I like "Discard your hand and draw three cards. Take an extra turn after this one."
Admittedly, I don't actually play wild, but I feel like that would at least hurt time warp combo potential, and also still let you do something like play a bunch of giants and attack with them.
Just turn the quest reward into something that can't be easily replicated via existing game mechanics? Make it an actual Time Warp Portal location with one charge: take an extra turn? That way they could double it up only by shuffling their hand into the deck with Fizzle or using something really weird like Nobleman and hoping for it to hit the location in hand.
Remove the ARCANE school tag from Time Warp. That prevents stacking due to "Arcane spells cast twice". This is the recent enabler (along with the quest being SUPER fast to complete now due to various coin and cheap spell generators, like Snakeoil) that brought this deck back to viability.
That leaves the janky combination of Potion of Illusion from E.T.C. and Rommath to go infinite, which has an acceptable amount of setup in my mind.
I found it pretty ridiculous that the newest priest quest is the only one that can't be played on the same turn it is completed, meanwhile Hunter and everyone else get to drop an overstatted 5 mana minion with a broken battlecry on turn 5. Quests should be like that for every class, you can't play it on the turn you complete it, otherwise it's just you playing a single player game while your opponent can literally do nothing if he doesn't draw the one or two counters he might have in his deck by turn 5
However, Open the Waygate has to become to a 1 mana, 1 durability location that is dormant until the quest requirements have been fulfilled.
It cannot be a spell that you cast from hand because of Sivarra, Rewind, Rommath, Potion of Illusion, Vargoth, Fizzle and whatever new soup du jour they print that allows for resource retention.
You do that it becomes harder (but not impossible) to do degenerate bullshit with Time Warp.
I have no idea why people have beef with quest mage when theyre other decks that are objectively more broken and harder to beat. The deck isn't even that good and it's not a guaranteed turn skip loop. And on top of that there's counter play for it. I'm tired of people being salty about losing to ok decks and demanding changes and nerfs.
I think everyone playing wild is tired of facing cancerous decks like this one where the opponent gets to play infinite turns while you just watch.
Blizzard hasn’t been able to fix this absolutely idiotic mechanics.
Here is what I propose
change Time Warp to: your opponent skips their next turn.
This way it will be impossible to stack multiple copies of this effect on one turn which is a totally unfair abuse
Balancing spell interactions and mana costs while considering overall game dynamics could be the key to addressing quest mage concerns permanently.
erase mage
I like "Discard your hand and draw three cards. Take an extra turn after this one."
Admittedly, I don't actually play wild, but I feel like that would at least hurt time warp combo potential, and also still let you do something like play a bunch of giants and attack with them.
Another thing would be to simply put “(Once per game.)” in the text, and just make it so you can’t have more than one extra turn PERIOD!
Just turn the quest reward into something that can't be easily replicated via existing game mechanics? Make it an actual Time Warp Portal location with one charge: take an extra turn? That way they could double it up only by shuffling their hand into the deck with Fizzle or using something really weird like Nobleman and hoping for it to hit the location in hand.
Remove the ARCANE school tag from Time Warp. That prevents stacking due to "Arcane spells cast twice". This is the recent enabler (along with the quest being SUPER fast to complete now due to various coin and cheap spell generators, like Snakeoil) that brought this deck back to viability.
That leaves the janky combination of Potion of Illusion from E.T.C. and Rommath to go infinite, which has an acceptable amount of setup in my mind.
Easy fix, like everyone has said, make it a location it tould take them like 15 minutes and no effort but wild is just hopeless anyway.
Long years I have studied, now I serve the Lich KIng
Wild mode is supposed to be Wild and casual. Change to standard, and stop whining. Thank you.
Don´t be this guy please
Long years I have studied, now I serve the Lich KIng
Nah, dont change anything. I like the watching my opponents suffer from skipping 4 turn in a row
okay, since the creator of this thread doesn't know how the interaction of time warp works, and nobody is correcting him, we have two options:
1. ban iceblock
2. gain an extra turn (once per game)
cheers
I know exactly how it works. It’s more like you didn’t understand my point and talked some nonsense
All you would have to do is make a dual warrior priest a spell that is (1) Destroy all enemy Secrets.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: https://www.hearthpwn.com/decks/1438517-wild-legend-egyptian-god-priest
I found it pretty ridiculous that the newest priest quest is the only one that can't be played on the same turn it is completed, meanwhile Hunter and everyone else get to drop an overstatted 5 mana minion with a broken battlecry on turn 5. Quests should be like that for every class, you can't play it on the turn you complete it, otherwise it's just you playing a single player game while your opponent can literally do nothing if he doesn't draw the one or two counters he might have in his deck by turn 5
Leave the text on Time Warp alone.
However, Open the Waygate has to become to a 1 mana, 1 durability location that is dormant until the quest requirements have been fulfilled.
It cannot be a spell that you cast from hand because of Sivarra, Rewind, Rommath, Potion of Illusion, Vargoth, Fizzle and whatever new soup du jour they print that allows for resource retention.
You do that it becomes harder (but not impossible) to do degenerate bullshit with Time Warp.
I have no idea why people have beef with quest mage when theyre other decks that are objectively more broken and harder to beat. The deck isn't even that good and it's not a guaranteed turn skip loop. And on top of that there's counter play for it. I'm tired of people being salty about losing to ok decks and demanding changes and nerfs.
Quest mage back in the game with infinite turns:
Grey Sage Parrot that casts The Galactic Projection Orb that casts Time Warp
Potion of Illusion
Rinse and repeat.
In the meanwhile you can go for a walk.
And Blizzard still pretending not to see.
This literally change nothing
It does change everything. Tier 1 on Tempo Storm. Wake up!