Now all cards have been revealed, it is time to find out which quests to craft on day 1. My assessments (in random order):
Priest: Useless - gives my opponent's minions effectively 3 extra attack instead when Auchenai is out. 3/5.
Warlock: I really do think this card speaks for itself simply amazing. 2.5/5 - Hope to get it ;)
Warrior: Unfortunately, my current selection does not allow for any deck which could successfully use the reward, let alone finish the quest. For that alone, I think this one will have to be a 2/5. Also, for some reason, all Dr. Boom art creeps my out.
Rogue: I thought they learned not to print the number '4' on rogue quests. Day 1 craft, 4/5
Mage: Easy quest, easily done by turn 2 in the right deck if you have the coin and your opponent plays Millhouse Manastorm. The reward goes great with the other mage quest - Wild double quest mage inc!!?. Sigh 3/5, meh, if I get it, I get it.
Shaman: Potential for good fun, indeed. However, this card is a conundrum. I want to save the battlecry minions for after the quest is done, but I need the play them before?! - I am sorry guys, if I get this quest, I will play it - and I will rope every single turn without playing anything because I am just not that good at making decisions. 3.5/5 - the .5 is for flavour.
Paladin: Wow, what a card. Playing some reborn cards can't be too difficult. Once you're done, the possibilities are endless! - Enemy has lots of armor? Fill your board with Serpent Wards and laugh like a maniac as you see his health drop to 0 in a matter of turns. Feeling tired of all the cheap minions being played? Make a bunch of mana wraiths. 3.5/5 - Seems good, but a bit mundane maybe?
Hunter: With only 30 cards in the deck, summoning 20 minions seems like a chore. Unfortunately, the reward is not guaranteed to hit face. You're better off just putting Justicar Trueheart in the deck. 2/5, don't bother.
Druid: Not spending all of my mana is such a temposin. Luckily, druid has cards such as innervate and the coin (if going second), which will adjust for the loss in tempo. 4/5, very powerful, won't craft.
Though at the end of the day, I still think the "play with a friend" quest is the best. The value.
Which ones do you think will shine, and which ones will sit in your collection, gathering dust?
Rogue, you don't need to play the cards, only get them, you can complete the quest and use the hero power (with the coin) in freaking turn 3 and start remove 3 health enemy minions with no downsides.
Anything else is way too slow to compete.
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Now all cards have been revealed, it is time to find out which quests to craft on day 1.
My assessments (in random order):
Priest:
Useless - gives my opponent's minions effectively 3 extra attack instead when Auchenai is out. 3/5.
Warlock:
I really do think this card speaks for itself simply amazing. 2.5/5 - Hope to get it ;)
Warrior:
Unfortunately, my current selection does not allow for any deck which could successfully use the reward, let alone finish the quest. For that alone, I think this one will have to be a 2/5. Also, for some reason, all Dr. Boom art creeps my out.
Rogue:
I thought they learned not to print the number '4' on rogue quests. Day 1 craft, 4/5
Mage:
Easy quest, easily done by turn 2 in the right deck if you have the coin and your opponent plays Millhouse Manastorm. The reward goes great with the other mage quest - Wild double quest mage inc!!?. Sigh 3/5, meh, if I get it, I get it.
Shaman:
Potential for good fun, indeed. However, this card is a conundrum. I want to save the battlecry minions for after the quest is done, but I need the play them before?! - I am sorry guys, if I get this quest, I will play it - and I will rope every single turn without playing anything because I am just not that good at making decisions. 3.5/5 - the .5 is for flavour.
Paladin:
Wow, what a card. Playing some reborn cards can't be too difficult. Once you're done, the possibilities are endless! - Enemy has lots of armor? Fill your board with Serpent Wards and laugh like a maniac as you see his health drop to 0 in a matter of turns. Feeling tired of all the cheap minions being played? Make a bunch of mana wraiths. 3.5/5 - Seems good, but a bit mundane maybe?
Hunter:
With only 30 cards in the deck, summoning 20 minions seems like a chore. Unfortunately, the reward is not guaranteed to hit face. You're better off just putting Justicar Trueheart in the deck. 2/5, don't bother.
Druid:
Not spending all of my mana is such a temposin. Luckily, druid has cards such as innervate and the coin (if going second), which will adjust for the loss in tempo. 4/5, very powerful, won't craft.
Though at the end of the day, I still think the "play with a friend" quest is the best. The value.
Which ones do you think will shine, and which ones will sit in your collection, gathering dust?
Anyway, what do I know...
After watching the different stream today, druid and shaman are defenitively the most powerful.
Rogue quest is a serious option as well, and the warlock quest will be a good tier 2.
I don’t know what to think about the Priest one however...
The others seems not playable on standard. Wait and see...
I think the druid quest seems good because everyone is playing slow decks.
If everyone is playing aggressive decks then skipping your first 5 turns is basically an auto-loss.
You don't have to skip them, just underplay them.
Rogue, you don't need to play the cards, only get them, you can complete the quest and use the hero power (with the coin) in freaking turn 3 and start remove 3 health enemy minions with no downsides.
Anything else is way too slow to compete.