In multiple ocassions they play flamewaker and demolish everything in their path and by turn 8 they already the mission completed with 3 giants in hand. Is this balanced now that it is 8 spellls instead of 6. It actually doesn't make any difference because they need to cast 8 spells for their mana Giants and their arcane giants.
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
I play discardlock (a fast one ;p) and I see a difference. That 1 extra turn for mage to cast 2 more spells is enough to kill him sometimes)
IMO if they want to nerf it, they will make him cast 10 spells / reward cost 6. Nerfs are not about making cards useless but balanced, don't forget that. And I'm sure that quest mage has a bit lower winrate due to the nerf. If you want to counter them, play aggro decks) That's the point in that deck to be OTK so you need to kill it before it kills you)
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
Awful idea which would just kill the card. The quest reward would basically be 7-8 mana "do nothing this turn. Gain an extra turn instead."
I agree that the number of spells shoild have been AT LEAST 10, max 12. I play quest mage and 2 extra spells is a joke in a world where mana cyclone and evocation exist lol.
I think the quest reward should say "Refresh your Mana Crystals" so that you can't attack extra times with Giants, and it also won't stack with Archmage Vargoth, but it still keeps the combo potential.
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
Awful idea which would just kill the card. The quest reward would basically be 7-8 mana "do nothing this turn. Gain an extra turn instead."
I agree that the number of spells shoild have been AT LEAST 10, max 12. I play quest mage and 2 extra spells is a joke in a world where mana cyclone and evocation exist lol.
Dude what are you talking about. They drop 4 giants in a turn for 0 when they play Time Warp. The card needs to be 7 mana so they can't combo with Vargoth without discounting.
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
Awful idea which would just kill the card. The quest reward would basically be 7-8 mana "do nothing this turn. Gain an extra turn instead."
I agree that the number of spells shoild have been AT LEAST 10, max 12. I play quest mage and 2 extra spells is a joke in a world where mana cyclone and evocation exist lol.
Dude what are you talking about. They drop 4 giants in a turn for 0 when they play Time Warp. The card needs to be 7 mana so they can't combo with Vargoth without discounting.
That is exactly what I meant by this. It would attack the Vargoth problem but allow the other Quest Mage to still drop giants
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
Awful idea which would just kill the card. The quest reward would basically be 7-8 mana "do nothing this turn. Gain an extra turn instead."
I agree that the number of spells shoild have been AT LEAST 10, max 12. I play quest mage and 2 extra spells is a joke in a world where mana cyclone and evocation exist lol.
Dude what are you talking about. They drop 4 giants in a turn for 0 when they play Time Warp. The card needs to be 7 mana so they can't combo with Vargoth without discounting.
That is exactly what I meant by this. It would attack the Vargoth problem but allow the other Quest Mage to still drop giants
Yes, it would allow it to drop giants but it would also kill any other current and future deck that wants to run the quest.
I think the quest reward should say "Refresh your Mana Crystals" so that you can't attack extra times with Giants, and it also won't stack with Archmage Vargoth, but it still keeps the combo potential.
What, the quest reward is "play kun"? What nonsense is that? Makes the warlock quests seem almighty by comparison and that's saying something. Doing that completely kills the quest since most control decks at turn 8 can deal with anything you throw at them.
And while vargoth is a garbage card in and of itself (mostly because of the **** big priests pull with it), it's come out of most tempo quest mages quite a while back. Nerf him, by all means, I'd have him cost 8 mana or more myself, but it's hardly the biggest culprit here.
In multiple ocassions they play flamewaker and demolish everything in their path and by turn 8 they already the mission completed with 3 giants in hand. Is this balanced now that it is 8 spellls instead of 6. It actually doesn't make any difference because they need to cast 8 spells for their mana Giants and their arcane giants.
Best solution would be making the reward cost 7 or 8 mana. I've said this many time and I will continue to say that there are just way too many spell generators for the nerf to have affected anything. It's more of a minor inconvenience than a nerf
it's not changing anything, they should've made it about 12 spells
they started to nerf cards better than from years before, but with much less impact. somewhere in the middle would be great
I play discardlock (a fast one ;p) and I see a difference. That 1 extra turn for mage to cast 2 more spells is enough to kill him sometimes)
IMO if they want to nerf it, they will make him cast 10 spells / reward cost 6. Nerfs are not about making cards useless but balanced, don't forget that. And I'm sure that quest mage has a bit lower winrate due to the nerf. If you want to counter them, play aggro decks) That's the point in that deck to be OTK so you need to kill it before it kills you)
Let none survive!
Awful idea which would just kill the card. The quest reward would basically be 7-8 mana "do nothing this turn. Gain an extra turn instead."
I agree that the number of spells shoild have been AT LEAST 10, max 12. I play quest mage and 2 extra spells is a joke in a world where mana cyclone and evocation exist lol.
I think the quest reward should say "Refresh your Mana Crystals" so that you can't attack extra times with Giants, and it also won't stack with Archmage Vargoth, but it still keeps the combo potential.
Dude what are you talking about. They drop 4 giants in a turn for 0 when they play Time Warp. The card needs to be 7 mana so they can't combo with Vargoth without discounting.
That is exactly what I meant by this. It would attack the Vargoth problem but allow the other Quest Mage to still drop giants
I guess they wanted to nerf the card not kill it. I'm pretty sure if the card gets killed, people are gonna complain about raza priest next
Yes, it would allow it to drop giants but it would also kill any other current and future deck that wants to run the quest.
Unless they remove it this will always remain a problem.
What, the quest reward is "play kun"? What nonsense is that? Makes the warlock quests seem almighty by comparison and that's saying something. Doing that completely kills the quest since most control decks at turn 8 can deal with anything you throw at them.
And while vargoth is a garbage card in and of itself (mostly because of the **** big priests pull with it), it's come out of most tempo quest mages quite a while back. Nerf him, by all means, I'd have him cost 8 mana or more myself, but it's hardly the biggest culprit here.
Since quest mage is the only deck with a favourable wr% against shotgun priest, yes, they definitely would be.