This really has been the best expansion i've seen so far. There's a lot of variation now as opposed to just pirate warrior/shaman. What sucks though, to me, is elementals mostly fell flat. Individually some of them aren't bad, but none of the classes run an elemental deck. I tried to play with elemental mage but it's just not competitive. Elemental Shaman looked decent for a bit but it has dropped out. This setup really needs more support. The mechanic is interesting and fun, but it's not strong enough. Anyone else have some letdowns to share?
What sucks though, to me, is elementals mostly fell flat. Individually some of them aren't bad, but none of the classes run an elemental deck.
Dragons didn't really shine until the second and third set they were featured in. I wouldn't be surprised if Elementals got more support in future.
I agree. I strongly believe that the other expansions will feature a lot of new elementals and some cards to improve paladin and druid quest.
I'm not sure if there's any way to improve quest druid. I've played it and you can only really play it like a beast druid deck. I don't see any way ramp druid will ever be viable in the meta to make quest druid work with it. If druid had some decent crowd control it might help but that's all I can think of. Quest paladin from what I've read works interesting as a mid-range type of deck but to me it just seems like the quest takes too much to activate (if The Voraxx functioned differently that might be a different story) and the reward isn't always going to accomplish anything.
I'm not sure if there's any way to improve quest druid. I've played it and you can only really play it like a beast druid deck. I don't see any way ramp druid will ever be viable in the meta to make quest druid work with it. If druid had some decent crowd control it might help but that's all I can think of. Quest paladin from what I've read works interesting as a mid-range type of deck but to me it just seems like the quest takes too much to activate (if The Voraxx functioned differently that might be a different story) and the reward isn't always going to accomplish anything.
Dude, people said the same thing about Taunt Warrior and Bounce Rogue. "It'll never work" they said; "stop making taunts a thing, they will never appear in the meta" they said. NOW LOOK AT THEM.
Oh, and from a budget player perspective, Handbuff Paladin with Elementals is actually pretty good. Elementals are currently in the "not too OP, but not too UP" range. Just a few more expansions, and suddenly everyone will be complaining about 'em. Just like the Pirates...careful for what you wish for...
"Those who cannot remember the past are condemned to repeat it."
My disappointments are some unplayable quests, some unplayable class and neutral legendaries, and some unplayable classes (thinking mostly of Warlock).
What sucks though, to me, is elementals mostly fell flat. Elemental Shaman looked decent for a bit but it has dropped out. This setup really needs more support. The mechanic is interesting and fun, but it's not strong enough.
I personally think Elemental Shaman is fairly strong... I've been climbing on two accounts this season and on one of my F2P I've been playing Elemental Shaman only from Rank 15. I'm currently sitting at Rank 4 with it. It only does bad against aggro if I get a terrible curve and they get a perfect curve... It's about 50/50 against Taunt warrior and the rest of the matchups it matches up pretty well against.
That most of the big themes of the expansion didn't turn into anything. Quests are used by only two classes, Elementals are barely played at all (and certainly not as an archetype), and only two Adapt minions turned out to be viable.
I'm not saying that these cards all turned out to be weak, some are just not popular, but therein lies the problem. At least to me it's just as important, if not more, to have my opponents play new and fresh decks. I don't just want to play myself as Quest Priest or Elemental Mage, I want to play against it too.
Meta is pretty nice. Quests as a whole are the disappointment. Warlock, Druid, Paladin, and Hunter are all unplayable bad. Shaman can be played, but it's usually a dead card and unnecessary in a Murloc/Bloodlust deck; even tried it in Wild where you have Murk-Eye, Everyfin, Siltfin, Neptulon as options and never did Megafin give the value needed to win or prevent a loss. Priest is good in Wild but lackluster in Standard. Mage is horribly designed: bring random variance into the game, be rewarded with the reward of ultimate un-interactivity; thankfully not good enough to see much play. Warrior promotes a deck straightforward enough that it may be easier to play at an intermediate level than Pirate Warrior, and ends with several coin flips. Rogue...well, possibly the worst designed archetype in the history of the game, with polarization that is quite possibly, as some pro players have suggested, dictating the meta to a much larger extent than its "tier 3" label suggests.
Mainly that most of the quests aren't being played very much, and the abundance of aggressive/semi-aggressive decks like Midrange Hunter, Pirate Warrior, Murloc Paladin, Secret/Discover Mage and Egg/Aggro Druid.
This really has been the best expansion i've seen so far. There's a lot of variation now as opposed to just pirate warrior/shaman. What sucks though, to me, is elementals mostly fell flat. Individually some of them aren't bad, but none of the classes run an elemental deck. I tried to play with elemental mage but it's just not competitive. Elemental Shaman looked decent for a bit but it has dropped out. This setup really needs more support. The mechanic is interesting and fun, but it's not strong enough. Anyone else have some letdowns to share?
Every quest priest I've seen this week has had the elemental package... but I guess that's just for another lyra
I exist, I think.
My disappointments are some unplayable quests, some unplayable class and neutral legendaries, and some unplayable classes (thinking mostly of Warlock).
I'm a bit disappointed by the hunter quest. Have to weaken your deck so much to be able to activate it, in the end it isn't even worth it anymore.
I think if I see another N'Zoth's First Mate drop (closely followed by you-know-who), I'll scream.
Primordial Glyph, enough said.
In one card, The Marsh Queen
Greetings, traveler.
Let's make Hunter great.
That most of the big themes of the expansion didn't turn into anything. Quests are used by only two classes, Elementals are barely played at all (and certainly not as an archetype), and only two Adapt minions turned out to be viable.
I'm not saying that these cards all turned out to be weak, some are just not popular, but therein lies the problem. At least to me it's just as important, if not more, to have my opponents play new and fresh decks. I don't just want to play myself as Quest Priest or Elemental Mage, I want to play against it too.
Meta is pretty nice. Quests as a whole are the disappointment. Warlock, Druid, Paladin, and Hunter are all unplayable bad. Shaman can be played, but it's usually a dead card and unnecessary in a Murloc/Bloodlust deck; even tried it in Wild where you have Murk-Eye, Everyfin, Siltfin, Neptulon as options and never did Megafin give the value needed to win or prevent a loss. Priest is good in Wild but lackluster in Standard. Mage is horribly designed: bring random variance into the game, be rewarded with the reward of ultimate un-interactivity; thankfully not good enough to see much play. Warrior promotes a deck straightforward enough that it may be easier to play at an intermediate level than Pirate Warrior, and ends with several coin flips. Rogue...well, possibly the worst designed archetype in the history of the game, with polarization that is quite possibly, as some pro players have suggested, dictating the meta to a much larger extent than its "tier 3" label suggests.
CCGing since '98.
Quest Rogue period
I didn't get enough free shit and I'm not rank 1 Legend and I'm not currently dating 5 K-pop stars.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Mainly that most of the quests aren't being played very much, and the abundance of aggressive/semi-aggressive decks like Midrange Hunter, Pirate Warrior, Murloc Paladin, Secret/Discover Mage and Egg/Aggro Druid.
The mere existence of Quest Rogue has ruined this game for me.
Also, I'm really dissappointed by the fact that Warlock is unplayable.
The Voraxx
1600 dust i'll never get back.