If you complete the quest, Onyxia is a good finisher. 9 mana for possibly 35/35 stats on 7 bodies... not bad
Even Illidan could see play, since every card you play would give you a 5/5
Moroes spans a 5/5 every turn also
Isn't Illidan Stormrage almost strictly worse than Violet after the quest is done? They are both 5/5 and both spawn 5/5s, but Illidan costs 2 mana more. The only difference is that he procs off of minions and not only spells, right?
If you complete the quest, Onyxia is a good finisher. 9 mana for possibly 35/35 stats on 7 bodies... not bad
Even Illidan could see play, since every card you play would give you a 5/5
Moroes spans a 5/5 every turn also
Isn't Illidan Stormrage almost strictly worse than Violet after the quest is done? They are both 5/5 and both spawn 5/5s, but Illidan costs 2 mana more. The only difference is that he procs off of minions and not only spells, right?
I think this is one of the few good versions of the deck. I agree with most of your comments and card choices except with Vilespine Slayer. I think this card is way too clunky to play in this deck and comes too late and you probably have already finished the quest and killing their minions with your cheap 5/5 would be more efficient. I also think cutting 1 Backstab because if you hit it with Mimic Pod would be a huge value loss. I would add instead a Vanish to reset the board after the quest or to bounce things for value or even for the last quest bounce (eg bounce a 0 cost minion that has been discounted from Shadowstep).
I will also post my list which is very similar to yours.
Ive seen lots of deck ideas posted in this thread. Im excited to see people theorycrafting about rogue's quest, and I have an opinion about it. I think the ferryman is too clunky for the deck, because you need to combo something i order to bounce a minion. I know rogue has no troubles comboing stuff, but I really think those ferryman are not needed and could be replaced with something similar. I also think envenom weapon and the slayer plant are great additions. Once you activate the quest, those 2 cards let you protect your minions so they can deal as much face damage as possible. Just think about it. Your oponent drops one of those annoying new taunt minions or even a legendary like tirion. You just dagger up and use envenom, then kill his minion, but maybe you already have 2 5/5's on your board. That's 1/3 of the total enemy health pool right there. I'm not saying envenom or murderplant are meta-defining, but I think they're preeetty good. I'll try to add them to my deck and test it once the expansion is released.
Now I'm not great a deck building, but why are so few people running Vanish? IMO it looks perfect for a Quest deck. Clear the board, reset our Battlecrys and Combos, then fill the board again with cheap 5/5s. Perfect with Charge minions and Dopplegangsters.
Plus, with the quest done, 3 Charge Pirates (Southsea Deckhand x2, Patches) + Prep + Vanish +3 Pirates again is 30 damage for 9 mana.
Now I'm not great a deck building, but why are so few people running Vanish? IMO it looks perfect for a Quest deck. Clear the board, reset our Battlecrys and Combos, then fill the board again with cheap 5/5s. Perfect with Charge minions and Dopplegangsters.
Plus, with the quest done, 3 Charge Pirates (Southsea Deckhand x2, Patches) + Prep + Vanish +3 Pirates again is 30 damage for 9 mana.
Its because the deck wants to finish before turn 9. Also vanish is a bad draw with POD and a verry slow card. Maybe its good enough as a 1 off thought but its no obvious auto include in my opinion.
I dont see any Jade Shuriken on lists.. deal 2 damage and give 5/5 minion.
the issue with jade cards is that they start slow.
By the time they would reach their cost in tempo (3+) you should already have finished the quest, or getting close to.
So you sacrifice early tempo for a reward that never comes, since cavern equalizes stats.
Given that you already sacrifice early tempo simply by running cavern and bounces, it's too much of a slow start, for no real pay off.
Even the swarmer, after quest completion , isn't that great if you consider that for the same 2 mana you can get 5/5 murloc+ 5/5 taunt as a battlecry (immediate impact) that's also much more useful in the early game and a better bounce target even in later turns.
Okey so i guess everyone has been pretty occupied testing their lists. To make everyone else life easier I'm gonna post the best list I've tried so far:
Okey so i guess everyone has been pretty occupied testing their lists. To make everyone else life easier I'm gonna post the best list I've tried so far.
Based on playing against the deck a lot yesterday it seems to me that the most threatening cards in the deck were really the Southsea Deckhands + Boars. Like...The Charges really just seal the game extremely quick.
The only problem I see with your list I feel is that it tries to actually interact with the opponent. The Deck with Youthful Brewmaster + the Combo Bounce guy just seem to just seemed more focused on Speed & consistency and its like playing a game of solitaire where they win when they draw the combo they just streamroll & win. And the deck does get the combo off consistently within the first few turns. If you're past turn 4, and you haven't pressured the combo-focused version enough or if they simply drew a little removal to stop your early game (via backstabs, and Eviscerates) then they win.
And yeah if the more combo-focused build gets off the combo via Novice engineer then they pretty much will refuel their hand as they push you and will quickly get a kill especially if they draw bounce for their charge minions.
If you complete the quest, Onyxia is a good finisher. 9 mana for possibly 35/35 stats on 7 bodies... not bad
Even Illidan could see play, since every card you play would give you a 5/5
Moroes spans a 5/5 every turn also
So I made this cheap and full aggro quest deck. Any comments will be appreciated.
Honestly, i think something similar to that one is going to harass the ladder.
I made a similar one.
I have three decks for the Rogue quest, and I have no idea which one would be preferable, or if any of them are really gonna work in the new meta.
Probably the fastest one :D
Ive seen lots of deck ideas posted in this thread. Im excited to see people theorycrafting about rogue's quest, and I have an opinion about it. I think the ferryman is too clunky for the deck, because you need to combo something i order to bounce a minion. I know rogue has no troubles comboing stuff, but I really think those ferryman are not needed and could be replaced with something similar. I also think envenom weapon and the slayer plant are great additions. Once you activate the quest, those 2 cards let you protect your minions so they can deal as much face damage as possible. Just think about it. Your oponent drops one of those annoying new taunt minions or even a legendary like tirion. You just dagger up and use envenom, then kill his minion, but maybe you already have 2 5/5's on your board. That's 1/3 of the total enemy health pool right there. I'm not saying envenom or murderplant are meta-defining, but I think they're preeetty good. I'll try to add them to my deck and test it once the expansion is released.
Fear Can't kill you, but...
Sorry for the double post. Can someone tell me which cards could we consider to be the core of this deck?
The Caverns Below
Fire Fly X2
Igneous Elemental X2
Those 5 are the ones I think are the staple.
Maybe 1 Mimic Pod and 1 or 2 Youthful Brewmasters
Fear Can't kill you, but...
Now I'm not great a deck building, but why are so few people running Vanish? IMO it looks perfect for a Quest deck. Clear the board, reset our Battlecrys and Combos, then fill the board again with cheap 5/5s. Perfect with Charge minions and Dopplegangsters.
Plus, with the quest done, 3 Charge Pirates (Southsea Deckhand x2, Patches) + Prep + Vanish +3 Pirates again is 30 damage for 9 mana.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
sure Shadowstep is also a staple for quest deck...
S U P E R !!
I dont see any Jade Shuriken on lists.. deal 2 damage and give 5/5 minion.
I don't think 2 damage matters that far off in the game.
Okey so i guess everyone has been pretty occupied testing their lists. To make everyone else life easier I'm gonna post the best list I've tried so far:
There's a brief guide about most popular matches in the deck page.
I don't know, I've found when playing against the deck
The only problem I see with your list I feel is that it tries to actually interact with the opponent.
The Deck with Youthful Brewmaster + the Combo Bounce guy just seem to just seemed more focused on Speed & consistency and its like playing a game of solitaire where they win when they draw the combo they just streamroll & win. And the deck does get the combo off consistently within the first few turns. If you're past turn 4, and you haven't pressured the combo-focused version enough or if they simply drew a little removal to stop your early game (via backstabs, and Eviscerates) then they win.
And yeah if the more combo-focused build gets off the combo via Novice engineer then they pretty much will refuel their hand as they push you and will quickly get a kill especially if they draw bounce for their charge minions.