Unbeatable? Are we playing the same game? According to my tracker I am currently 8-0 vs Quest rogue. 3-0 Zoo, 5-0 Aggro Token Druid. I'm not sure if it's even possible to lose this matchup if you are Aggro Token Druid. Funniest scenario: coin, Innervate, Hydra. Rogue concedes. Or you flood the board in the first 3 turns, buff everything, Savage Roar - "Hmmmm, well played".
It may well be easy for an Aggro deck, but for everything else it is pretty close to instant loss against Quest Rogue.
Well, the question was - Is the Quest Rogue unbeatable? The answer is - no, far from it. You can beat it rather easily. I also beat it with a random midrange hunter I put together just now to "win two games with Hunter" quest. I did not even bother to control the board. He lost on t6.
A rope or a midrange deck with taunts can beat it if it can capitalize on a good start. I run a burglar rogue and if I can coin Van Cleef quick enough, the first few turns are free hits against Quest Rogue. Then you pray that you can finish him before he does.
Absolutely not. If you get stuck with the wrong cards turn after turn...you're toast for sure. I've played a game and never saw a pirate until I drew my 14th card.
If you don't complete the quest quickly...forget it...all you have is a bunch of 1 drops and no board-clear...and in the words of the great Bill Paxton..."GAME OVER, MAN!"
What's wrong with playing a SMOrc deck when the meta consists of too many quest rogues? You could even play a midrange SMOrc deck in case you despise aggro so much...
Because if youre a player with 2 or 3 year experience who plays a lot of Hearthstone then playing braindead deck where you only hit face or each turn you just play your stuff and dont give a shit about anything else is the worst not fun experience and id prefer to fall under a truck full of pigs covered in shit.
And thats what i think of players who enjoy those kind of deck: worthless braindead monkeys.
Because if youre a player with 2 or 3 year experience who plays a lot of Hearthstone then playing braindead deck where you only hit face or each turn you just play your stuff and dont give a shit about anything else is the worst not fun experience and id prefer to fall under a truck full of pigs covered in shit.
And thats what i think of players who enjoy those kind of deck: worthless braindead monkeys.
I'm afraid nobody cares of what you think of whatever kind of players, in this thread.
We're talking about decks here.
There's a specific thread for rants.
Quest Rogue can be beaten by flood/aggro/tempo decks. QR is actually defining for those categories.
So playing a deck that's unfavored in the meta and complaining that you "can't win a single shit" isn't braindead? Well played!
Just once let go of this "Only control is good Hearhstone, all other decks are brainless" mantra and TRY some other decks, you'll be surprised, you'll have decisions to make :-O
I'm not a Top player but i think to have the experience i need to still enjoy the game without complaining like a baby every new strong deck appear on the meta. Usually i start to play that deck, going on the dark side, to understand.
It happened at beta time with Handlock, then the miracle pre-Leroy nerf, than the secret paladin. every time we have "the deck to beat" and we are lucky when is something fast that don't kill you by fatigue XD.
Playing the quest rogue just reveal that the deck win condition is decided on the early turns, so if you have a good board in the mid game and you dealt enough damage before turn 4-5, the game is your. Miracle Rogue is good, an early big Van is a problem to solve to them and basically they can just trade. Sherazin can do a lot and we have direct damage and small combo like a double leroy, double giants and similar stuff.Work amazing against it the Water PW (yes, ok, Canceeeeer!!!), they are dead by turn 4. An early Devolve before the bouncing is also devastating, especially for the elemental version of the deck, the one that rely on Igneous elemental.
A good combination of aoe and sleep with fishes destroy the quest rogue, also a brawl when he have an empty hand is devastating (Yes i can beat them whit the quest warrior, maybe the strongest and most solid deck on the ladder right now).
My advice: PLAY THE DECK AND TRY TO UNDERSTAND IT! if you know what they do you can beat them better.To all Control extremist: stop spreading the idia that only you have a big IQ, because is useless if you complain like a baby and you aren't open minded at all. you are just boring and you make me play PW and QR XD, see you on the ladder.
I play both Quest and Miracle. Both can be good, but I'm at reasonable win percentages with both decks. 64% for miracle and 63% for quest. I think the hate for Quest Rogue comes from how it feels to play against. Is not as strong or as boring as people make it out to be, but it does feel bad when you lose to it, feeling like there was nothing you could have done to win.
For example, I had a game where Mimic Pod gave me Vanish and I got a Vanish off of Swashburglar. With 3 in hand, my deck became very un-interactive for my opponent. He played big threats. I charged Bores into his face and Vanished the board. I'm sure being on the other end of that could be rage inducing.
Obviously the deck is not unbeatable, but it can feel that way when using certain decks/classes. I don't see how Druids can reliably beat 5/5's at that rate (while still being able to pressure the opponent), even if Core drops after turn 5. Even with using heavy taunts, they never survive long enough to attack so you can never kill off the opponent once they drop Core. While I'm not complaining, nor do I have any issues with adapting to meta antics, it can still be frustrating when a favored archetype (in this specific case, Ramp Druid for me) is guaranteed to drop you ranks. My advice is to evolve your strategy; use different decks, tech accordingly, and use your common sense. While it's disappointing for me to lose so much with Ramp Druid, I will find a new/different deck to increase my winrate in this meta. Chances are, I may find a gem that I enjoy playing a lot. That's all part of the fun of this game for me.
I think the biggest difficulty against this deck is that they can OTK you with an extremely mediocre hand. Chances are they may have 1 or 2 bounce mechanics remaining in their hand after the Core has been played for that Boar/Patches/Deckhand. If they had 1 or 2 minions already on the board ready to attack, it's easily around 30 damage. And that's with a hand of Boar, Ferryman, Brewmaster and any other nonsense they might have, which is an absolute trash hand by any other standard outside the arena of this Quest.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
2. If you don't want to be dealing with the quest directly then how about killing them faster than they spend their first 3-4 turns working on the quest to kill 'em? Most if not all aggressive decks are favoured to beat 'em and some midrange decks also have a pretty good time as the Rogue in question has to work on their quest or ... let's say use Fan of Knives to deal with a bunch of murlocs and then using a Bloodlust to finish 'em off - I take this approach with my murloc shaman deck currently.
3. Rogue has to dedicate their entire deck to completing the quest as fast as possible which means it usually runs out of steam very quickly if ANY of the two above are in play. That's a fair game, they dedicate their entire deck to their gameplan and if you want to tech in choices to deal with that then you do so and you get ahead very quickly and thus' counterplay has been achived. Both Dirty Rat, Counterspell and hell even a Mana Wraith can do a surprising amount of work for yer'.
1. Many of those counter cards are fairly high cost cards. They don't help much if the Rogue can often finish the quest before you can play the counters. Sure, you might have time to Dragonfire or Brawl, but a smart Rogue would keep a few minions in hand in case you have a board wipe. Deck balancing can't depend on one player making a stupid move. What good is a 5/10 taunt? It will slow them down a bit, but they can't take it out with a sap or two 1-cost cards, which they have plenty of.
3. Exactly, a Rogue dedicates their entire deck to the quest, so they have many different ways of completing the quest quickly. But if you're relying on 2-3 cards in your deck to counter them, there's a decent chance you won't draw the counter cards in time. We could dedicate more of our decks to counter the quest, but isn't that a sign of an OP class? If the meta is forcing 8 classes to build around countering 1 class, then that sounds like a good reason to nerf something about that one class.
What about changing the quest to say something like "Play 4 of the same minions that cost 3 or more"? That would force the rogue to play more of a control deck so they'll survive long enough to complete it. Having a bunch of 3 or 4 cost minions also means they aren't useless if the quest isn't finished. Also, the quest reward should be a buff that's automatically applied to every minion the rogue summons, not a permanent aura on his side. Hexing a minion should always turn it into a 0/1 taunt, not a 5/5 taunt. A quest reward shouldn't make two class's primary removal spells almost useless.
Forcing people to make decks to counter other strong decks is what hearthstone is all about. When one deck gets popular, then people start playing the counter. Then people play the counter to the counter. This is how the meta has always worked. Just because the deck you like doesn't beat one deck, doesn't mean something is wrong with that deck. Quest Rogue win rates are not out of the ordinary. If you are seeing a lot of them, change to a deck that plays against them better.
Forcing people to make decks to counter other strong decks is what hearthstone is all about. When one deck gets popular, then people start playing the counter. Then people play the counter to the counter. This is how the meta has always worked. Just because the deck you like doesn't beat one deck, doesn't mean something is wrong with that deck. Quest Rogue win rates are not out of the ordinary. If you are seeing a lot of them, change to a deck that plays against them better.
What's the difference between Quest Rogue and a deck like Patron Warrior at the peak of it's power? People said there were counters to Patrons, but it seemed like most players think Blizzard was right to nerf the deck.
Yeah, lack of creativity is a big part of it. Quest Rogue is a cheap deck to make, beats many decks by turn 6 or 7 and discourages creativity in deck building on both sides.
What do you think of the idea of changing the quest to say something like 'Play 4 minions with the same name that cost 3 or more'? It would slow down the deck and require the Rogue to play control while they're setting up the quest.
What do you think of the idea of changing the quest to say something like 'Play 4 minions with the same name that cost 3 or more'? It would slow down the deck and require the Rogue to play control while they're setting up the quest.
The problem with that is Rogue, as a class, is not cut out to play a control game. No class heals and the hero power becomes more and more useless as the game goes on. By the time they get their Core up, viable control classes(Warlock, Warrior, Priest, etc.) would outvalue them at the end game. If a nerf like that happens, Miracle Rogue will once again be the only viable archetype Rogue can play.
What do you think of the idea of changing the quest to say something like 'Play 4 minions with the same name that cost 3 or more'? It would slow down the deck and require the Rogue to play control while they're setting up the quest.
The problem with that is Rogue, as a class, is not cut out to play a control game. No class heals and the hero power becomes more and more useless as the game goes on. By the time they get their Core up, viable control classes(Warlock, Warrior, Priest, etc.) would outvalue them at the end game. If a nerf like that happens, Miracle Rogue will once again be the only viable archetype Rogue can play.
Playing and bouncing Earthen Ring Farseer would be a decent heal. Shadowstep can effectively heal one of your minions. There are a lot of 3 cost minions with very useful battlecries that could help control the board. Plus, once it's complete, a bunch of cheap overstated minions would also certainly help control the board if they need to.
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A rope or a midrange deck with taunts can beat it if it can capitalize on a good start. I run a burglar rogue and if I can coin Van Cleef quick enough, the first few turns are free hits against Quest Rogue. Then you pray that you can finish him before he does.
"Is quest rogue unbeatable?"
Absolutely not. If you get stuck with the wrong cards turn after turn...you're toast for sure. I've played a game and never saw a pirate until I drew my 14th card.
If you don't complete the quest quickly...forget it...all you have is a bunch of 1 drops and no board-clear...and in the words of the great Bill Paxton..."GAME OVER, MAN!"
Umm, is OP high on huffing gasoline? Not only is it beatable, it's basically an auto-win when encountering someone stupid enough to still run it.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Beatable or not but seriously T6 over 30dps on board filled with 5/5 minions is far from ok :)
EDIT: I stand corrected, just saw a perfect draw rogueT5 5*5/5 on board.
What's wrong with playing a SMOrc deck when the meta consists of too many quest rogues? You could even play a midrange SMOrc deck in case you despise aggro so much...
Because if youre a player with 2 or 3 year experience who plays a lot of Hearthstone then playing braindead deck where you only hit face or each turn you just play your stuff and dont give a shit about anything else is the worst not fun experience and id prefer to fall under a truck full of pigs covered in shit.
And thats what i think of players who enjoy those kind of deck: worthless braindead monkeys.
lol no
So playing a deck that's unfavored in the meta and complaining that you "can't win a single shit" isn't braindead? Well played!
Just once let go of this "Only control is good Hearhstone, all other decks are brainless" mantra and TRY some other decks, you'll be surprised, you'll have decisions to make :-O
I'm not a Top player but i think to have the experience i need to still enjoy the game without complaining like a baby every new strong deck appear on the meta. Usually i start to play that deck, going on the dark side, to understand.
It happened at beta time with Handlock, then the miracle pre-Leroy nerf, than the secret paladin. every time we have "the deck to beat" and we are lucky when is something fast that don't kill you by fatigue XD.
Playing the quest rogue just reveal that the deck win condition is decided on the early turns, so if you have a good board in the mid game and you dealt enough damage before turn 4-5, the game is your. Miracle Rogue is good, an early big Van is a problem to solve to them and basically they can just trade. Sherazin can do a lot and we have direct damage and small combo like a double leroy, double giants and similar stuff.Work amazing against it the Water PW (yes, ok, Canceeeeer!!!), they are dead by turn 4. An early Devolve before the bouncing is also devastating, especially for the elemental version of the deck, the one that rely on Igneous elemental.
A good combination of aoe and sleep with fishes destroy the quest rogue, also a brawl when he have an empty hand is devastating (Yes i can beat them whit the quest warrior, maybe the strongest and most solid deck on the ladder right now).
My advice: PLAY THE DECK AND TRY TO UNDERSTAND IT! if you know what they do you can beat them better.To all Control extremist: stop spreading the idia that only you have a big IQ, because is useless if you complain like a baby and you aren't open minded at all. you are just boring and you make me play PW and QR XD, see you on the ladder.
I play both Quest and Miracle. Both can be good, but I'm at reasonable win percentages with both decks. 64% for miracle and 63% for quest. I think the hate for Quest Rogue comes from how it feels to play against. Is not as strong or as boring as people make it out to be, but it does feel bad when you lose to it, feeling like there was nothing you could have done to win.
For example, I had a game where Mimic Pod gave me Vanish and I got a Vanish off of Swashburglar. With 3 in hand, my deck became very un-interactive for my opponent. He played big threats. I charged Bores into his face and Vanished the board. I'm sure being on the other end of that could be rage inducing.
Obviously the deck is not unbeatable, but it can feel that way when using certain decks/classes. I don't see how Druids can reliably beat 5/5's at that rate (while still being able to pressure the opponent), even if Core drops after turn 5. Even with using heavy taunts, they never survive long enough to attack so you can never kill off the opponent once they drop Core. While I'm not complaining, nor do I have any issues with adapting to meta antics, it can still be frustrating when a favored archetype (in this specific case, Ramp Druid for me) is guaranteed to drop you ranks. My advice is to evolve your strategy; use different decks, tech accordingly, and use your common sense. While it's disappointing for me to lose so much with Ramp Druid, I will find a new/different deck to increase my winrate in this meta. Chances are, I may find a gem that I enjoy playing a lot. That's all part of the fun of this game for me.
I think the biggest difficulty against this deck is that they can OTK you with an extremely mediocre hand. Chances are they may have 1 or 2 bounce mechanics remaining in their hand after the Core has been played for that Boar/Patches/Deckhand. If they had 1 or 2 minions already on the board ready to attack, it's easily around 30 damage. And that's with a hand of Boar, Ferryman, Brewmaster and any other nonsense they might have, which is an absolute trash hand by any other standard outside the arena of this Quest.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Yes, it is unbeatable, except for pirate warrior, discardlock, midrange hunter, murlock paladin, token druid, etc...
Not for all matches of course but I think rogue garden is way more hard to deal with it.
Forcing people to make decks to counter other strong decks is what hearthstone is all about. When one deck gets popular, then people start playing the counter. Then people play the counter to the counter. This is how the meta has always worked. Just because the deck you like doesn't beat one deck, doesn't mean something is wrong with that deck. Quest Rogue win rates are not out of the ordinary. If you are seeing a lot of them, change to a deck that plays against them better.
Yeah, lack of creativity is a big part of it. Quest Rogue is a cheap deck to make, beats many decks by turn 6 or 7 and discourages creativity in deck building on both sides.
What do you think of the idea of changing the quest to say something like 'Play 4 minions with the same name that cost 3 or more'? It would slow down the deck and require the Rogue to play control while they're setting up the quest.