I'm pretty sure this will work like Kazakus potions, meaning once you select an option it won't appear again. This isn't reflected in the simulator. You should be able to get more targeted results once that's factored in.
Atleast Paladin will not have to build deck around Quest right.
All quest till now were forced archetypes
Hunter forced to play one drops-Doesn't even have an archetype yet
Rogue forced to play hand returning cards- Doesn't even have an archetype yet
Warlock forced to play Discardlock
Shaman forced to play Murlock Shaman
Mage forced to play secret mage
Warrior Forced to play Control Warrior armor up!
Priest forced to play Deathrattle.
Druid is unknown
Oh noooo forced archetypes! The horror! Then, as you said, people complain about classes not having archetypes and when they give you one its "forced". Make Up your mind
The card is very strong and Will be played
You got it wrong I don't complain about forced archetypes I am complaining about that you can play this quests only in forced archetypes.
This really is the hardest single threat to remove in the game, but if there is a difficult to achieve quest linked to it, that doesn't really matter because no single threat would be worth that. But maybe it won't be that hard.
The issue is just that they KNOW when you play this card and can save a hardcounter to it.
We dont know the quest yet but you probably play a weaker version than you would otherwise .I highly doubt you can apply enough pressure to force their removal. Because otherwise you would probably already win by that point .
All the other quests are hard to pull of but(you are somehow behind on: board, cards, life etc.) the reward should swing the game into your favour or put constant pressure on your opponent!!
So if you play a specific style i dont know why Paladins dont get a wincondition besides a minion.
For those that think is so OP, go ahead and try it at the link below (apologize for not giving credit to whoever made the simulator, found it in my browser history, couldn't find the original post).
Start with an idea of what you want: OTK stealth/windfury, big defensive taunt, etc., and see how easy it is to actually get it. See how many times you're presented with adapt options you've already chosen or ones that don't work for your goal.
The card is good, but not as amazing as some seem to think.
Played around with the simulator, it only proved that the minion by itself is bonkers. The only bad adapt effect is poisonous, any combination of the rest is awesome for its mana cost. It will all depend on how easy the quest is to fulfill though.
If you are behind board you get immune to magic, health, taunt, poison and anything. So you get a 5/8 taunt immune to magic and some extras for 5 mana. Yeah .. good.
If you don't pick magic immunity it's crap. Mind control, death, sheep, hex, execute, pint size+cabalist, etc .... You always need to pick immune. So addapt 4 times.
I'm pretty sure this will work like Kazakus potions, meaning once you select an option it won't appear again. This isn't reflected in the simulator. You should be able to get more targeted results once that's factored in.
I'm pretty sure you're wrong. Blizzard confirmed you can get the same choice more than once:
This expansion is proving to be the less interesting ever. Even inspire isn't as dull as "do the expansion thing, BUT FIVE TIMES! HYPE, AM I RITE?". The elemental mechanic feels exactly as overload does: annoying. Hopefully the balancing is a lot better than the creative aspect, because this is going to be a rough start for the first standard reset. I guess not every expansion can be WotG, but I though we wouldn't go below TGT standards, not that soon anyway.
@Nimehte; the problem with complaining that all the classes have forced archetypes with their Quests seems a little silly when we have yet to see all the Quests. Unless I'm missing some reveals and they were announced? Mages and Warriors haven't been revealed so you're only guessing at what they could be. Druid and Paladin haven't been revealed, which brings us to 4/9 quests we don't really know the triggers for.
On top of that, it seems like while the archetypes are very rigid the deck design possibilities are not. Do you go all-in on Murlocs with Shaman, or run the minimal amount to try and profit on the value the reward gives you? With Hunter 1-drops are pretty generic, how many do you really need to add and which ones do you pick (and do you rely on 1-drops that generate more 1-drops or just hard run 7+)? Discolock is generally aggressive but do you try and capitalize on the inevitability of the portal by building a slower list and how slow can you actually go with it? Rogue could bounce things, but what methods are you going to use (there are a ton of them), what minions are even good to bounce, what minions truly benefit from being 5/5 baseline, and how do you make it consistent?
Priest is probably the only really straightforward list, just because N'Zoth Priest was already pretty good and it just tends to always build slow and there are only so many Deathrattles you actually want to bother summoning in the first place. But then again Priest itself has always been one of the harder classes to build decks for just because of how specific their answers tend to be (even Dragon decks had a lot of varied builds and approaches).
Like, there really isn't any reason to complain that Quests encourage you to pursue a gameplan because they're open ended in regards to how you accomplish that gameplan. For a "forced" archetype there's a ton of room for experimentation and they're broad enough that you can accomplish them without having to run a cookie-cutter list. If you think Rogue's is too restrictive then I'm not sure there's anything in this game that will feel like it isn't being pushed on you, that Quest exemplifies encouraging multiple ways to solve a problem.
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I'm pretty sure this will work like Kazakus potions, meaning once you select an option it won't appear again. This isn't reflected in the simulator. You should be able to get more targeted results once that's factored in.
one of the adaptions is stealth and also the "cant be targetted" so no, this will not get hexed or polymorphed
This really is the hardest single threat to remove in the game, but if there is a difficult to achieve quest linked to it, that doesn't really matter because no single threat would be worth that. But maybe it won't be that hard.
5 man 9/9 with stealth and wind fury
And that's how I met your mother
The issue is just that they KNOW when you play this card and can save a hardcounter to it.
We dont know the quest yet but you probably play a weaker version than you would otherwise .I highly doubt you can apply enough pressure to force their removal. Because otherwise you would probably already win by that point .
All the other quests are hard to pull of but(you are somehow behind on: board, cards, life etc.) the reward should swing the game into your favour or put constant pressure on your opponent!!
So if you play a specific style i dont know why Paladins dont get a wincondition besides a minion.
Where is the reward???
If you are behind board you get immune to magic, health, taunt, poison and anything. So you get a 5/8 taunt immune to magic and some extras for 5 mana. Yeah .. good.
If you don't pick magic immunity it's crap. Mind control, death, sheep, hex, execute, pint size+cabalist, etc .... You always need to pick immune. So addapt 4 times.
This expansion is proving to be the less interesting ever. Even inspire isn't as dull as "do the expansion thing, BUT FIVE TIMES! HYPE, AM I RITE?". The elemental mechanic feels exactly as overload does: annoying. Hopefully the balancing is a lot better than the creative aspect, because this is going to be a rough start for the first standard reset. I guess not every expansion can be WotG, but I though we wouldn't go below TGT standards, not that soon anyway.
@Nimehte; the problem with complaining that all the classes have forced archetypes with their Quests seems a little silly when we have yet to see all the Quests. Unless I'm missing some reveals and they were announced? Mages and Warriors haven't been revealed so you're only guessing at what they could be. Druid and Paladin haven't been revealed, which brings us to 4/9 quests we don't really know the triggers for.
On top of that, it seems like while the archetypes are very rigid the deck design possibilities are not. Do you go all-in on Murlocs with Shaman, or run the minimal amount to try and profit on the value the reward gives you? With Hunter 1-drops are pretty generic, how many do you really need to add and which ones do you pick (and do you rely on 1-drops that generate more 1-drops or just hard run 7+)? Discolock is generally aggressive but do you try and capitalize on the inevitability of the portal by building a slower list and how slow can you actually go with it? Rogue could bounce things, but what methods are you going to use (there are a ton of them), what minions are even good to bounce, what minions truly benefit from being 5/5 baseline, and how do you make it consistent?
Priest is probably the only really straightforward list, just because N'Zoth Priest was already pretty good and it just tends to always build slow and there are only so many Deathrattles you actually want to bother summoning in the first place. But then again Priest itself has always been one of the harder classes to build decks for just because of how specific their answers tend to be (even Dragon decks had a lot of varied builds and approaches).
Like, there really isn't any reason to complain that Quests encourage you to pursue a gameplan because they're open ended in regards to how you accomplish that gameplan. For a "forced" archetype there's a ton of room for experimentation and they're broad enough that you can accomplish them without having to run a cookie-cutter list. If you think Rogue's is too restrictive then I'm not sure there's anything in this game that will feel like it isn't being pushed on you, that Quest exemplifies encouraging multiple ways to solve a problem.
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Galvadon's Quest has been revealed! You can continue discussion here: http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/189021-new-paladin-quest-the-last-kaleidosaur.