quest is horribad cuz reward does nothing on turn you play it but still costs 5 mana. It only works if you have alot of minions on board already but thats never gonna happen if you were busy completing quest all previous turns.
Well, I thought this quest was bad when it was revealed. But, after seeing people who were able to complete it turn 5 AND OTK the opponent later, I think this quest is powerful, way too powerful.
I blame my lack of ability to figure out how to complete the quest just being narrow minded. I was trying to do it with Novice Engineer/Loot Hoarder/Swashburgler, due to them being the easiest to keep card advantage up.
Maybe if I had paid attention to the fact that the Elemental Tokens shared a name, I could have figuredo ut a 5/5 for 1 that gives you another 5/5 for 1 was good. Eh, kudos to the guy who did figure it out.
Well originally we presumed it was bad because getting it off reliably early without the tempo loss would be broken. Unfortunately nobody really counted on the fire elemental making this crazy strong. May or may not get nerfed depending on how the meta develops.
"Bad card is bad, complete dust, don't even play it".
Told you guys this was good and incredibly easy to trigger :P
Not so easy, one time my opponent complete the quest and with Preparation play the reward in turn 5!!! I give up and scary this become the new pirate warrior.
But two other times my opponent have played 3 different minions 3 times each, is a little trick.
Well originally we presumed it was bad because getting it off reliably early without the tempo loss would be broken. Unfortunately nobody really counted on the fire elemental making this crazy strong. May or may not get nerfed depending on how the meta develops.
I blame my lack of ability to figure out how to complete the quest just being narrow minded. I was trying to do it with Novice Engineer/Loot Hoarder/Swashburgler, due to them being the easiest to keep card advantage up.
Maybe if I had paid attention to the fact that the Elemental Tokens shared a name, I could have figuredo ut a 5/5 for 1 that gives you another 5/5 for 1 was good. Eh, kudos to the guy who did figure it out.
In people's defense, nobody could've predicted the existence of Igneous Elemental. When this card first came up, Fire Fly was the only thing that could generate Flame Elemental tokens. Now we have a way to trigger the quest even without bouncing effects.
I think a lot people know reward is strong but no one really think this is easiest quest . I mean rogue can bounce minion but it cost too much tempo and you must play a bunch of cheap minions in a class cant heal or have good taunt like rogue it almost suicide
Still too soon to say rogue quest OP but this definitely better people expect
To be honest the deck is a little unreliable at the moment, you depend a lot on cards that bounce other cards and card draw. The deck is countered really hard with Dirty Rat and every aggro if you have a bad opening hand.
I'm having a lot of fun with the deck at the moment. Here is a summary of my experiences and observations, with my deck list at the bottom:
The Flame Elemental tokens are indeed the easiest way to finish the guest quickly, if you can start with them in your hand or draw them early. This happens quite often but not often enough, so I believe it's necessary to have a plan B to finish the quest "the hard way", by copying and bouncing other minions.
A card that I've found can assist a lot with that plan B is Mimic Pod. I'm running a version of the deck with 21 minions and 9 spells, so Mimic Pod gives you two copies of a minion 2/3 of the time, which you can copy and bounce into the 4 necessary with the other tools in the deck. It's not the ideal setting, but better than not ever completing the quest.
I was positively surprised by how decently reliable it is to finish the quest. Even when I got kinda screwed with mulligan RNG, the deck still gave me the tools necessary to eventually finish the quest. I've been able to finish it in every single game I've played (although that doesn't mean winning every single game, of course).
The hardest match-ups I've had so far were (surprise!) aggro decks, such as Murloc Shaman, Murloc Paladin, and (still) Pirate Warrior. I didn't get completely destroyed by aggro, though, and were able to win a few times (though I mostly lost). The times when I won against aggro were largely due to being able to play Tar Creeper on turn 3 into Tol'vir Stoneshaper on turn 4, which are not part of the main toolkit of the deck but I feel are necessary to hold off the aggro insanity. The Stoneshaper can be triggered very reliably in this deck due to already existing elemental cards used to finish the quest, plus Tar Creeper and also Glacial Shard.
Aggro Warlock, although still being aggro, didn't give me much trouble yet. I've been able to hold off the initial wave of aggro while still finishing my quest, then seeing the warlock finish his own quest and still controlling the hordes of imps coming from the portal with my 5/5s and eventually winning.
The easiest match-ups so far have been Priest and Mage. Their initial turns are not aggressive or quick enough, which usually gives me plenty of time and space to finish my quest while they are still halfway into theirs (specially mages).
Hunter has been the closest to my deck in terms of power level. I can win a decent amount of times but still sometimes lose.
Some cards in my list that I like a lot are Bilefin Tidehunter and Glacial Shard. I haven't seem them on other people's lists, which are often more value-heavy while mine is really budget, but they offer a lot of defense in the form of Taunt and Freeze. I may have to replace them once I craft more valuable cards to increase the power level of the deck (such as Patches, which I currently don't own).
Today (launch day) I was able to go from rank 21 to rank 13, a first for me, as I've only been able to get to rank 15. I play f2p and opened 24 Un'goro packs so far, one of which contained The Caverns Below.
I actually really like the idea of running a small elemental engine to help stave off aggro decks, Flame Elemental generators are the most important cards in the deck and you can very reliably trigger a turn 4 Stoneshaper to stall you long enough to finish the quest. I haven't really played with the idea, but a few suggestions: Swap the Shadowcasters for Gadgetzan Ferrymans. It's a much faster card, has more flexibility, and can be used to complete the quest itself (bouncing Gadgetzan Ferrymans into themselves is actually quite reliable). Vanish is another slow card that's more useful against control, but when you're getting 5/5s endlessly, you're going to run over control anyway. Backstab to fight off Aggro is a better option IMO. Finally I'd highly recommend a Swashburglar+Patches package as well considering you're already running Southsea Deckhand (possibly in the Bilefin Tidehunter and Glacial Elemental slots?) and with a deck that inherently carries little card draw, being able to generate free resources is worth a second look.
I find it ironic that the quest that got so much hate when it was first revealed from the community and rated as bad by almost every streamer has ended up being probably the most viable quest. When you actually think about it, Rogue have Shadowstep and Gadgetzan Ferryman as well as access to the youthful brewmaster and also mimic pod helps when it hits a minion. Plus the fact that the quest only requires 4 minions of the same name to be played, in hindsight this is actually probably the easiest quest to complete, however people were like "How are you suppose to play 4 of the same minions? This quest is hard and sucks."
I find it ironic that the quest that got so much hate when it was first revealed from the community and rated as bad by almost every streamer has ended up being probably the most viable quest. When you actually think about it, Rogue have Shadowstep and Gadgetzan Ferryman as well as access to the youthful brewmaster and also mimic pod helps when it hits a minion. Plus the fact that the quest only requires 4 minions of the same name to be played, in hindsight this is actually probably the easiest quest to complete, however people were like "How are you suppose to play 4 of the same minions? This quest is hard and sucks."
It's funny how almost every Rogue card that gets memed on by the community ends up being a valuable part of a consistent deck. Everyone made fun of Shaku and it became a staple in Water Rogue and a tech in Miracle Rogue. Everyone mocked Gadgetzan Ferryman and it's playing a big role so far. Everyone overreacted about the Rogue Quest being the worst and now we've started getting nerf comments on reddit. Rogue finds a way to persevere. Now we just need Shadow Rager to somehow find it's way into a competitive deck.
So does anything work to bring the 5/5s down to killable range or do you just have to deal with it as a 5/5?
You can damage them. But I found out today that there's no consistency in how silences work with them. One time I silenced a Southsea Deckhand and it turned into a 5/1. I then silenced a Violet Teacher token and nothing happened to it. I'm super confused
This is actually too easy to pull off imo. The token generating Elementals make this beyond broken.
Rogue is my least played class, i guess ill get some wins racked up before this is nerfed.
And only now people start to realize that stream of cheap 5/5s makes up for a quirky deck. :)
"Infinite" doen't mean "big" - it can be small and have no end.
Ibn Fahd.
"Bad card is bad, complete dust, don't even play it".
Told you guys this was good and incredibly easy to trigger :P
Well, I thought this quest was bad when it was revealed. But, after seeing people who were able to complete it turn 5 AND OTK the opponent later, I think this quest is powerful, way too powerful.
Dinosize + Stonetusk Boar = Kek
I blame my lack of ability to figure out how to complete the quest just being narrow minded. I was trying to do it with Novice Engineer/Loot Hoarder/Swashburgler, due to them being the easiest to keep card advantage up.
Maybe if I had paid attention to the fact that the Elemental Tokens shared a name, I could have figuredo ut a 5/5 for 1 that gives you another 5/5 for 1 was good. Eh, kudos to the guy who did figure it out.
Well originally we presumed it was bad because getting it off reliably early without the tempo loss would be broken. Unfortunately nobody really counted on the fire elemental making this crazy strong. May or may not get nerfed depending on how the meta develops.
too OP...1 mana 5/5 boar with haste? holy shit
I have to say I feel this quest is definetly underated. In my first game I managed to complete the quest on turn 3!!!
Turn 1: The Caverns Below
Turn 2: Gadgetzan Ferryman
Turn 3: Shadowstep + Gadgetzan Ferryman at 0 mana then Gadgetzan Ferryman + coin + Gadgetzan Ferryman lol
Now that's the absolute nuts I think, normally I think you'll complete this quest by turn 5-6-7-8-9.
I just played a priest and he played a Free From Amber at turn 6. And he got a Deathwing, Dragonlord. I didn't draw into my Vilespine Slayer yet, so I had to come up with a creative way to kill it. I passed turn 7 and got bashed for 14 HP.
Turn 8 was my revenge with Spiritsinger Umbra + Sergeant Sally into Shadowstep + Sergeant Sally + Preparation + Eviscerate... ofcourse resulting in a concede by the priest lmao
I think a lot people know reward is strong but no one really think this is easiest quest . I mean rogue can bounce minion but it cost too much tempo and you must play a bunch of cheap minions in a class cant heal or have good taunt like rogue it almost suicide
Still too soon to say rogue quest OP but this definitely better people expect
So does anything work to bring the 5/5s down to killable range or do you just have to deal with it as a 5/5?
To be honest the deck is a little unreliable at the moment, you depend a lot on cards that bounce other cards and card draw. The deck is countered really hard with Dirty Rat and every aggro if you have a bad opening hand.
Let´s wait until the meta stabilizes.
Edit: To be honest it is my favorite deck atm
I'm having a lot of fun with the deck at the moment. Here is a summary of my experiences and observations, with my deck list at the bottom:
The Flame Elemental tokens are indeed the easiest way to finish the guest quickly, if you can start with them in your hand or draw them early. This happens quite often but not often enough, so I believe it's necessary to have a plan B to finish the quest "the hard way", by copying and bouncing other minions.
A card that I've found can assist a lot with that plan B is Mimic Pod. I'm running a version of the deck with 21 minions and 9 spells, so Mimic Pod gives you two copies of a minion 2/3 of the time, which you can copy and bounce into the 4 necessary with the other tools in the deck. It's not the ideal setting, but better than not ever completing the quest.
I was positively surprised by how decently reliable it is to finish the quest. Even when I got kinda screwed with mulligan RNG, the deck still gave me the tools necessary to eventually finish the quest. I've been able to finish it in every single game I've played (although that doesn't mean winning every single game, of course).
The hardest match-ups I've had so far were (surprise!) aggro decks, such as Murloc Shaman, Murloc Paladin, and (still) Pirate Warrior. I didn't get completely destroyed by aggro, though, and were able to win a few times (though I mostly lost). The times when I won against aggro were largely due to being able to play Tar Creeper on turn 3 into Tol'vir Stoneshaper on turn 4, which are not part of the main toolkit of the deck but I feel are necessary to hold off the aggro insanity. The Stoneshaper can be triggered very reliably in this deck due to already existing elemental cards used to finish the quest, plus Tar Creeper and also Glacial Shard.
Aggro Warlock, although still being aggro, didn't give me much trouble yet. I've been able to hold off the initial wave of aggro while still finishing my quest, then seeing the warlock finish his own quest and still controlling the hordes of imps coming from the portal with my 5/5s and eventually winning.
The easiest match-ups so far have been Priest and Mage. Their initial turns are not aggressive or quick enough, which usually gives me plenty of time and space to finish my quest while they are still halfway into theirs (specially mages).
Hunter has been the closest to my deck in terms of power level. I can win a decent amount of times but still sometimes lose.
Some cards in my list that I like a lot are Bilefin Tidehunter and Glacial Shard. I haven't seem them on other people's lists, which are often more value-heavy while mine is really budget, but they offer a lot of defense in the form of Taunt and Freeze. I may have to replace them once I craft more valuable cards to increase the power level of the deck (such as Patches, which I currently don't own).
Today (launch day) I was able to go from rank 21 to rank 13, a first for me, as I've only been able to get to rank 15. I play f2p and opened 24 Un'goro packs so far, one of which contained The Caverns Below.
Anyway, here's the list:
I find it ironic that the quest that got so much hate when it was first revealed from the community and rated as bad by almost every streamer has ended up being probably the most viable quest. When you actually think about it, Rogue have Shadowstep and Gadgetzan Ferryman as well as access to the youthful brewmaster and also mimic pod helps when it hits a minion. Plus the fact that the quest only requires 4 minions of the same name to be played, in hindsight this is actually probably the easiest quest to complete, however people were like "How are you suppose to play 4 of the same minions? This quest is hard and sucks."
Called it. Already played 3 games against this. Bullshit broken beyond belief. Quests activating on turn 4 to 6. Then it's bouncing charge.
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!