quest rogue feels a lot like malygos rogue. Difficult start until you piece all the combo and then win from behind.
That is something I really like about Quest Rogue because winning from behind feels epic. Even some of my losses have felt epic because they were close games. In my last loss against a secret mage he board flooded and pushed early face damage like you're supposed to and I was down to 7 health by the end of turn seven. I lasted four more turns because the only damage he top decked was Medivh's Valet and he had to use four consecutive Fireblasts to deal the remaining four damage to kill me. While losing probably won't always feel close, I feel pretty good about most of the games I'm getting out of the archetype. If I had Eater of Secrets I'd have killed him on my turn 12 but out of ten games so far on ladder with Mkrr3's list I've only seen Secret Mage once so far, so I'm hesitant to add it in.
I'm running a list inspired by RDU's initial Doomsayer list, with Golakka replacing Doomsayer. I get the edge against PW but lose more against token druid. I imagine the list only works well for climbing to legend and dumpster legend. Here's the list:
Golakka Crawler is an interesting tech card. If I face more pirate warrior I'll definitely have to consider it.
I'm going to try out this variant that I put together. N'Zoth Garden Quest Rogue. Inspired by the Deathfire list. Sherazin is slow but it's very sticky and with it always coming back as a 5/5 I think it could be decent. N'Zoth is there for late game finishing. Not a real serious idea, just something to toy around with.
If you look at most Quest Rogue decks, most of them aim to play fast and don't run many expensive cards. That said, a slower Quest Rogue could be pretty interesting.
for wild i love combining patches with gang up they work pretty well together
I miss Gang Up, it was one of my favorite Rogue cards but I didn't really play Rogue while it was in standard because I didn't have Preparations, which I only recently crafted.
I'm going to try out this variant that I put together. N'Zoth Garden Quest Rogue. Inspired by the Deathfire list. Sherazin is slow but it's very sticky and with it always coming back as a 5/5 I think it could be decent. N'Zoth is there for late game finishing. Not a real serious idea, just something to toy around with.
I would love to make successful list with a mid range quest rogue. not sure of the list but it would probably include a sprint or actionner cycle engine, the strict minimum of bouncing effect (probably one or two ferry man and two shadowstep only) with the aim of completing the quest only with the elementals.
The problem is what do we aim for in the meta ? rogue would still lose to aggro deck, and quest or garden both already win against control and mid range has mostly disappeared from the meta due to quest warrior.
Something like that deck. I would like to stick the one who give you potions for another two chance to get a 1 mana shadowstep but could not find the space.
Hey cool idea, I thought about doing a Miracle Quest Rogue list but haven't tried it yet. I should give your list a shot. Right now I'm trying out just a regular Miracle Rogue but with N'Zoth and it hasn't provided a ton of value yet, I think it's a "win more" card unfortunately. Too bad 'cause it's so cool! And the potential for placing multiple Sherazin's on the board (which was the whole idea) is big but I think the deck isn't built to last that long.
The only change I might make is to get rid of one of the Cold Bloods and put in a second Shadowstep. The lack of Youthful Brewmaster makes completing the quest quite a bit less consistent, because turn 6 you play Auctioneer and it might be too late by that point. Aggro decks might have a heyday with something like this. The real crux of this deck is when do 5/5s provide the most value, because if you're hitting 5/5s by turn 8, 9 or 10, the opponent might have a board state good enough to deal with them and you're too far behind to claw your way back.
In my mind, the best Quest Rogue variant is going to be one that can deal with aggro and has a reasonable mid game as well. I'm not sure if something like that is possible. I like your idea of the Elementals with Tol'Vir because that provides a bit of a safety net, with the idea that you're completing the quest with the Fire Elementals. You know, the more I think about it, a Wild version of this deck could be really, really good! Imagine a version with the Elementals and the Raptor (the one that copies the deathrattle)? Conceal? Oh yeah.
So I tried the deck yesterday. The deck need more draw. Completing the quest is not that difficult but by the time I do it i am with a almost empty hand. I will try again tomorrow. Removing some useless cards win more cards, sadly it means Shaku will probably leave, same for cold blood and starting form this I will see what I do about gadgetzan, maybe replace him by one or two sprint.
I almost don't even have time to play standart let alone play both. So no wild for me
Igneous Elemental is great if your opponent is braindead and gives you a way to kill it. It still may be the best inclusion because of the synergy with Fire Fly, but at 3 mana, unless you can get the deathrattle almost right away, you finish the quest so late that both aggro and control have a decent chance of dealing with your board.
I understand it's frustrating to lose to the deck--certainly I've gotten rolled by Quest Rogues with god draws--but the deck is too fragile to really dominate, especially now since as the meta settles in there are several aggro decks that are very good.
i really like the versions that generate Flame Elemental and use Glacial Shard instead of Boar, it gives you a lot more leeway agaisnt aggresive decks and gives you a lot more lategame against control,
If you look at most Quest Rogue decks, most of them aim to play fast and don't run many expensive cards. That said, a slower Quest Rogue could be pretty interesting.
That's how mine works, i don't run the boars or charge minions, the pirate package at most because patches helps thinning and swashburglars give me cards which can be really good if they're minions udner 5 mana, the rest is more of a tech shell running Si7 agents and Vilespine Slayer
I'm trying different cards to help combat aggro decks. Considering trying out Voodoo Doctor. Shieldbearer has helped delay the inevitable defeat a bit.
i really like the versions that generate Flame Elemental and use Glacial Shard instead of Boar, it gives you a lot more leeway agaisnt aggresive decks and gives you a lot more lategame against control,
If you look at most Quest Rogue decks, most of them aim to play fast and don't run many expensive cards. That said, a slower Quest Rogue could be pretty interesting.
That's how mine works, i don't run the boars or charge minions, the pirate package at most because patches helps thinning and swashburglars give me cards which can be really good if they're minions udner 5 mana, the rest is more of a tech shell running Si7 agents and Vilespine Slayer
I don't have Vilespine Slayers yet, but having looked at some of the meta statistics while posting in the 'Quest Rogue OP please nerf' I've come to realize that Quest Rogue is Midrange'ish and that the tougher match up is going to be Aggro, which is faster. This leaves the question of whether a slower Quest Rogue is even possible when the Aggro matchup is the one Quest Rogue struggles against the most? Do we lose power against Control by going slower? Most of the current Quest Rogue lists are all in on finishing the Quest ASAP and some even cut as many spells as possible, such as ditching Eviscerate for another minion.
Vanish + Wisp is my favorite. 0 mana better than 1 mana, flame elementals suck imo. And vanish is pretty much a staple, non-vanish variants are bad
I tried out Wisp for a bit but didn't like it. Cycling your return to hand effects as fast as possible would work well with Wisp, but I often prefer to conserve the bounce as much as possible because I like to play greedy. I would rather bounce Fire Fly or Flame Elemental depending on how full my hand is getting and the extra body generation of Fire Fly feels important in the longer match ups. I run a single copy of Doppelgangster and I once won a mirror match up by bouncing it four times. Felt great.
Depends on the matchups, really. The most consistent might be elementals + Vanish.
I would agree, though in my list I only run a single copy of Vanish. I sometimes don't draw it but in a recent game vs Quest Warrior I put it to great use returning a turn 9 Giant Mastodon from I Know a Guy back to his hand while I had cheap chargers on board that I could replay to get in some damage.
I like more the version with Glacial Shard because you can delay the early agression from opponent, the deck weak spot.
I will have to try out that card again in the future, but I would often prefer to just kill targets I would end up freezing with Glacial Shard. I run one or two Assassinate's in my deck for this purpose, more for the control match ups, though I would consider Golakka Crawler or Hungry Crab if I saw enough Pirates or Murlocs. Right now I run Tar Creeper (a 7/5 taunt on their turn after the Crystal Core) and Tol'vir Stoneshaper (Divine Shield and Taunt) as my anti-aggro tools and they feel great so far.
I'm trying different cards to help combat aggro decks. Considering trying out Voodoo Doctor. Shieldbearer has helped delay the inevitable defeat a bit.
for wild i love combining patches with gang up they work pretty well together
Barbatos
\(^3^)/
The pleasant dreams I once had were obliterated by the meta...
Ysera
Hey cool idea, I thought about doing a Miracle Quest Rogue list but haven't tried it yet. I should give your list a shot. Right now I'm trying out just a regular Miracle Rogue but with N'Zoth and it hasn't provided a ton of value yet, I think it's a "win more" card unfortunately. Too bad 'cause it's so cool! And the potential for placing multiple Sherazin's on the board (which was the whole idea) is big but I think the deck isn't built to last that long.
The only change I might make is to get rid of one of the Cold Bloods and put in a second Shadowstep. The lack of Youthful Brewmaster makes completing the quest quite a bit less consistent, because turn 6 you play Auctioneer and it might be too late by that point. Aggro decks might have a heyday with something like this. The real crux of this deck is when do 5/5s provide the most value, because if you're hitting 5/5s by turn 8, 9 or 10, the opponent might have a board state good enough to deal with them and you're too far behind to claw your way back.
In my mind, the best Quest Rogue variant is going to be one that can deal with aggro and has a reasonable mid game as well. I'm not sure if something like that is possible. I like your idea of the Elementals with Tol'Vir because that provides a bit of a safety net, with the idea that you're completing the quest with the Fire Elementals. You know, the more I think about it, a Wild version of this deck could be really, really good! Imagine a version with the Elementals and the Raptor (the one that copies the deathrattle)? Conceal? Oh yeah.
So I tried the deck yesterday. The deck need more draw. Completing the quest is not that difficult but by the time I do it i am with a almost empty hand. I will try again tomorrow. Removing some useless cards win more cards, sadly it means Shaku will probably leave, same for cold blood and starting form this I will see what I do about gadgetzan, maybe replace him by one or two sprint.
I almost don't even have time to play standart let alone play both. So no wild for me
Igneous Elemental is great if your opponent is braindead and gives you a way to kill it. It still may be the best inclusion because of the synergy with Fire Fly, but at 3 mana, unless you can get the deathrattle almost right away, you finish the quest so late that both aggro and control have a decent chance of dealing with your board.
I understand it's frustrating to lose to the deck--certainly I've gotten rolled by Quest Rogues with god draws--but the deck is too fragile to really dominate, especially now since as the meta settles in there are several aggro decks that are very good.
i really like the versions that generate Flame Elemental and use Glacial Shard instead of Boar, it gives you a lot more leeway agaisnt aggresive decks and gives you a lot more lategame against control,
I'm trying different cards to help combat aggro decks. Considering trying out Voodoo Doctor. Shieldbearer has helped delay the inevitable defeat a bit.
One card I love but never seen play outside arena is Envenom Weapon. Maybe it can fit in one of the slower quest decks?
Better to catch one early than having two of them flying!