Been playing a lot of quest hunter myself in standard. Worst match ups are probably Quest Druid (the one time I saw one had 50+ health and armor), handbuff pally, and aggro druid.
Of those, Quest Druid is the only unwinnable match up, but then again it is a sample size of one :D
Quest Hunter is weak-ish in Standard, and kind of oppressive in Wild. I would be in favor of the first quest reward turning the hero power into something with a new name so that it no longer interacts with Odd.
However, since Hunter has no card draw it should lose to decks that can run it out of gas like Control-ish priests, warriors and warlocks. If we get to a point where combo mages don't murder them all.
In wild I guess it's about tanking the shit out of them. Warlock is out so it should be easier to sustain i suppose. In standard there are many other things to worry about. Strong and frustrating deck to play i against if you don't have some sick tempo against them thou
It's hard to see the Wild meta ever moving beyond the new quests, unless some kind of tech interaction is introduced. The rock/paper/scissors construct is dead now that control is so weak. With pirate warrior now having infinite sustain, it's not countered by control in the way it used to be. Anything that can stop pirate warrior is pretty much automatically dead to quest hunter and you cannot interact meaningfully with either.
Geist is no answer when quest hunter is killing you on turn 6. You only have two at most and you cannot tutor for them in any kind of reliable way. Finley/Grizzled works and is incredibly satisfying against raza hunter, but it's a two piece combo that you need to get in place by turn 6 and which is pretty awful against most other matchups. The only real answer at the moment is faster combo or faster aggro, making the format even more obnoxious for us control players.
It wouldn't be hard to come up with a tech card that combats the new quests without killing them completely in the way that Team 5 usually do nerfs, or killing the old quests. Something like Archenemy: a 3/3 for 3 with a battlecry that regresses the opponent's quest by one stage. The game will need something like this if Demon Seed is ever to be re-introduced to Wild.
I used to climb to legend every month in Wild, but I'm very jaded with the format since Stormwind.
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how does one beat the hyper aggro 30 dmg to face hunteR?
Healing, Robes of Protection, Kobold Monk, or if you have the dust, Grizzled Wizard + Sir Finley Mrrgglton. If you're playing standard, well, you have the first two.
Wait what am I supposed to write here again
Does not work as soon as they are added to your deck poof they vanish
Skulking Geist x2 for Wild decks, effective against Odd Paladin and Token/Quest Druid as well
Been playing a lot of quest hunter myself in standard. Worst match ups are probably Quest Druid (the one time I saw one had 50+ health and armor), handbuff pally, and aggro druid.
Of those, Quest Druid is the only unwinnable match up, but then again it is a sample size of one :D
I got Skulked the other day. What a let down. I gave him a well played and auto conceded.
Although if you switch up from Odd to standard quest, you can off set the impact of the Geist. Just takes a little longer.
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Quest Hunter is weak-ish in Standard, and kind of oppressive in Wild. I would be in favor of the first quest reward turning the hero power into something with a new name so that it no longer interacts with Odd.
However, since Hunter has no card draw it should lose to decks that can run it out of gas like Control-ish priests, warriors and warlocks. If we get to a point where combo mages don't murder them all.
in wild it is unbeatable
Heal and armor, wait til they run out of resources inevitably. Easy wins.
of course is not
The quests are broken, team 5 is terrible.
Play Odd Warrior!
In wild I guess it's about tanking the shit out of them. Warlock is out so it should be easier to sustain i suppose. In standard there are many other things to worry about. Strong and frustrating deck to play i against if you don't have some sick tempo against them thou
It's hard to see the Wild meta ever moving beyond the new quests, unless some kind of tech interaction is introduced. The rock/paper/scissors construct is dead now that control is so weak. With pirate warrior now having infinite sustain, it's not countered by control in the way it used to be. Anything that can stop pirate warrior is pretty much automatically dead to quest hunter and you cannot interact meaningfully with either.
Geist is no answer when quest hunter is killing you on turn 6. You only have two at most and you cannot tutor for them in any kind of reliable way. Finley/Grizzled works and is incredibly satisfying against raza hunter, but it's a two piece combo that you need to get in place by turn 6 and which is pretty awful against most other matchups. The only real answer at the moment is faster combo or faster aggro, making the format even more obnoxious for us control players.
It wouldn't be hard to come up with a tech card that combats the new quests without killing them completely in the way that Team 5 usually do nerfs, or killing the old quests. Something like Archenemy: a 3/3 for 3 with a battlecry that regresses the opponent's quest by one stage. The game will need something like this if Demon Seed is ever to be re-introduced to Wild.
I used to climb to legend every month in Wild, but I'm very jaded with the format since Stormwind.