Well, this expansion is already an aggro meta. What a fucking waste of time making all those Elemental cards after this.
Couldn't agree more. All cards were amazing until this one. This card is clown fiesta. The direction Hearthstone is going right now is awful, like seriously? I can't tell what's worse, this or jade idol. Fucking 5mana 8/8 +full board of 3/2s for the next 2 turns, this is circus, a fuckin' joke.
Seems well worth it to run a youthful brewmaster with the fire fly and tolvir cards so that the rest of the deck doesn't have to be full of 1 mana crap. Should basically only have to have 4 or 5 one mana minions if you can generate more and return to hand... Considering the insane synergy with tundra rhino, that'd need to be auto include. Piaranha launcher could be a good way to generate 1 mana tokens that you could return with brewmaster to count to the play count too, which would also synergize with rhino.
Deck definitely doesn't NEED to be full on aggro to run this quest.
This card is bonkers, but there's a few very important things to note.
1: You must play the quest on turn one, basically meaning you do absolutely nothing turn one. In control match ups you can get away with this, but this could really cost you against aggro.
2. Since you have to consistently play 1 drops, your almost always behind on the board as the game goes on. By the time you finish the quest, it might be too late seeing as the raptors do not have taunt.
3. You don't draw a card on the turn you play the big mama dinosaur, so the opponent has a turn to react and kill her before any Raptors come into play. While the swarm of 3/2s is scary, it's a lot less intimidating without the 8/8
On the other hand, here are some positives
1.You can play two copies of Fire Fly and two copies of Ruinic egg. Fire Fly gets four 1 drops out of the way, and Ruinic Egg serves as a one drop that lets you cycle.
2. You don't have to play it turn one, and can focus on developing your board before you dump all your one drops.
3. Tracking will be very strong with this card, as you simotaniously get cards you want for the quest while thinning your deck for the raptors.
Overall, very scary and flashy card on paper, but in practice there may be some complications. That said this is still a card to watch out for, and if it is consistent we will be living in a very scary meta. (Though it's still slower than Pirate warrior ironically). If I am going to be honest, I am more concerned about the Shaman Murloc quest.
Sooo an agressive deck that plays for fatigue? interesting. This card is a cool double edged sword for sure.
Some people should stick to netdecking and not try evaluate cards..
This card adds 0 cards to your deck for fatigue purposes, since all 15 cards added cause you draw a card (unless you just don't play the cards, which is even worse since then you're just adding dead cards to your deck)
There is a middle ground. Only need to play enough to starve say a control warrior, never play another card, and hero power them down/wait for fatigue.
Don't understand how people are calling this aggro. It's a late game card that allows you to add bigger threats in your deck so you can play them late game, Savannah Highmane, Swamp King Dred and maybe some others, as well as Mana Dino (Swamp King Dred is definitely the daddy). Sure you need to play 7 1-mana minions, but you will be using them to control the board in order to complete the quest. If you are using the 1-mana minions and going face, then you don't need this card in the first place.
However, playing a control Hunter is not currently viable since they do not have the right tools for it. They need a decent to good taunt and a good weapon or removal effect. Hunter are also getting a 1-mana minion this expansion for sure. The Glacial dude will help a lot in controlling the board and completing the quest.
This is a late game card, that allows you to become aggressive later on in the game. And not by playing raptors. Playing raptor after raptor is bad play because the opponent will just AoE. Yes, the next turn you can go raptor after raptor again, but they will not be competing with the opponents minions. The raptors are there to give you a miracle effect and to allow drawing late game cards as I mentioned before.
This quest is designed for a control Archetype but the control mechanics are missing right now, so the quest is not good as it stands.
So not only do you have to have [at least] seven 1-cost minions in your deck, but you also have to draw into and play them ... all while starting with 1 less card in your opening hand.
WTF am I missing that so many people think this card is meta-defining. It has anti-synergy even with itself.
When Kripp reviewed this card today, he said the quest is to "just play the game". Well, when Hunter does that right now, it loses. So imagine now making your deck even worse by filling it with even more 1-mana minions and then trying to play it (and win).
Yes, the reward is batsh*t crazy, but I think the setup to actually get there is going to be a little harder than we think.
All I really know is I'm going to wait for the meta to settle, and if that card is viable, I'm crafting it in golden. Sweet ass concept. It can't be though. It won't work. Think about it. The worst possible thing is probably having to play that quest as your 1-drop. Then we have the joke of playing stonetusk boar. How is that justified? I don't care, anyway. Beautiful DINOSAUR! Make it work, people.
The way I see this quest and....well, every other quest seen so far, is people are gonna try this expecting good results, they are gonna play against Zoolock, and they are gonna get stomped to the ground, cause Zoolock will play broken 1 mana drops on turn 1, while they are gonna play a 1 mana secret that does nothing for a while.
But who knows, I might be wrong, and this card might be the catalyst for the new best thing ever. I KNOW I wanna try it if I get my hands on it. I just personally don't expect it to perform that well on ranked.
It was good before this quest and now it's even better. I explained why it was a good one of in a midrange deck and now it's looking like a two of in some cases.
Sooo an agressive deck that plays for fatigue? interesting. This card is a cool double edged sword for sure.
Some people should stick to netdecking and not try evaluate cards..
This card adds 0 cards to your deck for fatigue purposes, since all 15 cards added cause you draw a card (unless you just don't play the cards, which is even worse since then you're just adding dead cards to your deck)
Pretty much 90% of the people on this website have no idea what they are even talking about lol.
You really don't need 15. With tol'vir you're pretty much guaranteed at least 2 one drops by turn 10. If you can get at least one fire fly in that batch it means you only need to draw 4 1 drops through either mulligan, top deck or draw (loot hoarder/acylotes/buzzard+alley cat) by turn 10. With ten one drops, I think it should be sufficient to guarantee turn 10 at least. If things go well it can be way faster though. Draw both fire flies + tol'vir means you only need 3 one drop draws by turn 6(ideal).
Unfortunately, with 10 one-drops and two Tol'Virs, you only have a 43% chance to complete the quest by turn 10 when going first, hard-mulliganing for the enablers, and not getting any additional draw (which you will of course try to have). With that setup by the way, the odds of completing the quest by turn 7 is only 12%. So no, with that setup you are in no way guaranteed a turn 10 quest completion.
Now, if we put in 14 one-drops and the two Tol'Virs, the odds increase to 87% by turn 10 and 46% by turn 7 without any additional draw. That figure seems to me to be a safe number, a starting point from which you can try to wiggle down a little, but probably not to as low as 10.
1.You can play two copies of Fire Fly and two copies of Ruinic egg. Fire Fly gets four 1 drops out of the way, and Ruinic Egg serves as a one drop that lets you cycle.
3. Tracking will be very strong with this card, as you simotaniously get cards you want for the quest while thinning your deck for the raptors.
Really good hit there with Runic egg, I didn't though of that. Fire fly, Runic Egg and Mistress of Mixtures could actually enable some kind of Control Hunter.
And I don't know if it will be a viable concept, but Fire Fly is an Elemental, tecking Tar Creeper, which also is an elemental, giving you 4 + 2 ( Fire Fly battlecry ) elementals in your deck, could give you access to Tolvir Stoneshaper for another defensive taunt minion.
So you could have some card draw with Runic Egg and Tolvir Warden, have some heal with Mistress of mixtures, have a bunch of Taunts to allow you to stay in the game and you could tech in some of hunter's board clears. Sounds interesting.
----
Tracking on the other hand I'm sceptical about, because, if you're playing Control, you wouldn't like to discard two other cards from your deck :( If you're playing MidRange, it might be good, but generally over time I'm starting to like way more the control version.
And this is without half the cards of the expansion, imagine we get a crazy one drop for Hunter.
The problem with runic egg thought is, that hunter doesnt have an activator for it. So the opponent wont trade it away and you basically lost a card there.
While i agree on the assumption that this card is propably better in control/midrange than it is in a deck full of 1 drops.
It is a gimmick deck and forces you to include a lot of 1-drops in your deck. I don't see why people think it is meta-defining.
It is awful in every deck that is not the gimmicky 1-drop vomit deck. Even the 1-drop vomit deck is bad in both the viability and the fun aspects. Viability because you don't have much other choice than to spam 1-cost cards, which may not have much effect on the board if you are behind (it will be similar to murloc decks; one well-timed AoE and you pretty much lose). About the fun aspect? It is bland for the player to vomit 1-drops all game long. And it is unfun for the opponent to see the hunter play a sub-optimal, bad 1-drops just to complete the quest. Very little decision making until quest completion, where, again, you just spam 1-drops again.
Also i hoped for a quest that gives incentive to play cards like explosive shot, dred, longbow, all those interesting high-mana cards that prolly won't see much play in a 1-drop vomit deck.
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Well, this expansion is already an aggro meta. What a fucking waste of time making all those Elemental cards after this.
Hunter tier 1 again
.
What happens if I play a giant for 1 mana?
this r17 topic gave me cancer
horrible card
I would love feedback on my deck Idea for this card!
http://www.hearthpwn.com/decks/752295-aggro-raptor-draw-engine
Rexxar will rise
Seems well worth it to run a youthful brewmaster with the fire fly and tolvir cards so that the rest of the deck doesn't have to be full of 1 mana crap. Should basically only have to have 4 or 5 one mana minions if you can generate more and return to hand... Considering the insane synergy with tundra rhino, that'd need to be auto include. Piaranha launcher could be a good way to generate 1 mana tokens that you could return with brewmaster to count to the play count too, which would also synergize with rhino.
Deck definitely doesn't NEED to be full on aggro to run this quest.
This card is bonkers, but there's a few very important things to note.
1: You must play the quest on turn one, basically meaning you do absolutely nothing turn one. In control match ups you can get away with this, but this could really cost you against aggro.
2. Since you have to consistently play 1 drops, your almost always behind on the board as the game goes on. By the time you finish the quest, it might be too late seeing as the raptors do not have taunt.
3. You don't draw a card on the turn you play the big mama dinosaur, so the opponent has a turn to react and kill her before any Raptors come into play. While the swarm of 3/2s is scary, it's a lot less intimidating without the 8/8
On the other hand, here are some positives
1.You can play two copies of Fire Fly and two copies of Ruinic egg. Fire Fly gets four 1 drops out of the way, and Ruinic Egg serves as a one drop that lets you cycle.
2. You don't have to play it turn one, and can focus on developing your board before you dump all your one drops.
3. Tracking will be very strong with this card, as you simotaniously get cards you want for the quest while thinning your deck for the raptors.
Overall, very scary and flashy card on paper, but in practice there may be some complications. That said this is still a card to watch out for, and if it is consistent we will be living in a very scary meta. (Though it's still slower than Pirate warrior ironically). If I am going to be honest, I am more concerned about the Shaman Murloc quest.
"Science isn't about why! Its about why not!"
Some people should stick to netdecking and not try evaluate cards..
This card adds 0 cards to your deck for fatigue purposes, since all 15 cards added cause you draw a card (unless you just don't play the cards, which is even worse since then you're just adding dead cards to your deck)
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
There is a middle ground. Only need to play enough to starve say a control warrior, never play another card, and hero power them down/wait for fatigue.
Don't understand how people are calling this aggro. It's a late game card that allows you to add bigger threats in your deck so you can play them late game, Savannah Highmane, Swamp King Dred and maybe some others, as well as Mana Dino (Swamp King Dred is definitely the daddy). Sure you need to play 7 1-mana minions, but you will be using them to control the board in order to complete the quest. If you are using the 1-mana minions and going face, then you don't need this card in the first place.
However, playing a control Hunter is not currently viable since they do not have the right tools for it. They need a decent to good taunt and a good weapon or removal effect. Hunter are also getting a 1-mana minion this expansion for sure. The Glacial dude will help a lot in controlling the board and completing the quest.
This is a late game card, that allows you to become aggressive later on in the game. And not by playing raptors. Playing raptor after raptor is bad play because the opponent will just AoE. Yes, the next turn you can go raptor after raptor again, but they will not be competing with the opponents minions. The raptors are there to give you a miracle effect and to allow drawing late game cards as I mentioned before.
This quest is designed for a control Archetype but the control mechanics are missing right now, so the quest is not good as it stands.
PLAY seven 1-cost minions.
So not only do you have to have [at least] seven 1-cost minions in your deck, but you also have to draw into and play them ... all while starting with 1 less card in your opening hand.
WTF am I missing that so many people think this card is meta-defining. It has anti-synergy even with itself.
When Kripp reviewed this card today, he said the quest is to "just play the game". Well, when Hunter does that right now, it loses. So imagine now making your deck even worse by filling it with even more 1-mana minions and then trying to play it (and win).
Yes, the reward is batsh*t crazy, but I think the setup to actually get there is going to be a little harder than we think.
"Nerf Paper," said Rock.
All I really know is I'm going to wait for the meta to settle, and if that card is viable, I'm crafting it in golden. Sweet ass concept. It can't be though. It won't work. Think about it. The worst possible thing is probably having to play that quest as your 1-drop. Then we have the joke of playing stonetusk boar. How is that justified? I don't care, anyway. Beautiful DINOSAUR! Make it work, people.
Brann is rotating out.
The way I see this quest and....well, every other quest seen so far, is people are gonna try this expecting good results, they are gonna play against Zoolock, and they are gonna get stomped to the ground, cause Zoolock will play broken 1 mana drops on turn 1, while they are gonna play a 1 mana secret that does nothing for a while.
But who knows, I might be wrong, and this card might be the catalyst for the new best thing ever. I KNOW I wanna try it if I get my hands on it. I just personally don't expect it to perform that well on ranked.
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It is a gimmick deck and forces you to include a lot of 1-drops in your deck. I don't see why people think it is meta-defining.
It is awful in every deck that is not the gimmicky 1-drop vomit deck. Even the 1-drop vomit deck is bad in both the viability and the fun aspects. Viability because you don't have much other choice than to spam 1-cost cards, which may not have much effect on the board if you are behind (it will be similar to murloc decks; one well-timed AoE and you pretty much lose). About the fun aspect? It is bland for the player to vomit 1-drops all game long. And it is unfun for the opponent to see the hunter play a sub-optimal, bad 1-drops just to complete the quest. Very little decision making until quest completion, where, again, you just spam 1-drops again.
Also i hoped for a quest that gives incentive to play cards like explosive shot, dred, longbow, all those interesting high-mana cards that prolly won't see much play in a 1-drop vomit deck.