Explain to me how The Last Kaleidosaur is a bust? It still seems plenty useful, IMO.
Perhaps it's just my experience, but it seems to suffer the twofold problem of easily running out of cards whenever you don't draw Blessing of Wisdom or Divine Favor, and is extremely weak to non destroying hard removal (Often the game just ends if your Primalfin Champion gets silenced or Hexed prematurely.). To make matters worse, this is a quest that you need to devote your entire deck to in order to realistically accomplish it. It just seems a bit to inconsistent to be effective to me. If you find a list that works though, please post it, because I really want it to work.
As a man who has played The Last Kaleidosaur unironically, I must say...yeah this is indeed the worst quest of all of them. Out of all of the quests, this is just about the only one that requires you to shoot yourself in the foot to achieve it. The cards that discard you cards and the cards that want to be discarded often have wildly different goals,( ex: Doomguard, a fast damage dealing and trading card, doesn't really mesh well with the value focused Clutchmother Zavas) making the deck too all over the place to really be effective. Add in the fact that discard is always random, and you get a bad deck. Add in the fact that Nether Portalmight not win you the game at all and you get a terrible deck. I will, however, have to agree that there are other, worse designed legendaries.(shoots a dirty glare at O.G. Hemmet)
Sure, quest paladin was a true bust, for obvious reasons, but has anyone else noticed that paladin is surprisingly effective in this meta? And here I thought that my favorite class was going the way of pre-Whispers shaman, but handbuff elemental and even midrange are pretty good. Who else didn't see this coming?
I think yes, they should be game ending cards as you need to reach late game to use them and they consume your entire turn. A 10 mana card should, assuming it had proper set-up and you followed a reasonable game plan that supports them:
1. Create a board out of thin air that is resistant to all but a complete board flip.(ex: N'zoth, What Anyfin was supposed to be, Varian)
2. Be a board flip or removal with an added advantage, crushing the opponents tempo while bolstering your own.(ex. Doom, Yogg, kinda C'thun)
3. Straight up murder an opponent with Tons Of Damage.(ex: Pyroblast, C'thun, What Anyfin actually does)
1. Midrange Paladin, Pre-Standard, fun to play, fun to play against
2. Yogg Tempo Mage, Praise Yogg
3. Copy/Grinder Mage, destroyed face hunter, back when that was a thing
4. Yogg & Load Hunter, recently on the list due to Cloaked Huntress.
5. Token Druid, the deck that made me stop hating druid's guts
Honerable Mentions: Oldschool Control Warrior, my favorite deck to face, & Deathrattle Priest, because if you have the balls to play priest in this meta, you deserve a medal or psychiatric evaluation, possibly both.
As salty as I am towards the deck, I feel it wasn't Mysterious Challenger's fault secret paladin's became such a nightmare. It was mostly GvG's blatant power creep that really didn't spring into action until a good 6 mana class card completed the 1-8 nightmare. Any fast 6 drop would have done the job, heck, Sylvannas half did it already, but Challenger is the first fast 6 drop that popped up and could stay on the field (Argent Commander was too squishy and Sunwalker didn't do enough to the board.) It pains me to say this too, because Muster for Battle is probably my favorite rare in the game, and I really wish it would get added to the classic set to give pally the strength it needs to not rely on sets to be strong.
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A pretty good haul of 60 packs, if I do say so mysel
Rogue, priest, and shaman DK, plus the 2 and 3 drop princes, and enough dust to craft the Lich King.
Much better than I did with Un'goro.
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Ok, I usually don't justify the use of this phrase but...this damn brawl is such a clown fiesta. One win and out is my recommendation this week.
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Thanks, perhaps this list will prove better than the aggressive and control variants I've used.
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As a man who has played The Last Kaleidosaur unironically, I must say...yeah this is indeed the worst quest of all of them. Out of all of the quests, this is just about the only one that requires you to shoot yourself in the foot to achieve it. The cards that discard you cards and the cards that want to be discarded often have wildly different goals,( ex: Doomguard, a fast damage dealing and trading card, doesn't really mesh well with the value focused Clutchmother Zavas) making the deck too all over the place to really be effective. Add in the fact that discard is always random, and you get a bad deck. Add in the fact that Nether Portal might not win you the game at all and you get a terrible deck. I will, however, have to agree that there are other, worse designed legendaries.(shoots a dirty glare at O.G. Hemmet)
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Sure, quest paladin was a true bust, for obvious reasons, but has anyone else noticed that paladin is surprisingly effective in this meta? And here I thought that my favorite class was going the way of pre-Whispers shaman, but handbuff elemental and even midrange are pretty good. Who else didn't see this coming?
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Paladin, because Aggro and Midrange were my climbing decks of choice.
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I think yes, they should be game ending cards as you need to reach late game to use them and they consume your entire turn. A 10 mana card should, assuming it had proper set-up and you followed a reasonable game plan that supports them:
1. Create a board out of thin air that is resistant to all but a complete board flip.(ex: N'zoth, What Anyfin was supposed to be, Varian)
2. Be a board flip or removal with an added advantage, crushing the opponents tempo while bolstering your own.(ex. Doom, Yogg, kinda C'thun)
3. Straight up murder an opponent with Tons Of Damage.(ex: Pyroblast, C'thun, What Anyfin actually does)
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Piloted Shredder is likely the reason Standard even exists, as it is one of the true examples of power creep in Hearthstone.
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Are you even allowed to use Priest and OP in the same sentence without a negative in between them?
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1. Midrange Paladin, Pre-Standard, fun to play, fun to play against
2. Yogg Tempo Mage, Praise Yogg
3. Copy/Grinder Mage, destroyed face hunter, back when that was a thing
4. Yogg & Load Hunter, recently on the list due to Cloaked Huntress.
5. Token Druid, the deck that made me stop hating druid's guts
Honerable Mentions: Oldschool Control Warrior, my favorite deck to face, & Deathrattle Priest, because if you have the balls to play priest in this meta, you deserve a medal or psychiatric evaluation, possibly both.
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Is it acceptable to replace one cult sorcerer for thalnos or do you think the stats are better than the card draw in this deck?
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Brode you lying murloc...
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So this is what we've come to... Or was this what we always were?
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As salty as I am towards the deck, I feel it wasn't Mysterious Challenger's fault secret paladin's became such a nightmare. It was mostly GvG's blatant power creep that really didn't spring into action until a good 6 mana class card completed the 1-8 nightmare. Any fast 6 drop would have done the job, heck, Sylvannas half did it already, but Challenger is the first fast 6 drop that popped up and could stay on the field (Argent Commander was too squishy and Sunwalker didn't do enough to the board.) It pains me to say this too, because Muster for Battle is probably my favorite rare in the game, and I really wish it would get added to the classic set to give pally the strength it needs to not rely on sets to be strong.