Not once in the flavor of QL Warlock I run have I even come close to hitting fatigue. I either win, or I take too much damage to be able to fulfill the win condition. In playing dozens of games -against- QL lock, I've only run into exactly -one- that tried to win via fatigue.
Yeah, honestly, with quest warlock, the game doesn't often come to fatigue. In standard the big offender is Stealer of Souls, and if you save up a bunch of cards that cost health, play Tamsin and draw more, game is over because you've just played all your health cost cards.
Or in the minion heavy zoo version, you usually get dunked on by flesh giants well before fatigue is a factor, too.
yeah.. the version I run is heavy with imps and hyenas, with Darkglare to finish QL asap (usually by turn 5 is I managed to draw/mulligan all I needed), Stealer of Souls as setting up the finishing condition, flesh giants for control or just straight up damage if I'm able to draw/play them earlier enough, and watch posts to run interference/stall/be bait
I suspected it since a couple of days and the VS report that came out today confirmed that Stealer of Souls is just bad in these decks and significantly decreases the deck WR. So one of the best nerfs for Quest Warlock is to let Stealer be;)
uh.. it very explicitly says "damage on your turn", so of course traps and leper gnomes should count
I've seen this sort of comment made a few times: This isn't an argument that the card text of the quest reward isn't working as intended, as it obviously is. It's raising the issue that the results of that card text is functionally broken AF and rewards the wrong sort of play in the opinion of some players, myself included.
I would almost go opposite of the original suggestion and make the completion slower, so that the quest would just be a snowball card against really slow decks. Then warlock can keep his tier 3 anti control deck and people can start complaining about tickatus again