Blizzard recently announced in their live Q&A a week back Journey to Un'goro was coming to Duels. That's great! I love Journey to Un'goro. But there's one card that's a massive problem and needs to be preemptively banned Self-Sharpening Sword-style or the format's gonna go to crap in a heartbeat. (I know some on this forum would say the format's already gone to crap. I strongly disagree, because I'm one of the big fans of the format, but this is something else entirely.)
The card in question is everyone's least favorite Quest: The Caverns Below. As easy as the quest is under normal conditions, its synergy with Connections is on an entirely different level. You don't have to build your deck around the quest in ANY WAY WHATSOEVER to complete it. Your hero power will do the job for you by turn five, allowing you to play Crystal Core on turn 6, or even turn 5 with Coin or Preparation. That gives you your entire deck to stuff to the gills with things that become broken as 4/4s. (Including the minions from your hero power.)
(Update for anyone stopping by: Blizzard did indeed nip this one in the bud, not by banning Caverns Below, but by changing Connections to give you minions from a random pool instead of the same token every time. I have to hand it to Blizzard this time around – the rework simultaneously keeps quest rogue fair and gives Connections Rogue a much needed buff, killing two birds with one stone.)
That doesn't really seem that ridiculous to me. If the Rogue spends 4 or 5 turns summoning 1/1s and doing little else, let them have 4/4s. If I can't put myself in a winning position through aggression at that point, then a few 4/4s won't stop me for another turn or two. If I can't win by then, I'll lose! No big deal.
That doesn't really seem that ridiculous to me. If the Rogue spends 4 or 5 turns summoning 1/1s and doing little else, let them have 4/4s. If I can't put myself in a winning position through aggression at that point, then a few 4/4s won't stop me for another turn or two. If I can't win by then, I'll lose! No big deal.
"Doing little else"? Over the course of the first six turns you're expected to play the quest and then five one mana 1/1s. That's 6 of your first 15 mana accounted for in exchange for five 1/1s. That's not under par by much, especially when you take into account that the other 9 mana is going to get spent on low-cost high-tempo minions since those are the ones that benefit the most from Crystal Core anyway.
If they're playing out more minions, they're losing out on value they could get from playing them post Crystal Core. Isn't the whole meta of Duels riddled with OP Hero Powers and crazy Treasure cards? Is the Rogue Quest really strong enough to overpower things that were designed to be strong in that environment? You're right about the mana they're spending, but I think this is a little preemptive. I don't think that whatever they'd end up doing is *so powerful* that it should never be allowed to see play until it's determined to be *that powerful*.
Rollback Post to RevisionRollBack
please don't bully my son
To post a comment, please login or register a new account.
Blizzard recently announced in their live Q&A a week back Journey to Un'goro was coming to Duels. That's great! I love Journey to Un'goro. But there's one card that's a massive problem and needs to be preemptively banned Self-Sharpening Sword-style or the format's gonna go to crap in a heartbeat. (I know some on this forum would say the format's already gone to crap. I strongly disagree, because I'm one of the big fans of the format, but this is something else entirely.)
The card in question is everyone's least favorite Quest: The Caverns Below. As easy as the quest is under normal conditions, its synergy with Connections is on an entirely different level. You don't have to build your deck around the quest in ANY WAY WHATSOEVER to complete it. Your hero power will do the job for you by turn five, allowing you to play Crystal Core on turn 6, or even turn 5 with Coin or Preparation. That gives you your entire deck to stuff to the gills with things that become broken as 4/4s. (Including the minions from your hero power.)
(Update for anyone stopping by: Blizzard did indeed nip this one in the bud, not by banning Caverns Below, but by changing Connections to give you minions from a random pool instead of the same token every time. I have to hand it to Blizzard this time around – the rework simultaneously keeps quest rogue fair and gives Connections Rogue a much needed buff, killing two birds with one stone.)
no
That doesn't really seem that ridiculous to me. If the Rogue spends 4 or 5 turns summoning 1/1s and doing little else, let them have 4/4s. If I can't put myself in a winning position through aggression at that point, then a few 4/4s won't stop me for another turn or two. If I can't win by then, I'll lose! No big deal.
please don't bully my son
"Doing little else"? Over the course of the first six turns you're expected to play the quest and then five one mana 1/1s. That's 6 of your first 15 mana accounted for in exchange for five 1/1s. That's not under par by much, especially when you take into account that the other 9 mana is going to get spent on low-cost high-tempo minions since those are the ones that benefit the most from Crystal Core anyway.
If they're playing out more minions, they're losing out on value they could get from playing them post Crystal Core. Isn't the whole meta of Duels riddled with OP Hero Powers and crazy Treasure cards? Is the Rogue Quest really strong enough to overpower things that were designed to be strong in that environment?
You're right about the mana they're spending, but I think this is a little preemptive. I don't think that whatever they'd end up doing is *so powerful* that it should never be allowed to see play until it's determined to be *that powerful*.
please don't bully my son