I rated based on how many times I have seen the quest played by opponents.
Special note. I haven't seen druid play a quest yet, it's just the aggro token bullshit with Hydras. I have seen paladin play the quest like twice since launch and warlock less than 10 times.
For wild I'd say Preist>Mage/shaman>rogue>warrior>hunter>druid>warlock>paladin.
I have never played against the warlock or paladin decks in wild. It's really hard to rate the quests though. Obviously paladins quest isn't competitive but it could still be good and fun. Rogue quest is just boring cancer. Priests quest just builds onto the extremely strong reno deck type in wild making it possibly stronger than wild renolock. Druids quest is good if you get lucky and your opponent is unlucky. Mage quest is very solid but is countered by taunts to stop the arcane giant combo. Shaman quest in wild is very strong mid game and late game but gets ruined by AoE. Honestly have no idea about the warlock quest, I thought it would be very strong but obviously it is too slow and requires decent luck, could be good in a slower discard deck.
Rogue is very obviously the best, especially when going against other quest decks.
The others, however, vary a lot based on what they are up against. It's not so clear that any ranking system would make sense.
To me, Druid seems very hard to beat, for example, while I constantly wonder why everyone else thinks Warrior is so great. But I'm sure that has a lot to do with the decks I've been playing.
Furthermore, I don't think we've quite settled on the optimal decks yet. A lot of people are saying The Last Kaleidosaur is bad, but I've had a pretty good time with the deck I threw together.
All that being said, I'm pretty sure the Warlock quest really is unplayable garbage across the board. I managed to complete the quest once (and still lost), and now I have no desire to play it ever again.
Mage>Pala>Warrior>Rogue>Druid>Warlock>Hunter Ranking how much i liked playing the quests. I don't have the shaman and priest quest yet. Hunter didn't worked as expected. I played the warlock quest with deathwing and this was quite funny The reward of the druid quest is cool but i dont like the deck i built
You rated paladin as second best...lmfao. Have you played ranked yet. I'm assuming you're a casual and if so excuse me but paladin second best? LOL. First of all, I've never see the paladin played let alone the quest. Second, I tried the quest in all archtypes and it's the shittiest shit I've ever shit. Mage ignore with froze nova, warrior kills you or puts up taunts with a shit ton of removal, priests put up taunts, hunters wreck you early, rogue quest takes a dump on the light, murloc and elemental shaman eat you alive, and druid and warlock are yet to be played.
I don't actually think the priest quest itself is that great but it is more viable because of the other cards in the priest class that actually make up a good deck.
Ahahahaha, I can generally tell what rank people are at by their order (ie. people putting Rogue at 1 and Warrior low are rank 15 or so).
1. Warrior: It's by far the most dominant quest deck at the Aggro/Midrange infested rank 5+ and legend meta. There's a good argument it's even better than Pirate Warrior. The reason being they have the tools to take on every Aggro deck besides Megafin Shaman between 4 Whirlwind effects, Sleep with the Fishes, and their endless stream of defensively statted taunts. Against aggro you honestly don't even play the quest. But they can also flip the switch to run over control with the best control hero power in the game.
2. Shaman: Probably the aggro deck out there with the most consistent performance. Pirate Warrior and Murloc Paladin have some matchups where they fare better, but they're also auto lose against other decks like the aforementioned Taunt Warrior. Murloc Shaman is slightly slower, but can still race against other aggro decks if you get a good draw, and it can OUTVALUE control decks with Megafin (as in win the grind game, suffocate them out of resources with superior card advantage outvalue).
3. Rogue: Easily the most overrated quest out there. Sure you auto-win if you get the nuts draw with Backstabs, Swashburglars, and bounce effects, but it's also the easiest of the quests to tech in hate for. Aggro just kills them while they waste turns bouncing. Midrange adds more aggressively statted minions and runs them over. Control Warrior/Handlock adds Dirty Rat to disrupt their combos and taunt them out of the game with 6 health+ fatties.
4. Mage: Probably the most powerful card out of all the quest rewards, but the deck is overall less consistent than the 3 classes because you have difficulty surviving against many decks to the Exodia turn. Also Dirty Rat pulling Antonidas or Sorcerer's Apprentice if you fail to pull a third Molten Reflections off Primordial Glyph is an auto-loss for the Mage.
5. Priest: It's still seeing some play and N'Zoth can produce a pretty degenerate board, but this deck just pales in performance compared to control Warrior in terms of dealing with Aggro and doesn't have that "go for game" button that Warrior does. In a long drawn out match, the passive Priest is likely to get overwhelmed by repeated Ragnaros shots, even with a 30+ heal off Amara.
6-9. Hunter, Warlock, Paladin, Druid: Why do these 4 even exist?
Ahahahaha, I can generally tell what rank people are at by their order (ie. people putting Rogue at 1 and Warrior low are rank 15 or so).
1. Warrior: It's by far the most dominant quest deck at the Aggro/Midrange infested rank 5+ and legend meta. There's a good argument it's even better than Pirate Warrior. The reason being they have the tools to take on every Aggro deck besides Megafin Shaman between 4 Whirlwind effects, Sleep with the Fishes, and their endless stream of defensively statted taunts. Against aggro you honestly don't even play the quest. But they can also flip the switch to run over control with the best control hero power in the game.
2. Shaman: Probably the aggro deck out there with the most consistent performance. Pirate Warrior and Murloc Paladin have some matchups where they fare better, but they're also auto lose against other decks like the aforementioned Taunt Warrior. Murloc Shaman is slightly slower, but can still race against other aggro decks if you get a good draw, and it can OUTVALUE control decks with Megafin (as in win the grind game, suffocate them out of resources with superior card advantage outvalue).
3. Rogue: Easily the most overrated quest out there. Sure you auto-win if you get the nuts draw with Backstabs, Swashburglars, and bounce effects, but it's also the easiest of the quests to tech in hate for. Aggro just kills them while they waste turns bouncing. Midrange adds more aggressively statted minions and runs them over. Control Warrior/Handlock adds Dirty Rat to disrupt their combos and taunt them out of the game with 6 health+ fatties.
I'm at rank 3 right now and I have not seen a single Rogue quest deck in ages. Since rank 7 or so. Seems a dying fad, so I may agree with you there.
I do have to disagree on Murloc Shaman vs. Murloc Pally though. My Murloc Pally has a very strong record against Quest Warrior. I'm 3-0 since rank 5 (when I started tracking), and probably close 9-2 since rank 10. My only two losses were a really bad hand for me, and one where the warrior played sleep with fishes/whirlwind AND 2x brawl by turn 7. Otherwise, my buffed murlocs easily overrun taunts especially when using Gentle Megasaur to give them all poison or +3 attack. I've also never lost to a murloc shaman . Honestly, death rattle priest has given me more trouble. But the decks that are hardest for me are decks that can out-zoo me, namely, non-quest hunter and egg druid.
Ahahahaha, I can generally tell what rank people are at by their order (ie. people putting Rogue at 1 and Warrior low are rank 15 or so).
1. Warrior: It's by far the most dominant quest deck at the Aggro/Midrange infested rank 5+ and legend meta. There's a good argument it's even better than Pirate Warrior. The reason being they have the tools to take on every Aggro deck besides Megafin Shaman between 4 Whirlwind effects, Sleep with the Fishes, and their endless stream of defensively statted taunts. Against aggro you honestly don't even play the quest. But they can also flip the switch to run over control with the best control hero power in the game.
2. Shaman: Probably the aggro deck out there with the most consistent performance. Pirate Warrior and Murloc Paladin have some matchups where they fare better, but they're also auto lose against other decks like the aforementioned Taunt Warrior. Murloc Shaman is slightly slower, but can still race against other aggro decks if you get a good draw, and it can OUTVALUE control decks with Megafin (as in win the grind game, suffocate them out of resources with superior card advantage outvalue).
3. Rogue: Easily the most overrated quest out there. Sure you auto-win if you get the nuts draw with Backstabs, Swashburglars, and bounce effects, but it's also the easiest of the quests to tech in hate for. Aggro just kills them while they waste turns bouncing. Midrange adds more aggressively statted minions and runs them over. Control Warrior/Handlock adds Dirty Rat to disrupt their combos and taunt them out of the game with 6 health+ fatties.
I'm at rank 3 right now and I have not seen a single Rogue quest deck in ages. Since rank 7 or so. Seems a dying fad, so I may agree with you there.
I do have to disagree on Murloc Shaman vs. Murloc Pally though. My Murloc Pally has a very strong record against Quest Warrior. I'm 3-0 since rank 5 (when I started tracking), and probably close 9-2 since rank 10. My only two losses were a really bad hand for me, and one where the warrior played sleep with fishes/whirlwind AND 2x brawl by turn 7. Otherwise, my buffed murlocs easily overrun taunts especially when using Gentle Megasaur to give them all poison or +3 attack. I've also never lost to a murloc shaman . Honestly, death rattle priest has given me more trouble. But the decks that are hardest for me are decks that can out-zoo me, namely, non-quest hunter and egg druid.
Oh no, Murloc Paladin is super strong. It tends to outrace the Shaman thanks to more 1 drop/2 drop density. I just find that when I play Quest Warrior I struggle more with Murloc Shaman than I do with Murloc Paladin, the former which just crushes me mercilessly unless I get the nuts draw, whereas the Paladin is more manageable if I can get off a good Brawl. I've never played the matchup the other way around though since I don't like playing Murloc Pally lol.
First of all I play a lot of murloc regularly so I'm just really excited for that quest, especially because un'goro has lots of new murlocs. Rogue is pretty good for maybe obvious reasons, but I'll go into it a bit anyway. There are so many opportunities through cards to replay a card. Also, I've seen a lot of rogue decks that use charge cards after hitting the crystal and its a pretty effective combination. I think Paladin is probably the weakest card just because if you happen to be unlucky or just don't plan out your adapts well, and then someone has right cards... then the whole point of it could disappear before you even get to play it. I get why people like the mage card a lot, I mean you can use 15 mana in sort of one turn which is kind of ridiculous, also I'd imagine people would be using it with high mana cost damage spells. If that were the case then you wouldn't have to worry about emptying your hand, plus even if you did you'd have Arcane Intellect and Babbling Book or any of the many cards that allow for spell generation, which is kind of the point of the quest anyway. It's kind of limiting in what you can play, but at the same time you end up with a random deck of cards so it's also kind of liberating. Priest is cool just because if your deck relies on card drawing, then this is a good way to protect yourself from dying because you have no cards left. It also is a bit less limiting in what you can play, but it's frankly interesting just because I know i personally haven't seen priest decks that really rely on deathrattle. Jungle Giants is honestly pretty dope. I've been playing a Mage deck with mostly 5+ mana minions (focuses around Naga Sea Witch and a few other helpful cards) so it makes me excited to try out that strategy as a druid, especially because my mage deck just turned wild. Haven't gotten my mage deck to the win rate I want yet, but I think that mostly has to do with how I play it. I'm slowly getting better at it though. Honestly hunter looks really cool, but I haven't played a game that lasted long enough for the quest to matter yet. Warlock is just great, especially with board clear cards or Bane of DoomVoid Terror and Power Overwhelming
Rollback Post to RevisionRollBack
~0~
To post a comment, please login or register a new account.
rogue > shaman > warr/mage > warlock > priest
Just my opinion. I've mostly stuck to rogue so I may be biased :).
Rogue >>>>> unplayable shit.
Valar Morghulis
Lmao, and paladin?
I eat Kingsbane rogues for breakfast.
Hunter better than Mage I'm not sure about that.
Rogue > mage = warrior > priest > hunter > shaman > warlock > paladin > druid
I rated based on how many times I have seen the quest played by opponents.
Special note. I haven't seen druid play a quest yet, it's just the aggro token bullshit with Hydras. I have seen paladin play the quest like twice since launch and warlock less than 10 times.
warlock is the worst actually
For wild I'd say Preist>Mage/shaman>rogue>warrior>hunter>druid>warlock>paladin.
I have never played against the warlock or paladin decks in wild. It's really hard to rate the quests though. Obviously paladins quest isn't competitive but it could still be good and fun. Rogue quest is just boring cancer. Priests quest just builds onto the extremely strong reno deck type in wild making it possibly stronger than wild renolock. Druids quest is good if you get lucky and your opponent is unlucky. Mage quest is very solid but is countered by taunts to stop the arcane giant combo. Shaman quest in wild is very strong mid game and late game but gets ruined by AoE. Honestly have no idea about the warlock quest, I thought it would be very strong but obviously it is too slow and requires decent luck, could be good in a slower discard deck.
Rogue is very obviously the best, especially when going against other quest decks.
The others, however, vary a lot based on what they are up against. It's not so clear that any ranking system would make sense.
To me, Druid seems very hard to beat, for example, while I constantly wonder why everyone else thinks Warrior is so great. But I'm sure that has a lot to do with the decks I've been playing.
Furthermore, I don't think we've quite settled on the optimal decks yet. A lot of people are saying The Last Kaleidosaur is bad, but I've had a pretty good time with the deck I threw together.
All that being said, I'm pretty sure the Warlock quest really is unplayable garbage across the board. I managed to complete the quest once (and still lost), and now I have no desire to play it ever again.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Tier 1 (meta defining): Rogue
Tier 2 (competitive): Mage, Warrior, Shaman, Priest
Tier 3 (fun!): Hunter
Tier 4 (swing and a miss): Warlock, Paladin, Druid
Mage>Pala>Warrior>Rogue>Druid>Warlock>Hunter
Ranking how much i liked playing the quests. I don't have the shaman and priest quest yet. Hunter didn't worked as expected.
I played the warlock quest with deathwing and this was quite funny
The reward of the druid quest is cool but i dont like the deck i built
You rated paladin as second best...lmfao. Have you played ranked yet. I'm assuming you're a casual and if so excuse me but paladin second best? LOL. First of all, I've never see the paladin played let alone the quest. Second, I tried the quest in all archtypes and it's the shittiest shit I've ever shit. Mage ignore with froze nova, warrior kills you or puts up taunts with a shit ton of removal, priests put up taunts, hunters wreck you early, rogue quest takes a dump on the light, murloc and elemental shaman eat you alive, and druid and warlock are yet to be played.
I eat Kingsbane rogues for breakfast.
From what i have seen so far, rogue, warrior and mage seems extremly strong.
i liked playing it. Warrior is more boring than the pala quest. Rogue is to easy.
1. Rogue
2. Mage
3. Priest
4. Warrior
5. Hunter
6. Others
I agree with most orders but I personally think druid is better than hunter, so:
Rogue=Warrior=Mage (not convinced rogue is above those.)
Then Shaman = Priest > Druid > Hunter > Paladin > Warlock
I don't actually think the priest quest itself is that great but it is more viable because of the other cards in the priest class that actually make up a good deck.
Ahahahaha, I can generally tell what rank people are at by their order (ie. people putting Rogue at 1 and Warrior low are rank 15 or so).
1. Warrior: It's by far the most dominant quest deck at the Aggro/Midrange infested rank 5+ and legend meta. There's a good argument it's even better than Pirate Warrior. The reason being they have the tools to take on every Aggro deck besides Megafin Shaman between 4 Whirlwind effects, Sleep with the Fishes, and their endless stream of defensively statted taunts. Against aggro you honestly don't even play the quest. But they can also flip the switch to run over control with the best control hero power in the game.
2. Shaman: Probably the aggro deck out there with the most consistent performance. Pirate Warrior and Murloc Paladin have some matchups where they fare better, but they're also auto lose against other decks like the aforementioned Taunt Warrior. Murloc Shaman is slightly slower, but can still race against other aggro decks if you get a good draw, and it can OUTVALUE control decks with Megafin (as in win the grind game, suffocate them out of resources with superior card advantage outvalue).
3. Rogue: Easily the most overrated quest out there. Sure you auto-win if you get the nuts draw with Backstabs, Swashburglars, and bounce effects, but it's also the easiest of the quests to tech in hate for. Aggro just kills them while they waste turns bouncing. Midrange adds more aggressively statted minions and runs them over. Control Warrior/Handlock adds Dirty Rat to disrupt their combos and taunt them out of the game with 6 health+ fatties.
4. Mage: Probably the most powerful card out of all the quest rewards, but the deck is overall less consistent than the 3 classes because you have difficulty surviving against many decks to the Exodia turn. Also Dirty Rat pulling Antonidas or Sorcerer's Apprentice if you fail to pull a third Molten Reflections off Primordial Glyph is an auto-loss for the Mage.
5. Priest: It's still seeing some play and N'Zoth can produce a pretty degenerate board, but this deck just pales in performance compared to control Warrior in terms of dealing with Aggro and doesn't have that "go for game" button that Warrior does. In a long drawn out match, the passive Priest is likely to get overwhelmed by repeated Ragnaros shots, even with a 30+ heal off Amara.
6-9. Hunter, Warlock, Paladin, Druid: Why do these 4 even exist?
1. Shaman
2. Druid
3. Warlock
4. Rogue
5. Warrior
6. Hunter
7. Priest
8. Mage
9. Paladin
I ordered it in terms of likability
First of all I play a lot of murloc regularly so I'm just really excited for that quest, especially because un'goro has lots of new murlocs.
Rogue is pretty good for maybe obvious reasons, but I'll go into it a bit anyway. There are so many opportunities through cards to replay a card. Also, I've seen a lot of rogue decks that use charge cards after hitting the crystal and its a pretty effective combination.
I think Paladin is probably the weakest card just because if you happen to be unlucky or just don't plan out your adapts well, and then someone has right cards... then the whole point of it could disappear before you even get to play it.
I get why people like the mage card a lot, I mean you can use 15 mana in sort of one turn which is kind of ridiculous, also I'd imagine people would be using it with high mana cost damage spells. If that were the case then you wouldn't have to worry about emptying your hand, plus even if you did you'd have Arcane Intellect and Babbling Book or any of the many cards that allow for spell generation, which is kind of the point of the quest anyway. It's kind of limiting in what you can play, but at the same time you end up with a random deck of cards so it's also kind of liberating.
Priest is cool just because if your deck relies on card drawing, then this is a good way to protect yourself from dying because you have no cards left. It also is a bit less limiting in what you can play, but it's frankly interesting just because I know i personally haven't seen priest decks that really rely on deathrattle.
Jungle Giants is honestly pretty dope. I've been playing a Mage deck with mostly 5+ mana minions (focuses around Naga Sea Witch and a few other helpful cards) so it makes me excited to try out that strategy as a druid, especially because my mage deck just turned wild. Haven't gotten my mage deck to the win rate I want yet, but I think that mostly has to do with how I play it. I'm slowly getting better at it though.
Honestly hunter looks really cool, but I haven't played a game that lasted long enough for the quest to matter yet.
Warlock is just great, especially with board clear cards or Bane of Doom Void Terror and Power Overwhelming
~0~