It's not a board effect. All minions in deck, all minions summoned either from minions, spells, Hero powers, Deathrattles. If you get the quest done and use a handbuff spell and then drop a buffed minion on board it will be 5/5 +1/+1 from the handbuff.
I think it will work like Keeper of Uldaman, where if you silence the affected minion it gets back to its original health
It's been confirmed in Reddit that all minions played, or summoned will be 5/5s. If you get the Paladin HP from Finley. Summon 5/5s. Moroes? 5/5 that summons 5/5s. Violet Teacher? 5/5 that summons 5/5s. Onyxia? 5/5 that fills the board with 5/5s. Your Edwin gets Polymorhped? 5/5 Sheep. Swashburglar into Patches? Both 5/5. Also if you complete your quest, Vancleef becomes a 5/5 if he is in your hand. And then he gains as normal the buffs. 1 buff will make him 7/7.
Not so bad of a card now, huh? I think you can make a miracle rogue that goes in a quest first.
Problem is you lose a lot of tempo when you remove the whole time your minions from the deck. But it can be done with either Patches or Swashburglar and by turn 5 get the quest done I guess.
Is people really complaining that you can't play Edwin VanCleef with this quest?
IT IS MEANT TO BUILD A COMPLETELY DIFFERENT ARCHETYPE FROM MIRACLE! Wake the fuck up. This has potential to be more and more busted as more cards get revealed. You can afford to throw in a lot of low cost draw engine minions in the deck and have them have good midrange stats. You can set up combos like Stone tusk boars for 17 damage to the face with 4 mana with Cold Blood, for example.
Bro, sorry but you're so bad or you dont know what the game hearthstone is all about. So basically u r saying that you will make a 15+ bad cards deck to complete the quest, then play a 5 mana spell and do nothing and then OTK the opponent at turn what? 10-12? Meanwhile your opponent will drop broken minions after broken minions, 20 damage weapons, broken legendaries etc. Its not like they will do nothing till your quest is done.
Other class legendary spell is straight forward and can be play in future when just subbing new minion from new expansion to their Legend spell.
While The Caverns Below require other staple card to trigger the effect, ShadowstepYouthful BrewmasterMimic PodThistle Tea, Thus, taking up more deck slot for the basic requirement of the spell, Which, also limit the deck building space with lesser slot, And, end up those staple card being used too often, End up, rotating to the hall of frame (pun intended).
however, i see this card to be use in aggro rogue that utilize Charge as a main core to end game fast.
With this quest Gadgetzan Ferryman will be better than Youthful Brewmaster because you can play Ferryman after you complete the quest but brewmaster will be problematic and completing quest will require low cost mana spells so triggering combo will be easier.
I realy appreciate that quest is unique and "smarter" than others so far, but the effect should be immediate, not the 5 mana spell which just set up for the next turn.
What makes this realy bad is that reward cost 5 mana by itself while not adding to the board. Moreso you'll still need to spend creature cards to make your 5/5's. The warlock portal looks far superrior tbh, unless we don't know something crazy about remaining rogue cards
It's really simple to see how much garbage this card is, especially compared to other quests. You only have to ask yourself those questions :
- If Amara, Wardens of Hope was a neutral card, would you add it to your deck ? => Actually, I don't see any class or archetype that would NOT play a 5 mana 8/8 taunt that heals you to 40.
- If Megafin was a neutral card, would you add it to your deck ? => Maybe not every deck, maybe not every class. But a 5 mana 8/8 Murloc tag that makes you draw easily 3-6 murlocs with no drawback is really strong. Aggro would love it, Midrange would love it, it's even good in Control, and it has the Murloc synergy.
- If Nether Portal was a neutral card, would you add it to your deck ? => Gaining permanently two 3/2 every turn for 5 mana ? Yeah, I guess almost every deck would run it.
- If Crystal Core was a neutral card, would you add it to your deck ? => What deck would have the freedom to spend its 5th turn to do NOTHING to have such a reward ? Aggro could never play it, Midrange would never lose so much tempo, so there is only Control ... but does Control decks want their Ysera or Ragnaros the Firelord to be 5/5 ? Only a token-based deck could make use for it, but token decks are usually Midrange, and losing your whole 5th turn in Midrange is a high risk.
So here it is : the Rogue quest is the most difficult to pull out. Yet, it is the only one that gives you a reward that would never be an auto-include.
I'm not discussing the flavor (which is boring AF btw), but the power of the card : it. is. crap. Period. For now we now already 3 classes that will get super powerful quests, and Rogue gets a shitty clumsy one. Like always.
And Rogue normal Legendary is shit, like always.
So let's play Miracle again for the next 4 months !
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
C'Thun becomes a 5/5 but gains normally buffs if you play his buff cards after you complete the quest.
I guess if you silence any of the minions they will go back to their original health
FOR THE HORDE!
I think because the Caverns is a permanent board effect and not an effect on each individual minion, a silence would just set them to 5/5.
It's not a board effect. All minions in deck, all minions summoned either from minions, spells, Hero powers, Deathrattles. If you get the quest done and use a handbuff spell and then drop a buffed minion on board it will be 5/5 +1/+1 from the handbuff.
I think it will work like Keeper of Uldaman, where if you silence the affected minion it gets back to its original health
FOR THE HORDE!
Problem is you lose a lot of tempo when you remove the whole time your minions from the deck. But it can be done with either Patches or Swashburglar and by turn 5 get the quest done I guess.
FOR THE HORDE!
Rogue gets the worst cards again lul.
Triple boar dream :D
After quest is done:
1-Play Patches the Pirate and 2x Gang Up.
2-If the opponent clears board, play random pirate. 6 5/5 Patches the Pirates come flying.
3-???
4-Profit
Ranked game wins per class (26/Dec/2018): Druid - 457; Hunter - 482; Mage - 345; Paladin - 435; Priest - 295; Rogue - 234; Shaman - 430; Warlock - 419; Warrior - 367
I really should update my signature more often...
True, it also won't kill a priest who set his health to 40 :/
EDIT: Just remembered shadowstepping a faceless manipulator won't give you a faceless manipulator back :(
Gang Up is rotating out of Standard, Shadowcaster not (at first I thought so)
well let's wait and see what else Rogue gets
double shadow step
HE TRAAAAAADES!
Other class legendary spell is straight forward and can be play in future when just subbing new minion from new expansion to their Legend spell.
While The Caverns Below require other staple card to trigger the effect, Shadowstep Youthful Brewmaster Mimic Pod Thistle Tea, Thus, taking up more deck slot for the basic requirement of the spell, Which, also limit the deck building space with lesser slot, And, end up those staple card being used too often, End up, rotating to the hall of frame (pun intended).
however, i see this card to be use in aggro rogue that utilize Charge as a main core to end game fast.
With this quest Gadgetzan Ferryman will be better than Youthful Brewmaster because you can play Ferryman after you complete the quest but brewmaster will be problematic and completing quest will require low cost mana spells so triggering combo will be easier.
I realy appreciate that quest is unique and "smarter" than others so far, but the effect should be immediate, not the 5 mana spell which just set up for the next turn.
What makes this realy bad is that reward cost 5 mana by itself while not adding to the board. Moreso you'll still need to spend creature cards to make your 5/5's. The warlock portal looks far superrior tbh, unless we don't know something crazy about remaining rogue cards
Like the idea, hate the execution.
A quest like this is smart, but the reward seems better for paladins with small minions and their hero power.
Rogues tend to want to have welll stated minions with decent effects like Tomb pillager instead of lots of little minions (unless aggro rogue).
Overall i think this card is ok in a gimmick deck, but does not really suit any of the decks atm at all.
Seems easier with Patches.
It's really simple to see how much garbage this card is, especially compared to other quests. You only have to ask yourself those questions :
- If Amara, Wardens of Hope was a neutral card, would you add it to your deck ?
=> Actually, I don't see any class or archetype that would NOT play a 5 mana 8/8 taunt that heals you to 40.
- If Megafin was a neutral card, would you add it to your deck ?
=> Maybe not every deck, maybe not every class. But a 5 mana 8/8 Murloc tag that makes you draw easily 3-6 murlocs with no drawback is really strong. Aggro would love it, Midrange would love it, it's even good in Control, and it has the Murloc synergy.
- If Nether Portal was a neutral card, would you add it to your deck ?
=> Gaining permanently two 3/2 every turn for 5 mana ? Yeah, I guess almost every deck would run it.
- If Crystal Core was a neutral card, would you add it to your deck ?
=> What deck would have the freedom to spend its 5th turn to do NOTHING to have such a reward ? Aggro could never play it, Midrange would never lose so much tempo, so there is only Control ... but does Control decks want their Ysera or Ragnaros the Firelord to be 5/5 ? Only a token-based deck could make use for it, but token decks are usually Midrange, and losing your whole 5th turn in Midrange is a high risk.
So here it is : the Rogue quest is the most difficult to pull out. Yet, it is the only one that gives you a reward that would never be an auto-include.
I'm not discussing the flavor (which is boring AF btw), but the power of the card : it. is. crap. Period. For now we now already 3 classes that will get super powerful quests, and Rogue gets a shitty clumsy one. Like always.
And Rogue normal Legendary is shit, like always.
So let's play Miracle again for the next 4 months !