If there is a quest for rogue it may help to regulate rogue's Edwin VanCleef if a player holds onto the quest. (forget the quest buff the legendary-kind of thinking).
By nature Quest deck will be tend to be Control Decks, because Quests require you to fulfill a series of tasks. And assuming all the tasks will be appropriately challenging - that means not being until complete a Quest, and gaining its reward, until late in the game. Taking that in consideration, along with the fact that to play a Quest you have give up an initial card slot + tempo - it seems these type of decks would perform poorly against Aggro.
I swear to god, if Shaman gets a quest for playing overload (unless it's like 4 cards) I will eat my shirt. Control Shaman hates overload, not to mention we lose Lava Shock and have to play slightly less useful Eternal Sentinel.
I'd agree with you, except that that would help aggro and midrange more even if it was less overload cards. It's kind of the same as thing from below, where it seems pretty balanced in control shaman, often since you totem up the first 2 turns and can drop him turn 4. However, it becomes waay too broken when played in mid or aggro, since they use totems more often.
I definitely hope they choose not to go the overload route. I would prefer deathrattles, though priest already took that. Maybe elementals? It wouldn't fit into control likely, but maybe we'd see some interesting tribal builds for shaman? I personally think they should do something completely different, not involving playing cards at all. Maybe something involving how much damage you took or how much you healed yourself or something like that. It would be cool if they tried to do something completely unique for each class's quest.
I'll use the Priest one as the baseline for what these cards can do...
So quests are really crap against aggro, that's for sure. There is no way you can keep it and expect to finish the quest in time, so you will mulligan it. That reduces the consistency of your opening hand, and you always face the possibility of a dead draw.
Against midrange you probably can't mulligan the quests very often since that'd just delay the payoff too much. Though by keeping it you severely reduce your options and consistency in the early game. You might have to make many poor trades, skip a turn, etc, which hurts both your value and makes it far more likely that you will be overrun, so the reward for finishing the quest has to be insane. You also need to be able to reliably finish the quest before dying. The Priest quest does help you swing the game, but playing 7 deathrattle minions may be too slow even against midrange.
Against control the quests should always range from good to insane, depending on what they do and what you're up against. The Priest one is crazy good against OTK decks, and also as a means to be very greedy with your health (similarly to Reno). But will it win you the value game? No, not at all, you would probably be better off with a card such as Ysera in many cases. Hopefully there will be some more value-oriented quests.
If there is a quest for rogue it may help to regulate rogue's Edwin VanCleef if a player holds onto the quest. (forget the quest buff the legendary-kind of thinking).
For now it's hard to tell if Quest system (regarless of what they provide) will be any good.
It's kinda boring to me. The fact you're guarantee to have it turn 1 almost force your start, but at the same time remove a card from the possible poll of your draws. Which is kinda bad for control deck as you usually crave for answers against aggro/midrange at the beginning of the game.
I've yet to see others and test some, but for now it's a big MEH.
So, to start a quest on Turn 1, you have to sacrifice a card and all Turn 1 tempo.
I sure hope this mechanic doesn't take a backseat to aggro.
"Nerf Paper," said Rock.
So... Quests:
Step 1: Obtain legendary spell.
Step 2: Include in deck, build deck around it.
Step 3: Mulligan 1 card less?
Step 4: Play on turn 1, instead of something that develops the board (anti-aggro and slight tempo loss).
Step 5: Play a certain style.
Step 6: Get an OP card at some point in the mid/late game.
Step 7: Play OP card.
It doesn't sound too powerful, and certainly sounds like a balanced risk/reward, if implemented correctly.
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i really hope they make a quest for each class otherwise i will be quite disappointed
You can mulligan it away, it has been told to us.
If there is a quest for rogue it may help to regulate rogue's Edwin VanCleef if a player holds onto the quest. (forget the quest buff the legendary-kind of thinking).
Can Quests be stolen or destroyed by these cards? : Eater of Secrets or Kezan Mystic
or can quests interact with the following cards (assuming there are quests for the related class: Kabal Lackey, Medivh's Valet, Eaglehorn Bow, Ethereal Arcanist,Secretkeeper,
By nature Quest deck will be tend to be Control Decks, because Quests require you to fulfill a series of tasks. And assuming all the tasks will be appropriately challenging - that means not being until complete a Quest, and gaining its reward, until late in the game. Taking that in consideration, along with the fact that to play a Quest you have give up an initial card slot + tempo - it seems these type of decks would perform poorly against Aggro.
Since Quests seem to occupy the same space on the UI as the Secrets does that mean that having a quest active will limit our number of secrets to 4?
Also can we have multiple quests active via Yogg or Discover effects or do they override each other or cause each other to fizzle
In the end it is not really a legendary spell, it is more a legendary minion with preconditions.
I'll use the Priest one as the baseline for what these cards can do...
So quests are really crap against aggro, that's for sure. There is no way you can keep it and expect to finish the quest in time, so you will mulligan it. That reduces the consistency of your opening hand, and you always face the possibility of a dead draw.
Against midrange you probably can't mulligan the quests very often since that'd just delay the payoff too much. Though by keeping it you severely reduce your options and consistency in the early game. You might have to make many poor trades, skip a turn, etc, which hurts both your value and makes it far more likely that you will be overrun, so the reward for finishing the quest has to be insane. You also need to be able to reliably finish the quest before dying. The Priest quest does help you swing the game, but playing 7 deathrattle minions may be too slow even against midrange.
Against control the quests should always range from good to insane, depending on what they do and what you're up against. The Priest one is crazy good against OTK decks, and also as a means to be very greedy with your health (similarly to Reno). But will it win you the value game? No, not at all, you would probably be better off with a card such as Ysera in many cases. Hopefully there will be some more value-oriented quests.
Quests will be in starting hand no matter what.
never mind
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