What is really annoying about that quest is the fact that after transformation minions still keep 5/5 stats. So if the board gets swarmed with cheap shit then it's gg already.
IMO tranformation shall remove crystalized buff.
This would be pretty contradicting with the way the Crystal Core is worded.
We do not need even more inconsistent card texts in Hearthstone, already got enough of those.
It's not consistent at all as you can buff those minions (e.g. with Cold Blood) but transformation is not removing buff text.
Buffs are buffs. Quest doesn't buff. It just make your minions 5/5 you can still debuff them but all basic minions are 5/5
I was angry when I unpacked this card but decided to build something to give it a try. First couple games didn't go so well but I made some changes and started seeing success. While aiming to play 4 Flame Elemental seems to be the target, you can activate the quest with any 1 or 2 cost minion such as Southsea Deckhand or Bluegill Warrior combined with Shadowstep and Youthful Brewmaster. 12-2 since the changes and I've been able to knock down every popular deck right now, 1-1 against pirate warrior though.. but that's to be expected as that deck had no cards rotate out (at-least in my version of it). You should be able to finish this quest by turn 5 or 6 and then unleash hell with a hand full of 1 or 2 cost 5/5 minions. If you can save your deckhand till after the quest is completed you can throw him on the board and out comes a 5/5 Patches the Pirate. Don't get me wrong it takes some time to get familiar with this build and how to play it but after some games under your belt there is no doubt this can be a 75% or better win-rate deck!
The rogue quest feels super busted. Had a priest quest, admittedly deck is pretty unrefined but two rogue matchups I got Amara both times and it mattered not at all. Basically infinite 5/5 (and it is SO easy to finish rogue quest). I even bounced my Amara one game, does not matter at all. In the second game I never drew either of the Dragonfires - maybe that would have won me that one, Rogue was running low on cards. I'll have to play more later but right now it feels like at least that matchup is an auto-loss.
I suppose this should be in salt thread, but I think this one might be the one that gets nerfed.
Hands down, broken. Have had moderate success with murloc quest shaman against it, but its totally 50/50. I just doesn't make sense that you can complete this quest by turn 5 consistently. Feelsbad. I complete the murloc quest turn 6-7, but its no where close as strong as the rogues.
Climbed to 14 yesterday from 20 pretty quickly then i started seeing the rogues come out. woke up this morning and play 5-6 and all were against caverns.... I don't like this, this is not fun. Quickest burn out I've had. If it continues i guess "just build a caverns beater", i dont like playing like that. Anyways , what would beat it other then playing caverns yourself ...
Hands down, broken. Have had moderate success with murloc quest shaman against it, but its totally 50/50. I just doesn't make sense that you can complete this quest by turn 5 consistently. Feelsbad. I complete the murloc quest turn 6-7, but its no where close as strong as the rogues.
Climbed to 14 yesterday from 20 pretty quickly then i started seeing the rogues come out. woke up this morning and play 5-6 and all were against caverns.... I don't like this, this is not fun. Quickest burn out I've had. If it continues i guess "just build a caverns beater", i dont like playing like that. Anyways , what would beat it other then playing caverns yourself ...
It's not really that "consistent" in my experience. You generally have to draw 3 of a combination of Shadow Step, Brewmaster, or Ferryman in the first 4 or so turns. Then, unless you have Prep, playing Core is often a big tempo loss. Pile that on top of the tempo loss that is playing the quest on Turn 1.
Just like Miracle, the current versions of this deck can prey on slower decks: priest, taunt warrior, TTK Mage, a jade druid with a rough open. But faster tempo decks are a big issue unless you open with the stones.
As for decks that beat this, the answer is obvious - Pirate Warrior.
Went from rank 15 -> Rank 5 in less than 3 hours with this. Killing people consistently on turn 6-7 while activating my quest turn 3-4 a lot games. Preparation into Crystal Core into 3 chargers for lethal on turn 5 is disgusting.
Hands down, broken. Have had moderate success with murloc quest shaman against it, but its totally 50/50. I just doesn't make sense that you can complete this quest by turn 5 consistently. Feelsbad. I complete the murloc quest turn 6-7, but its no where close as strong as the rogues.
Climbed to 14 yesterday from 20 pretty quickly then i started seeing the rogues come out. woke up this morning and play 5-6 and all were against caverns.... I don't like this, this is not fun. Quickest burn out I've had. If it continues i guess "just build a caverns beater", i dont like playing like that. Anyways , what would beat it other then playing caverns yourself ...
It's not really that "consistent" in my experience. You generally have to draw 3 of a combination of Shadow Step, Brewmaster, or Ferryman in the first 4 or so turns. Then, unless you have Prep, playing Core is often a big tempo loss. Pile that on top of the tempo loss that is playing the quest on Turn 1.
Just like Miracle, the current versions of this deck can prey on slower decks: priest, taunt warrior, TTK Mage, a jade druid with a rough open. But faster tempo decks are a big issue unless you open with the stones.
As for decks that beat this, the answer is obvious - Pirate Warrior.
Pirate Warrior is quite good against it yeah...but I would disagree it's not "consistent" I've played quite a few games with it and while you can definitely get screwed in the opening hand you have a lot of different ways of completing the quest.
I guess what I mean to say is that it's only as consistent as any other combo deck. When you get the right pieces, you have a good shot (assuming it didn't take too long), if you don't, you're going to lose.
Since it's rogue, there's no good way to buy back the board (fan is pretty crappy) and the deck runs no heal. Even if you complete the quest, there's a good chance you don't have a board and your health is somewhere near 15. 5/5 chargers are a good way to try to stabilize, but you can't always get there.
I think the deck, while better than expected, is really just preying on unrefined (i.e. slow) decks. Pirate Warrior should always beat this. A good Hunter should probably always beat this. A good zoo has a strong chance of beating this.
It's not even like blizzard didn't know how this deck is gonna work. The Deck recipe they have is almost 1o1 the one people use on ranked. It's like the grimpatron deck that they showcased on stream. They are clearly aware how broken this is, but don't care and wont fix it until another 6 month period.
Does it need a nerf? I've been countered by Dirty Rat (pulling out my bouncing minions is devastating), aggro decks such as Hunter/Warrior, and just better tempo. Heck even a Time Warp Mage got me with a counterspell once that threw off my attempts to combo. I didn't have any other spells to test and just had to go for it or I was going to lose early.
Blizzard didn't even test this.If they did they would knew that you can complete the quest on turn 4-5 in 90% of the games,which makes it broken no mater how you look at it.
Blizzard didn't even test this.If they did they would knew that you can complete the quest on turn 4-5 in 90% of the games,which makes it broken no mater how you look at it.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
LOL. I knew this card is gonna be good. Look at all those people who said this card is trash.
How's it feel having trash card smother your face
One the upside, my only golden legendary yesterday was caverns. Got a normal one too. 4800 dust incoming!
I was angry when I unpacked this card but decided to build something to give it a try. First couple games didn't go so well but I made some changes and started seeing success. While aiming to play 4 Flame Elemental seems to be the target, you can activate the quest with any 1 or 2 cost minion such as Southsea Deckhand or Bluegill Warrior combined with Shadowstep and Youthful Brewmaster. 12-2 since the changes and I've been able to knock down every popular deck right now, 1-1 against pirate warrior though.. but that's to be expected as that deck had no cards rotate out (at-least in my version of it). You should be able to finish this quest by turn 5 or 6 and then unleash hell with a hand full of 1 or 2 cost 5/5 minions. If you can save your deckhand till after the quest is completed you can throw him on the board and out comes a 5/5 Patches the Pirate. Don't get me wrong it takes some time to get familiar with this build and how to play it but after some games under your belt there is no doubt this can be a 75% or better win-rate deck!
Please bear in mind that Blizzard may also have found this to be dominant on day 1 of their testing.
However, if by day 10 their team had solved it and their metagame had moved on, then it is fine releasing this card.
The rogue quest feels super busted. Had a priest quest, admittedly deck is pretty unrefined but two rogue matchups I got Amara both times and it mattered not at all. Basically infinite 5/5 (and it is SO easy to finish rogue quest). I even bounced my Amara one game, does not matter at all. In the second game I never drew either of the Dragonfires - maybe that would have won me that one, Rogue was running low on cards. I'll have to play more later but right now it feels like at least that matchup is an auto-loss.
I suppose this should be in salt thread, but I think this one might be the one that gets nerfed.
Only been a day and the thread is better then the DR. Boom and Shredder ones.
Stonetusk Boar in 2017! Lol
But for real, this deck beats itself just as much as miracle ever did.
Hands down, broken. Have had moderate success with murloc quest shaman against it, but its totally 50/50. I just doesn't make sense that you can complete this quest by turn 5 consistently. Feelsbad. I complete the murloc quest turn 6-7, but its no where close as strong as the rogues.
Climbed to 14 yesterday from 20 pretty quickly then i started seeing the rogues come out. woke up this morning and play 5-6 and all were against caverns.... I don't like this, this is not fun. Quickest burn out I've had. If it continues i guess "just build a caverns beater", i dont like playing like that. Anyways , what would beat it other then playing caverns yourself ...
Went from rank 15 -> Rank 5 in less than 3 hours with this. Killing people consistently on turn 6-7 while activating my quest turn 3-4 a lot games. Preparation into Crystal Core into 3 chargers for lethal on turn 5 is disgusting.
I guess what I mean to say is that it's only as consistent as any other combo deck. When you get the right pieces, you have a good shot (assuming it didn't take too long), if you don't, you're going to lose.
Since it's rogue, there's no good way to buy back the board (fan is pretty crappy) and the deck runs no heal. Even if you complete the quest, there's a good chance you don't have a board and your health is somewhere near 15. 5/5 chargers are a good way to try to stabilize, but you can't always get there.
I think the deck, while better than expected, is really just preying on unrefined (i.e. slow) decks. Pirate Warrior should always beat this. A good Hunter should probably always beat this. A good zoo has a strong chance of beating this.
Again, unless you opened the stones.
Reading the earlier comments and seeing the amount of upvotes gives you a good laugh.
Your hard counters are dirty rat and Counterspell
Blizzard didn't even test this.If they did they would knew that you can complete the quest on turn 4-5 in 90% of the games,which makes it broken no mater how you look at it.
This card is so busted. Lost 5 out of 5 before turn 6. Quest is completed within 3 to 4 turns and then board is filled with 5 5/5s.