP along with the Druid an Shaman quests. Outside of those three, I don't know where everything is going to shake out.
Quest Druid and Shaman are strong enough to stay at least tier 2+.
The other quests looking less apealing so far.
Conjurer/Spell Mage got a few new anti-aggro tools. They are one of the decks to beat and will not change.
Quest Shaman looks strong, but I think people have the wrong builds right now. Getting far too 'cute' with their plays. Just play stuff that kills your opponent. Stop diddling around with infinite battle effects. When the proper decklist is refined, this is going to be considered a 'Burn' deck and classes without healing will lose alot.
All Warrior decks that aren't Control/Mech Warrior are simply bad and will not be competitive. Control Warrior got a few new tools to play with and they are very strong. Deck will be as good as ever.
Quest Paladin is a win more card. But there are cards that simply destroy it and without card draw, it will lose against control decks that are prepared for stickier minions. Earthquake does good. Plague of Death in Priest says goodbye. And Warrior can deal with Reborn minions as well. Without minions the HP is dead. It means that once you lose the board, you need to top deck a high value minion every turn or lose.
Quest/Burgle Rogue seems as strong as ever. I think the decklist is not refined yet, but it's almost there. Once the weapon is online, you now save tons of face damage and can work towards your end game, whatever you decide that is. The deck does not need to sacrifice much for completing the Quest. You don't always NEED to complete the quest by turn 4 or 5. Blade Flurry might see a return because it gives rogue a decent board clear. Or you play more 'discover' spell cards to try and get yourself a Blade Flurry.
Hunter in any form seems good enough. People are playing with Highlander lists and I think they are fine, but inconsistent so eventually the best deck will be the Mech decks with 2 of all the good mech cards. Might throw in some value cards like Hunter's Pack, but the deck didn't need much to stay good.
The quests in general seem like lesser versions of the original decks. Some exceptions are the quests that spawn completely new deck archetypes and never before seen decks. Quest Druid is new and the builds are still being tweaked. Quest Paladin is good in certain metagames, but the build around aspect means the deck has no flexibility in how you build it.
Personally I really enjoy Highlander hunter, and my list is far from optimal at the moment but still getting good results. Depending on the meta taunt warrior can do pretty well, but it has some gaping issues with bad draws in some games and can get out valued easily against some control decks.
Once the meta settles a bit I do expect CC mage to still be a top tier deck, so having options of dealing with the giants is likely a thing every competitive deck needs.
Highlander Hunter and Quest Control Shaman are strong decks, and a lot of fun. I would suggest these are safe crafts.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
Control Warrior still good, with Aggro/Tempo Warrior being a possibly non-redundant alternative. Both Big Spell and Highlander Mages may be better than Cyclone. Quest Shaman might be able to out value CW, and some form of Overload Shaman might be competitive. Murloc Paladin is a pleasant surprise. Secret Hunter is a nice addition to the existing Hunter archetypes. Zoo is better, at least for now.
After that it's slim pickings. 8/9 Quests are sketchy at best. And Priests. Poor Priest.
I'm like over 70% rank 4 with Shaman Quest, and that is even with just 10 games or so played and many mistakes. Won both matches vs Quest Druid. Lost vs Token Druids.
the worst quest is by far the hunter... 95% of the time you won or lost befor you even do the quest...