So I wanted to dive into the Quests in one thread and analyze them together. I know the Hunter quest isn't out yet, but I at least wanted to get the conversation started.
Basically, I wanted to analyze the following ideas for all of the quests...
1. How quickly can the Quest be completed? What is the earliest turn the quest can be completed (including having the perfect hand)? QUICKNESS
2. How much of a deck building restraint or compliance is needed to achieve a 'reasonable' quest completion? How much of your deck needs to be dedicated to the Quest? DECK BUILDING
3. How good is the Quest after completing it? Will you be spending 2 mana every turn because it's that good of a Hero Power? Does the Hero Power require other support to make it good (minions on board)? IS IT WORTH IT?
4. Which classes will be playing the Quests considering the existing Metagame and how strong certain decks already are? For example, will Warrior really try to fit this Quest into their deck? Is Burgle Rogue better than the other Rogue decks out there? Is there enough Choose One cards to matter for Druid considering that Token Druid is a far superior deck right now? OTHER DECKS BETTER?
Please tell me your thoughts and try to answer the above based on your gut feelings and support it with ideas too. Thanks.
Rogue - Bazaar Burglary - other class cards
Priest - Activate the Obelisk - heal 15
Warrior - Hack the System - attack 5 times
Paladin - Making Mummies - play 5 reborn
Mage - Raid the Sky Temple - cast 10 spells
Shaman - Corrupt the Waters - play 6 battlecry
Druid - Untapped Potential - unspent mana for 4 turns
Well I pretty much only play rogue so I’ll answer that one for you.
1. The quest is pretty easy to complete because the cards only have to be added to your hand on average probably like turn 5-6 but the fastest possible is turn 3: play quest on 1, then play 2x pilfer on 2, on turn 3 blink fox coin shadowstep blink fox and play it again.
2. It doesnt have to be adjusted a lot it will just be tempo rogue with 3-5 card generating cards added in instead of something that was in there.
3. Its rogue so youre not spending 2 mana every turn but you will swing with the blade every turn, its 3 damage pretty good burn and removal so great for the mid-game and still good in the late-game.
4. As I mentioned in 2. tempo rogue can easily fit this in with a few adjustments
overall I would say Bazaar Burglary is pretty good
Well I pretty much only play rogue so I’ll answer that one for you.
1. The quest is pretty easy to complete because the cards only have to be added to your hand on average probably like turn 5-6 but the fastest possible is turn 3: play quest on 1, then play 2x pilfer on 2, on turn 3 blink fox coin shadowstep blink fox and play it again.
2. It doesnt have to be adjusted a lot it will just be tempo rogue with 3-5 card generating cards added in instead of something that was in there.
3. Its rogue so youre not spending 2 mana every turn but you will swing with the blade every turn, its 3 damage pretty good burn and removal so great for the mid-game and still good in the late-game.
4. As I mentioned in 2. tempo rogue can easily fit this in with a few adjustments
overall I would say Bazaar Burglary is pretty good
Thanks for tackling Rogue. I don't play dedicated Rogue, so I have a passing fancy with them. I did open a Van Cleef this year from a random pack, so that gave my Rogue decks abit more powerlevel.
I agree that if you don't have to change the deck much AND you don't have to hit the 2 mana Hero Power every turn, this is quite powerful indeed. I didn't see it that way, so thats a good point.
This appears to be the most powerful quest using the above analysis points.
Quickness, Deck Changes, Hero Power level and is this going to be better than existing class decks?
Supreme Archeology has insane synergy with Plot Twist. Meta breaking.
I agree, this will be really good too, if you can fit in the 8 drop Betrug. Warlock will naturally complete this quest over the course of the game without sacrificing any deck building. The issue is how quickly can you do it and will the HP be enough to win you games?
Personally I think this is an anti control deck and Quest. This will allow you to beat all other control decks.
Supreme Archeology has insane synergy with Plot Twist. Meta breaking
I was thinking about a plot twist handlock. But I have a feeling they will be putting mountain giant into the hall of fame. So might just have to do a zoo version if that happens.
I'll take a Look at Mage. 1. It's hard to say how early you can complete the quest, but I'm sensing that having sorcerors apprentice out will be a key player in rushing the quest out. playing cheap spells in conjunction with stuff like Mana Cyclone or Banana Buffoon I think we can see the quest completed around. turn 4-5 under an ideal circumstance.
2. Rushing the deck out early may take a certain build around, but I think that most mage decks run a high number of spells and have enough draw to complete the quest without being dedicated to it.
3. The sky temple hero power reward is interesting. you add a random mage spell to your hand, and discount it by 2. This is both a good card draw, and sets up some combinations for later turns (ie, on turn 6 you get a discounted flame strike, next turn you clear the board and play a 2 cost card.). What I like the most about this is that you don't need a certain deck type to make it work. I can it see it working good in an archmage antonidas deck where you bank a lot of cheap spells so you can stockpile fireballs, but it fits nicely in any deck for additional value.
4. I think some mages will run this quest, but maybe not all of them. cyclone mage right now isn't so much about casting a lot of spells as it is rushing out giants. The quest will probably be a centerpiece of a highlander mage, as a way to generate spells they're lacking due to the deck format.
Part of my favorite aspects of the Rogue Quest is how it changes one of the payoffs of Thief Rogue [a deck that want to do a little more than just activate Vendetta) from Spectral Cutlass to something much less deck space intensive. The whole package of Deadly Poison, Cutlass, and maybe Greenskin ate up so much space.
I'm not sure Tempo Rogue will play it, unless there is a specific match up that is really aided by including. It certainly can play it, and I don't think it is substantially worse off for it. But the mulligans are pretty important for that deck, and I'm not sure the Quest is helping enough to consider gimping your first few turns.
I am going to give each Quest a 5 star rating. 1 star for every instance that it excels and 1/2 star if its hard to tell or not optimum. Lastly, 1 star for my thoughts on how likely this Quest is going to be in the Meta.
Quickness, Deck Building, Is It Worth It and Existing Decks.
Rogue - Bazaar Burglary - other class cards
-This seems like the easiest to complete and the reward is very strong. Saving damage AND mana is a big deal.
-5 Stars.
Priest - Activate the Obelisk - heal 15
- this happens over the course of a game naturally and does not need any special deck building. But it's slow. Maybe a build can make a tempo Priest work. Since Priest is bottom of the barrel, I think this will be heavily explored.
-3 1/2 stars.
Warrior - Hack the System - attack 5 times
- this also happens naturally during the game and Warrior already packs enough weapons in most decks. Very little deck building changes, but is it worth the card slot? This is not as good as Dr Boom Hero Power because the minions are not mechs. I think Warrior may experiment but ultimately drop the card. A Taunt Warrior with this Quest might be a different story though.
-3 stars.
Paladin - Making Mummies - play 5 reborn
- very slow to complete and requires your whole deck to be built around it. While the HP is powerful once activated, what does the rest of your deck look like and can you survive against other control or aggro decks?
- 2 stars.
Mage - Raid the Sky Temple - cast 10 spells
- Just as easy to complete as the Rogue Quest and will see play as it does not change how Mage is playing right now. It is a natural fit into the deck AND an be played the turn you generate a ton of spells. You have potential issues with hands in card for the Giant, so these minions might change out.
- 4 1/2 stars.
Shaman - Corrupt the Waters - play 6 battlecry
- easy to complete and Shudderwock Shaman does not have to change a thing in the deck. This becomes really powerful with Shudderwock if you can keep the coin until turn 10. You can double your Shudderwock turns. This plays in both murloc and control very well.
- 4 stars.
Druid - Untapped Potential - unspent mana for 4 turns
- I have no idea honestly. I think this is such a bad design as the way you complete the quest has NO synergy at all with the reward. I want it to work and maybe it can, but because Token Druid is so good, I doubt this sees any real play.
-1 star.
Warlock - Supreme Archaeology - draw 20 cards
- easy to complete and requires no deck building changes. COULD work in a mid range Demonlock deck, but most likely this is going to be a perfect fit for Plot Twist control decks. The power level is obvious, but does this deck have enough healing and stall to beat other control decks?
1. How quickly can the Quest be completed? What is the earliest turn the quest can be completed (including having the perfect hand)? QUICKNESS
I would caution that completing the quest early will not always be ideal (or even necessary) -- especially if building your deck toward that goal makes it weaker in any way.
In many cases (but with notable exceptions), a strong deck not specifically geared toward speedy quest completion will be able to complete the quest without any extra effort, possibly yielding a more consistent, more powerful performance overall.
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"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
So after seeing all of the cards released AND watching some streamers showcase some of these quests, I have only a few adjustments to my analysis above...
Rogue - Bazaar Burglary - other class cards
-5 Stars. Easiest to complete and the reward doesn't change what Rogue wants to do.
Priest - Activate the Obelisk - heal 15
-3 stars now. I think an aggro build is what the hero power wants, but the rest of the cards don't support it. How do you beat warrior or super Shaman?
Warrior - Hack the System - attack 5 times
-2 stars now. Warrior is not going to want to give up their HP to this. And play extra weapons. Or get away from Mechs too much.
Paladin - Making Mummies - play 5 reborn
- 2 stars. I think this might have potential, but if you make an aggro reborn deck, you dont have enough card draw to use this late game.
Mage - Raid the Sky Temple - cast 10 spells
2 stars now. Just dont think the ease of completion even matters. Random spells might be ok, but simply not the best deck for Mage. Mabye in a Singleton deck.
Shaman - Corrupt the Waters - play 6 battlecry
- 4 stars. This seems crazy as ever and will bring Shaman up to tier 2 or tier 1.
Druid - Untapped Potential - unspent mana for 4 turns
-1 star. I am actually sticking with this one. I still think you will get too far behind in tempo and the Choose One cards being upgraded simply puts you at even. I don't think playing subpar cards for a powerful reward spells winner.
Warlock - Supreme Archaeology - draw 20 cards
- 3 stars now. I think it doesn't matter how easy it is to complete, can Control Warlock compete?
Best: Rogue - so easy to complete with a pretty good hero power Shaman - the most powerful quest. It's a legitimate win-con. Maybe the best deck of the format.
I wouldn't be shocked to see if one or both quests are nerfed.
Middle: Priest - very good reward, but still trickier to complete than the above two Druid - super easy to complete, but I don't know if it's enough to carry through the end game. Will probably need a broken choose one card. Paladin - requires you to play bad cards, but the reward is good. The deck has severe issues with silence/transform.
Last: Warrior - It's not Dr. Boom. Otherwise, I'd put this in the middle. Warlock - So clunky to complete, and the payoff is middling. Hunter - interesting payoff but the hardest to complete. Mage - fairly hard to complete. Also, probably the worst reward.
I have kinda the same opinion than Vicious Syndicate on quest, some look very good and other look bad, there is no middleground.
And all the good quest have something in common : they are quick to achieve, they doesn't require a lot of building around it to be good (or it seems naturally to include cards that complete the quest) and the reward is relevant.
I'm talking about Druid, Shaman and Rogue. Druid need you to play choose one cards that are already good, can be achieved in turn 5, and the reward make for some insane comeback and combo. Shaman want to play battlecry anyway, and double battlecries is crazy, specially with lackey. Rogue have already strong card that advance the quest, and it is the quickest to achieve. Also, a 3/2 weapon for hero power is upgraded Odd Rogue, so I'm actually scared of rogue in the new meta.
And the bad quests are everything else. Maybe Priest or Hunter will find a home, but I'm seriously doubting for Paladin, Warlock, Warrior and Mage to be even playable.
Sorry Hunter, your decks do not need this quest to be in the Meta and Tier 1 or 2. In fact if you include this, you will lose too many games trying to play bad cards so you can summon 20 minions early enough to become relevant.
Every comment and streamer sets up the same false dichotomy about the Priest Quest -- that it must either go in aggro or control.
First, that makes no sense because there will never be such a thing as an aggro Quest.
But it has always seemed extremely clear to me that this Quest reward is best suited to a midrange deck to beef up the endgame and seal the deal as control opponents are running out of removal.
Can there be a midrange Priest? I can't say I've tried to theorycraft one, but I will say that some versions of the recent Wall Priest were fairly close.
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"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
I started to think about these Quests abit more and came to some sort of revelation. You have quests with the following traits:
Pure Upgrades - Rogue, Warlock and Priest
New Power but Better - Shaman
Different Power (not better or worse) - Paladin, Mage, Warrior and Hunter
Passive Hero Power - Druid
The above also dictates on when you need the complete the quest and if you NEED to play this on turn 1.
There are only 4 quests I feel that cannot get around playing the quest on turn 1. Warrior, Rogue, Priest and Mage.
The other 5 quests MUST be played on turn 1 to maximize your progress the fastest. Shaman, Hunter, Paladin, Druid and Warlock.
That led me to some other revelations and thoughts as well.
If you NEED to play this on turn 1, then you might also require the new 2 drop Questing Adventurer in your deck.
This then led me to the fact that Questing doesn't really go into all of the quest decks, but a few of them are a MUST for sure. Warlock for the draw and synergy. That means Questing adventurer is kinda at odds with many of these decks in how you progress them. Only Shaman would maybe play it because it's a battlecry. But Shaman has better Battlecry plays than to simply draw a card.
It's why I think Rogue is a 5 star Quest. It is a strict upgrade. Can be easily completed without changing your deck. Can be used to enable combo cards. And gives your Rogue 'healing'. Also, tempo because unlike most of the other HPs, you do not need use it every turn. Almost every other hero power begs you to use them every turn. This one gets you to take a 2 mana discount but still get the effect. This is the new card in Rogue that will carry it forward.
It's also why I think the Druid is a 1 star Quest. It requires you to build an entirely new deck archetype that is not proven to be good. To use cards that are OK without completing the quest. requires to you to lose tempo by taking turns off. It also means your deck building AND your turns are always awkward until you complete your quest. What if you have the perfect play on turn 2 and play Wrath to kill a dangerous minion? Are you really going to leave the 2 drop Murloc on the board? And while you don't have to spend 'mana' on the HP, you do have to spend mana on your choose one cards but many of them are situational and are meant to catch you up when you are behind. This quest is far too reliant on 'perfect' draws in the early game while not losing to aggro and destroying your tempo.
Take the Druid turn 1. You must play the quest. Turn 2, you are only playing 1 mana of stuff, floating 1 mana. Or you take turn 1 off, then take turn 2 off? What 1 drop are you going to put in this Choose One deck? Turn 3, same thing, what 2 drop is going to keep you in the game? So the earliest to complete this quest is turn 5 or 6 to start taking advantage of it? I genuinely think this quest is super powerful when completed, but to get there seems like such a stretch on the deck building and early game of aggro decks.
Rogue and Shaman will see play and will shape the metagame and decks that play them.
Priest, Mage and Warlock are possible lower tier decks and the quests might be something they play with. The decks might be tier 2 at best.
Druid, Hunter, Warrior and Paladin will not be used in any top tier or tier 2 decks. People will stick with Token Druid, Mech or mid range Hunter, Bomb or Control Warrior and Duel/Prism or OTK Paladin (which btw looks like it got a really good card in the Decoy card).
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So I wanted to dive into the Quests in one thread and analyze them together. I know the Hunter quest isn't out yet, but I at least wanted to get the conversation started.
Basically, I wanted to analyze the following ideas for all of the quests...
1. How quickly can the Quest be completed? What is the earliest turn the quest can be completed (including having the perfect hand)? QUICKNESS
2. How much of a deck building restraint or compliance is needed to achieve a 'reasonable' quest completion? How much of your deck needs to be dedicated to the Quest? DECK BUILDING
3. How good is the Quest after completing it? Will you be spending 2 mana every turn because it's that good of a Hero Power? Does the Hero Power require other support to make it good (minions on board)? IS IT WORTH IT?
4. Which classes will be playing the Quests considering the existing Metagame and how strong certain decks already are? For example, will Warrior really try to fit this Quest into their deck? Is Burgle Rogue better than the other Rogue decks out there? Is there enough Choose One cards to matter for Druid considering that Token Druid is a far superior deck right now? OTHER DECKS BETTER?
Please tell me your thoughts and try to answer the above based on your gut feelings and support it with ideas too. Thanks.
Rogue - Bazaar Burglary - other class cards
Priest - Activate the Obelisk - heal 15
Warrior - Hack the System - attack 5 times
Paladin - Making Mummies - play 5 reborn
Mage - Raid the Sky Temple - cast 10 spells
Shaman - Corrupt the Waters - play 6 battlecry
Druid - Untapped Potential - unspent mana for 4 turns
Warlock - Supreme Archaeology - draw 20 cards
Hunter - Unknown at this time
Well I pretty much only play rogue so I’ll answer that one for you.
1. The quest is pretty easy to complete because the cards only have to be added to your hand on average probably like turn 5-6 but the fastest possible is turn 3: play quest on 1, then play 2x pilfer on 2, on turn 3 blink fox coin shadowstep blink fox and play it again.
2. It doesnt have to be adjusted a lot it will just be tempo rogue with 3-5 card generating cards added in instead of something that was in there.
3. Its rogue so youre not spending 2 mana every turn but you will swing with the blade every turn, its 3 damage pretty good burn and removal so great for the mid-game and still good in the late-game.
4. As I mentioned in 2. tempo rogue can easily fit this in with a few adjustments
overall I would say Bazaar Burglary is pretty good
Supreme Archeology has insane synergy with Plot Twist. Meta breaking.
Thanks for tackling Rogue. I don't play dedicated Rogue, so I have a passing fancy with them. I did open a Van Cleef this year from a random pack, so that gave my Rogue decks abit more powerlevel.
I agree that if you don't have to change the deck much AND you don't have to hit the 2 mana Hero Power every turn, this is quite powerful indeed. I didn't see it that way, so thats a good point.
This appears to be the most powerful quest using the above analysis points.
Quickness, Deck Changes, Hero Power level and is this going to be better than existing class decks?
I agree, this will be really good too, if you can fit in the 8 drop Betrug. Warlock will naturally complete this quest over the course of the game without sacrificing any deck building. The issue is how quickly can you do it and will the HP be enough to win you games?
Personally I think this is an anti control deck and Quest. This will allow you to beat all other control decks.
Quote from vbalint >>
Supreme Archeology has insane synergy with Plot Twist. Meta breaking
I was thinking about a plot twist handlock. But I have a feeling they will be putting mountain giant into the hall of fame. So might just have to do a zoo version if that happens.
I'll take a Look at Mage.
1. It's hard to say how early you can complete the quest, but I'm sensing that having sorcerors apprentice out will be a key player in rushing the quest out. playing cheap spells in conjunction with stuff like Mana Cyclone or Banana Buffoon I think we can see the quest completed around. turn 4-5 under an ideal circumstance.
2. Rushing the deck out early may take a certain build around, but I think that most mage decks run a high number of spells and have enough draw to complete the quest without being dedicated to it.
3. The sky temple hero power reward is interesting. you add a random mage spell to your hand, and discount it by 2. This is both a good card draw, and sets up some combinations for later turns (ie, on turn 6 you get a discounted flame strike, next turn you clear the board and play a 2 cost card.). What I like the most about this is that you don't need a certain deck type to make it work. I can it see it working good in an archmage antonidas deck where you bank a lot of cheap spells so you can stockpile fireballs, but it fits nicely in any deck for additional value.
4. I think some mages will run this quest, but maybe not all of them. cyclone mage right now isn't so much about casting a lot of spells as it is rushing out giants. The quest will probably be a centerpiece of a highlander mage, as a way to generate spells they're lacking due to the deck format.
Part of my favorite aspects of the Rogue Quest is how it changes one of the payoffs of Thief Rogue [a deck that want to do a little more than just activate Vendetta) from Spectral Cutlass to something much less deck space intensive. The whole package of Deadly Poison, Cutlass, and maybe Greenskin ate up so much space.
I'm not sure Tempo Rogue will play it, unless there is a specific match up that is really aided by including. It certainly can play it, and I don't think it is substantially worse off for it. But the mulligans are pretty important for that deck, and I'm not sure the Quest is helping enough to consider gimping your first few turns.
I would argue that it's unplayable without Plot Twist, which means it has a pretty steep deckbuilding requirement.
The reward is nice, but I'm not convinced that it's nice enough to put Supreme Archaeology ahead of the other quests overall, given the above.
"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
I am going to give each Quest a 5 star rating. 1 star for every instance that it excels and 1/2 star if its hard to tell or not optimum. Lastly, 1 star for my thoughts on how likely this Quest is going to be in the Meta.
Quickness, Deck Building, Is It Worth It and Existing Decks.
Rogue - Bazaar Burglary - other class cards
-This seems like the easiest to complete and the reward is very strong. Saving damage AND mana is a big deal.
-5 Stars.
Priest - Activate the Obelisk - heal 15
- this happens over the course of a game naturally and does not need any special deck building. But it's slow. Maybe a build can make a tempo Priest work. Since Priest is bottom of the barrel, I think this will be heavily explored.
-3 1/2 stars.
Warrior - Hack the System - attack 5 times
- this also happens naturally during the game and Warrior already packs enough weapons in most decks. Very little deck building changes, but is it worth the card slot? This is not as good as Dr Boom Hero Power because the minions are not mechs. I think Warrior may experiment but ultimately drop the card. A Taunt Warrior with this Quest might be a different story though.
-3 stars.
Paladin - Making Mummies - play 5 reborn
- very slow to complete and requires your whole deck to be built around it. While the HP is powerful once activated, what does the rest of your deck look like and can you survive against other control or aggro decks?
- 2 stars.
Mage - Raid the Sky Temple - cast 10 spells
- Just as easy to complete as the Rogue Quest and will see play as it does not change how Mage is playing right now. It is a natural fit into the deck AND an be played the turn you generate a ton of spells. You have potential issues with hands in card for the Giant, so these minions might change out.
- 4 1/2 stars.
Shaman - Corrupt the Waters - play 6 battlecry
- easy to complete and Shudderwock Shaman does not have to change a thing in the deck. This becomes really powerful with Shudderwock if you can keep the coin until turn 10. You can double your Shudderwock turns. This plays in both murloc and control very well.
- 4 stars.
Druid - Untapped Potential - unspent mana for 4 turns
- I have no idea honestly. I think this is such a bad design as the way you complete the quest has NO synergy at all with the reward. I want it to work and maybe it can, but because Token Druid is so good, I doubt this sees any real play.
-1 star.
Warlock - Supreme Archaeology - draw 20 cards
- easy to complete and requires no deck building changes. COULD work in a mid range Demonlock deck, but most likely this is going to be a perfect fit for Plot Twist control decks. The power level is obvious, but does this deck have enough healing and stall to beat other control decks?
- 4 stars.
I would caution that completing the quest early will not always be ideal (or even necessary) -- especially if building your deck toward that goal makes it weaker in any way.
In many cases (but with notable exceptions), a strong deck not specifically geared toward speedy quest completion will be able to complete the quest without any extra effort, possibly yielding a more consistent, more powerful performance overall.
"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
UPDATED!
So after seeing all of the cards released AND watching some streamers showcase some of these quests, I have only a few adjustments to my analysis above...
Rogue - Bazaar Burglary - other class cards
-5 Stars. Easiest to complete and the reward doesn't change what Rogue wants to do.
Priest - Activate the Obelisk - heal 15
-3 stars now. I think an aggro build is what the hero power wants, but the rest of the cards don't support it. How do you beat warrior or super Shaman?
Warrior - Hack the System - attack 5 times
-2 stars now. Warrior is not going to want to give up their HP to this. And play extra weapons. Or get away from Mechs too much.
Paladin - Making Mummies - play 5 reborn
- 2 stars. I think this might have potential, but if you make an aggro reborn deck, you dont have enough card draw to use this late game.
Mage - Raid the Sky Temple - cast 10 spells
2 stars now. Just dont think the ease of completion even matters. Random spells might be ok, but simply not the best deck for Mage. Mabye in a Singleton deck.
Shaman - Corrupt the Waters - play 6 battlecry
- 4 stars. This seems crazy as ever and will bring Shaman up to tier 2 or tier 1.
Druid - Untapped Potential - unspent mana for 4 turns
-1 star. I am actually sticking with this one. I still think you will get too far behind in tempo and the Choose One cards being upgraded simply puts you at even. I don't think playing subpar cards for a powerful reward spells winner.
Warlock - Supreme Archaeology - draw 20 cards
- 3 stars now. I think it doesn't matter how easy it is to complete, can Control Warlock compete?
Best:
Rogue - so easy to complete with a pretty good hero power
Shaman - the most powerful quest. It's a legitimate win-con. Maybe the best deck of the format.
I wouldn't be shocked to see if one or both quests are nerfed.
Middle:
Priest - very good reward, but still trickier to complete than the above two
Druid - super easy to complete, but I don't know if it's enough to carry through the end game. Will probably need a broken choose one card.
Paladin - requires you to play bad cards, but the reward is good. The deck has severe issues with silence/transform.
Last:
Warrior - It's not Dr. Boom. Otherwise, I'd put this in the middle.
Warlock - So clunky to complete, and the payoff is middling.
Hunter - interesting payoff but the hardest to complete.
Mage - fairly hard to complete. Also, probably the worst reward.
I have kinda the same opinion than Vicious Syndicate on quest, some look very good and other look bad, there is no middleground.
And all the good quest have something in common : they are quick to achieve, they doesn't require a lot of building around it to be good (or it seems naturally to include cards that complete the quest) and the reward is relevant.
I'm talking about Druid, Shaman and Rogue. Druid need you to play choose one cards that are already good, can be achieved in turn 5, and the reward make for some insane comeback and combo. Shaman want to play battlecry anyway, and double battlecries is crazy, specially with lackey. Rogue have already strong card that advance the quest, and it is the quickest to achieve. Also, a 3/2 weapon for hero power is upgraded Odd Rogue, so I'm actually scared of rogue in the new meta.
And the bad quests are everything else. Maybe Priest or Hunter will find a home, but I'm seriously doubting for Paladin, Warlock, Warrior and Mage to be even playable.
Hunter: i am a joke to you?
Yes, I forgot Hunter. 1 Star. For completeness.
Sorry Hunter, your decks do not need this quest to be in the Meta and Tier 1 or 2. In fact if you include this, you will lose too many games trying to play bad cards so you can summon 20 minions early enough to become relevant.
Every comment and streamer sets up the same false dichotomy about the Priest Quest -- that it must either go in aggro or control.
First, that makes no sense because there will never be such a thing as an aggro Quest.
But it has always seemed extremely clear to me that this Quest reward is best suited to a midrange deck to beef up the endgame and seal the deal as control opponents are running out of removal.
Can there be a midrange Priest? I can't say I've tried to theorycraft one, but I will say that some versions of the recent Wall Priest were fairly close.
"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
I started to think about these Quests abit more and came to some sort of revelation. You have quests with the following traits:
Pure Upgrades - Rogue, Warlock and Priest
New Power but Better - Shaman
Different Power (not better or worse) - Paladin, Mage, Warrior and Hunter
Passive Hero Power - Druid
The above also dictates on when you need the complete the quest and if you NEED to play this on turn 1.
There are only 4 quests I feel that cannot get around playing the quest on turn 1. Warrior, Rogue, Priest and Mage.
The other 5 quests MUST be played on turn 1 to maximize your progress the fastest. Shaman, Hunter, Paladin, Druid and Warlock.
That led me to some other revelations and thoughts as well.
If you NEED to play this on turn 1, then you might also require the new 2 drop Questing Adventurer in your deck.
This then led me to the fact that Questing doesn't really go into all of the quest decks, but a few of them are a MUST for sure. Warlock for the draw and synergy. That means Questing adventurer is kinda at odds with many of these decks in how you progress them. Only Shaman would maybe play it because it's a battlecry. But Shaman has better Battlecry plays than to simply draw a card.
It's why I think Rogue is a 5 star Quest. It is a strict upgrade. Can be easily completed without changing your deck. Can be used to enable combo cards. And gives your Rogue 'healing'. Also, tempo because unlike most of the other HPs, you do not need use it every turn. Almost every other hero power begs you to use them every turn. This one gets you to take a 2 mana discount but still get the effect. This is the new card in Rogue that will carry it forward.
It's also why I think the Druid is a 1 star Quest. It requires you to build an entirely new deck archetype that is not proven to be good. To use cards that are OK without completing the quest. requires to you to lose tempo by taking turns off. It also means your deck building AND your turns are always awkward until you complete your quest. What if you have the perfect play on turn 2 and play Wrath to kill a dangerous minion? Are you really going to leave the 2 drop Murloc on the board? And while you don't have to spend 'mana' on the HP, you do have to spend mana on your choose one cards but many of them are situational and are meant to catch you up when you are behind. This quest is far too reliant on 'perfect' draws in the early game while not losing to aggro and destroying your tempo.
Take the Druid turn 1. You must play the quest. Turn 2, you are only playing 1 mana of stuff, floating 1 mana. Or you take turn 1 off, then take turn 2 off? What 1 drop are you going to put in this Choose One deck? Turn 3, same thing, what 2 drop is going to keep you in the game? So the earliest to complete this quest is turn 5 or 6 to start taking advantage of it? I genuinely think this quest is super powerful when completed, but to get there seems like such a stretch on the deck building and early game of aggro decks.
I hope Warrior Quest is better than currently speculated... it would be a nice change from all the Dr. Boom Control Warrior decks.
as with Regis, ranking mine from best to worst.
Rogue and Shaman will see play and will shape the metagame and decks that play them.
Priest, Mage and Warlock are possible lower tier decks and the quests might be something they play with. The decks might be tier 2 at best.
Druid, Hunter, Warrior and Paladin will not be used in any top tier or tier 2 decks. People will stick with Token Druid, Mech or mid range Hunter, Bomb or Control Warrior and Duel/Prism or OTK Paladin (which btw looks like it got a really good card in the Decoy card).