They still design Rogue somewhere between cheap low impact spells and playing your opponents cards.....then design this that doesn't really fit in either of those......this should have been "play 6-7-8 cards from a different class" with the same reward......if they made Spirit Echo for rogue this quest would have been reasonable.....even the combo shown on stream was a wild combo and not a standard combo.......way to fail rogue once again blizz.....I feel like the cards they made for rogue this expansion were specifically designed with wild format in mind.........this is great for mill rogue.....useless in standard though....
Interessting. Jades count too. Now the strange question is: Do you want all your Jades to be 5/5?
Do they? Because they are not played, but only summoned. Do you have any quote or source where you heard it from?
But if they do, I wouldn't care about all my jades being "only" 5/5s. You have a 5/5 stealth guy for 2 mana that summons a 5/5 as a deathrattle. Or a 5/5 for 4 mana that summons another 5/5. Or a N'zoth that summons a board full of 5/5s which mostly leaves 5/5s back on the board. That's good enough for me. Once the quest is running, I think it will outvalue most other decks as long as rogue can keep up with the carddraw.
I'm a enthusiastic rogue fan and I was hoping when I saw this quest that they would make some new card to help with the quest... But now it just sucks when I compare it with Druid quest... You have to play counterintuitively to trigger the quest by bouncing minions to your hand, making you lose tempo then finally you get a reward which could be interesting if your hand was full with charge minions, except by the time you complete the quest your hand will most likely be close to empty and it will be turn 7 when a 5/5 minion or 2 with charge isn't that impressive and doesn't make up for your lost tempo.
Now you compare it with the druid quest, first the goal of the quest is to do what most druids already do in each game "Play big minions" then they gave them a bunch of cards specifically to help with this quest where they already had everything they needed. Finaly the reward is a huge minion and all your other minions for free. You just need to have some card draw to make sure you don't run out of steam and it's a win.
So all in all instead of creating a quest where you would need to play cards from other class that would have been fun, and that they created cards for this very expansion, they created this waste of dust. I really wanted it to be enjoyable for rogue but it simply won't be.
People who use Thistle Tea will of course lose every game. That card is bad. Like in really bad. Mimic Pod is not great (although I think playable) and gives you two cards, but thistle tea is 3 mana more for only one additional card.
Fire Fly and Igneous Elemental will give you already 6 of the same named minion. shadowstepping a fire fly and one igneous elemental gives you exactly the tools to get your quest done. And as soon as the reward is played, the Flame Elemental is a 1 mana 5/5 so they are not useless in the lategame should you achieve the quest goal in a different way. But you can play 4 times flame elemental + Preparation + Crystal Core on turn 6 which gives you four 5/5s on the board.
It's four cards out of thirty (Edit: You already corrected it). And as I said, rogue has different ways to obtain his goal. Mimic Pod draws a minion? Shadowstep and Shadowcaster and you have also four of the same kind. But why can I only use 1 fire fly?
If they want to usea premium removal on a mediocre minion, they shall be my guest. Of course you shouldn't go all in on only the fire flies, but that is one way to improve the consistency of getting the quest goal done.
But it is true that it might be too difficult to pull of the quest consistently. And if you can only achieve it in the lategame, then it really depends how many minions you can draw (or pseudo-draw). Because constant 5/5s will be a great lategame. Lord Jaraxxus neverending stream of 6/6s has outvalued a lot of control games. And that is only one per turn.
Its just an example but i think, this doesnt neccesary have to be in a combo or aggro deck. The idea would be to utilise the token from the elemental cards to activate the quest to win vs other control decks.
Vs Aggro to utilize Fast cards to stay even during early game.
Not sure how consistant this can be but i thnk we should at least try to come up with a decent deck before complaining.
So far Rogue was never the worst class, why should it be now?
It's four cards out of thirty (Edit: You already corrected it). And as I said, rogue has different ways to obtain his goal. Mimic Pod draws a minion? Shadowstep and Shadowcaster and you have also four of the same kind. But why can I only use 1 fire fly?
If they want to usea premium removal on a mediocre minion, they shall be my guest. Of course you shouldn't go all in on only the fire flies, but that is one way to improve the consistency of getting the quest goal done.
But it is true that it might be too difficult to pull of the quest consistently. And if you can only achieve it in the lategame, then it really depends how many minions you can draw (or pseudo-draw). Because constant 5/5s will be a great lategame. Lord Jaraxxus neverending stream of 6/6s has outvalued a lot of control games. And that is only one per turn.
Yes shadowcaster but you need to shadowcaster Firy fly or Ingenous elemental. Mimic pods yes but you have to find Fire Fly or Ingenous elemental and keep in mind that mimic pods and shadowcaster have a very bad sinergy together because if you mimic pods shadowcaster you are srewed. I think that the best way is use garbage cards like novice engineer, coldlight oracle (double edged weapon execialy agaist aggro). This quest is so bad. there is no way to solve it.
Your first sentence is just not true. It is of course the best to just shadowstep a firefly or copy fire fly or igneous elemental with shadowcaster. But that is not necessary. If I mimic pod an SI:7 Agent, then I might just change the minion I want to play four times. Or as you say, novice engineer is also an easy shadowstep and draws an additional card. The flame elemental cards are just helpful for consistency since they are enough on their own. And they might be used to trigger Tol'vir Stoneshaper if you play that card.
I am more optimistic than you with solving the quest riddle.
Huh, that 3 cost elemental sure does make life easier doesn't it? 2-card combo gets you the 4 copies you wanted. Hmm, suddenly this quest has quite a lot more potential. Compare with the Pally quest that requires at least 10-12 deck slots be taken up with buffs to complete your quest, here you could potentially get away with just 4 slots (2Shadowstep, 2Igneous Elemental). Leaves tons of room for deck innovation.
I think this deck is potentially the new competitive rogue deck. It's pretty crazy though because you can build it in so many ways the possibilities seem endless. I think it is theoretically impossible that this deck finds no play. There are just too many ways to build it. Even if Pirates are still dominating, you can just tech this deck to beat that. Feels very flexible. You can even play it in a cthun deck because Blade of C'thun comes so late. 5/5 farseer, 5/5 shieldbearers, bouncing Vilefins and getting 5/5 taunts. It's a little overwhelming.
Balancing draw is going to be the hardest part of finding success. I almost think a heavy removal deck that run this quest, Slayer, Blade of C'thun and bounce could be really fun. It could offer the overwhelming early board of nonstop 5/5s plus, while also removing opponents threats and dominating late game. Just release this shit already. HS is so fking boring before new expansions.
Just think about it like this. Every other quest has a restriction on the cards you play to activate it. Whether they be random spells, deahrattles, taunts, murlocs. They are very rigid. With rogue, you can play 4 of anything at any mana cost whenever you like. You can bounce minions, copy them, play spawned minions. The possibilities are free to explore.
This is my least favorite quest card because if you feel the need to play four minions in one turn, your hand will fall apart quickly and you'll be at a disadvantage if your board can be removed. Not a good matchup against any classes other than Hunter, Paladin, and maybe against another Rogue
This is my least favorite quest card because if you feel the need to play four minions in one turn, your hand will fall apart quickly and you'll be at a disadvantage if your board can be removed. Not a good matchup against any classes other than Hunter, Paladin, and maybe against another Rogue
The quest says nothing about them needing to be played on the same turn... If you play Fire Fly and Igneous Elemental you can generate the cards you need without having to bounce useless cards back. Sure it's not great for tempo but the tempo you gain from the quest is really good. Or if you like bouncing, use Swashburglar for value
In case this hasn't been mentioned already, this quest results in your minions being unable to be damaged but also being unable to be stat buffed. They can only be removed with hard removals. They are forever 5/5 or hard removed. This quest is so much better than what many are assuming.
In case this hasn't been mentioned already, this quest results in your minions being unable to be damaged but also being unable to be stat buffed. They can only be removed with hard removals. They are forever 5/5 or hard removed. This quest is so much better than what many are assuming.
This is NOT true. Every single minion comes into play 5/5, regardless of how it comes into play, but it can then be damaged and buffed as normal.
In case this hasn't been mentioned already, this quest results in your minions being unable to be damaged but also being unable to be stat buffed. They can only be removed with hard removals. They are forever 5/5 or hard removed. This quest is so much better than what many are assuming.
Where do you have that information from?
I agree that the wording could imply that, but it is highly unlikely that it works that way. Besides that Blizzard allegedly has already confirmed that you can buff your Edwin VanCleef starting with a baseline of 5/5 (some tweet or anything that has been mentioned on previous pages).
I am pretty sure it will give all your minions a 5/5 statline and they die and can be buffed by whatever you are playing.
In case this hasn't been mentioned already, this quest results in your minions being unable to be damaged but also being unable to be stat buffed. They can only be removed with hard removals. They are forever 5/5 or hard removed. This quest is so much better than what many are assuming.
Please don't be someone who spreads assumed misinformation as fact without actually doing any research. There was actually a twitter post from one of the developers (Peter something or other I think) that explicitly confirmed that this is not the case. Minions are only 5/5 upon summoning or transformation. Buffs and debuffs still apply as does damage
Sergeant Sally
They still design Rogue somewhere between cheap low impact spells and playing your opponents cards.....then design this that doesn't really fit in either of those......this should have been "play 6-7-8 cards from a different class" with the same reward......if they made Spirit Echo for rogue this quest would have been reasonable.....even the combo shown on stream was a wild combo and not a standard combo.......way to fail rogue once again blizz.....I feel like the cards they made for rogue this expansion were specifically designed with wild format in mind.........this is great for mill rogue.....useless in standard though....
When life gives you lemons, trade'em for limes and get some Coronas!
Interessting. Jades count too. Now the strange question is: Do you want all your Jades to be 5/5?
I dont think that jades are a good idea in a crystal core deck. I also think that this is underrated.
With elementals you only need 1x firefly and 1x the 3 mana elemental and you already have 3 tokens by turn 3-4 + 1x any bounce for 4.
Thats realy not that hard to archive. The question remains thought is verry important, how does this card interact with damage?
I'm a enthusiastic rogue fan and I was hoping when I saw this quest that they would make some new card to help with the quest... But now it just sucks when I compare it with Druid quest... You have to play counterintuitively to trigger the quest by bouncing minions to your hand, making you lose tempo then finally you get a reward which could be interesting if your hand was full with charge minions, except by the time you complete the quest your hand will most likely be close to empty and it will be turn 7 when a 5/5 minion or 2 with charge isn't that impressive and doesn't make up for your lost tempo.
Now you compare it with the druid quest, first the goal of the quest is to do what most druids already do in each game "Play big minions" then they gave them a bunch of cards specifically to help with this quest where they already had everything they needed. Finaly the reward is a huge minion and all your other minions for free. You just need to have some card draw to make sure you don't run out of steam and it's a win.
So all in all instead of creating a quest where you would need to play cards from other class that would have been fun, and that they created cards for this very expansion, they created this waste of dust. I really wanted it to be enjoyable for rogue but it simply won't be.
People who use Thistle Tea will of course lose every game. That card is bad. Like in really bad. Mimic Pod is not great (although I think playable) and gives you two cards, but thistle tea is 3 mana more for only one additional card.
Fire Fly and Igneous Elemental will give you already 6 of the same named minion. shadowstepping a fire fly and one igneous elemental gives you exactly the tools to get your quest done. And as soon as the reward is played, the Flame Elemental is a 1 mana 5/5 so they are not useless in the lategame should you achieve the quest goal in a different way. But you can play 4 times flame elemental + Preparation + Crystal Core on turn 6 which gives you four 5/5s on the board.
It's four cards out of thirty (Edit: You already corrected it). And as I said, rogue has different ways to obtain his goal. Mimic Pod draws a minion? Shadowstep and Shadowcaster and you have also four of the same kind. But why can I only use 1 fire fly?
If they want to usea premium removal on a mediocre minion, they shall be my guest. Of course you shouldn't go all in on only the fire flies, but that is one way to improve the consistency of getting the quest goal done.
But it is true that it might be too difficult to pull of the quest consistently. And if you can only achieve it in the lategame, then it really depends how many minions you can draw (or pseudo-draw). Because constant 5/5s will be a great lategame. Lord Jaraxxus neverending stream of 6/6s has outvalued a lot of control games. And that is only one per turn.
Maybe this should be used in a more control heavy deck.
Its just an example but i think, this doesnt neccesary have to be in a combo or aggro deck. The idea would be to utilise the token from the elemental cards to activate the quest to win vs other control decks.
Vs Aggro to utilize Fast cards to stay even during early game.
Not sure how consistant this can be but i thnk we should at least try to come up with a decent deck before complaining.
So far Rogue was never the worst class, why should it be now?
Huh, that 3 cost elemental sure does make life easier doesn't it? 2-card combo gets you the 4 copies you wanted. Hmm, suddenly this quest has quite a lot more potential. Compare with the Pally quest that requires at least 10-12 deck slots be taken up with buffs to complete your quest, here you could potentially get away with just 4 slots (2Shadowstep, 2Igneous Elemental). Leaves tons of room for deck innovation.
Ibn Fahd.
Fun Fact the min amount of deckslots for this quest to work theoretical is actually 2.
Spiritsinger Umbra+ 3mana elemental, there you go.
I think this deck is potentially the new competitive rogue deck. It's pretty crazy though because you can build it in so many ways the possibilities seem endless. I think it is theoretically impossible that this deck finds no play. There are just too many ways to build it. Even if Pirates are still dominating, you can just tech this deck to beat that. Feels very flexible. You can even play it in a cthun deck because Blade of C'thun comes so late. 5/5 farseer, 5/5 shieldbearers, bouncing Vilefins and getting 5/5 taunts. It's a little overwhelming.
Balancing draw is going to be the hardest part of finding success. I almost think a heavy removal deck that run this quest, Slayer, Blade of C'thun and bounce could be really fun. It could offer the overwhelming early board of nonstop 5/5s plus, while also removing opponents threats and dominating late game. Just release this shit already. HS is so fking boring before new expansions.
Just think about it like this. Every other quest has a restriction on the cards you play to activate it. Whether they be random spells, deahrattles, taunts, murlocs. They are very rigid. With rogue, you can play 4 of anything at any mana cost whenever you like. You can bounce minions, copy them, play spawned minions. The possibilities are free to explore.
How about the VIOLET TEACHER + 4 Apprentices + VANISH synergy?
Add her to the deck and you've got another cool way to achieve the quest.
This is my least favorite quest card because if you feel the need to play four minions in one turn, your hand will fall apart quickly and you'll be at a disadvantage if your board can be removed. Not a good matchup against any classes other than Hunter, Paladin, and maybe against another Rogue
In case this hasn't been mentioned already, this quest results in your minions being unable to be damaged but also being unable to be stat buffed. They can only be removed with hard removals. They are forever 5/5 or hard removed. This quest is so much better than what many are assuming.