The card only says "cast 6 spells on your minions". Lets be honest, that's not too hard to do... especially if hand buffing is considered.
It's not. There are already many existing cards that talk about casting spells "on" them, and they all only work or trigger when the spell targets them specifically. Hand-buffing will not work.
We don't know it yet tho we only saw minion interactions yet this is a quest
What does that have to do with anything? The mechanical description already exists. That's like asking if the Hunter Quest is going to count tokens summoned by other cards. We already know how that mechanic works for everything else, and there's no reason to think it'll work any different for quests. Everywhere else in the game, summoning something does not trigger effects that would trigger when you play something, so we can expect the same for the Hunter quest. Everywhere else in the game, casting a spell on something means targeting it specifically, so we can expect the same for the Paladin quest.
How do you assume that quest counting mechanic is similar.
Because that's the only reasonable assumption for the reason I already explained. Unless you're similarly prepared to argue that the Shaman, Hunter, Priest, and Rogue Quests are also being interpreted incorrectly, I'm not sure why you would object.
I'll pass on this one. Reward is not even close to good enough for how bad your deck needs to be for this to work.
While I don't totally disagree with you (I love Paladin's buff cards, but I don't think running a bunch of them is great), similar things were said about Mysterious Challenger. And we know how that turned out. Similar to Hunter I think there's a piece missing to this that clears things up a bit.
Also for those wondering about the casting a spell "on" something, it does mean you have to target it; if you look at Djinni of Zephyrs it has similar wording and doesn't double dip into non-targeted spells. So seems like Smuggler's Run and Equality are probably off the table, you'll have to use stuff like Divine Strength to trigger it.
First you need around 10-12 buff cards to make this deck work, which means you are playing every garbage buff card there is for paladin.
To make matter worst, it has to be on your minion. So the one of the good one Humility and Hammer of Wrath doesn't even count.
And even if you somehow survive with no minions, with only buff cards and some healing and draws, you still faces the biggest problem yet, it's a terrible reward.
You can stealth it spell immune it but it does not dodge dragon fire potion or 10mana kazakus aoe or freeze or equality pyro..., get stopped by taunts ...etc. Your opponent bloody knows what deck you are playing will either kill you fast or aoe your dino down.
So, what are the paladin spells that work for this in standard? After Blessing of Kings, the pickings get slim. Assuming you'd want to run at least 4 spells for 8 copies in your deck minimum, you'd probably pick:
So many others are just terrible: noone's going to run Hand of Protection for this card, Holy Light, Lay on Hands and Forbidden Healing would count if used on minions, but but are even less worth it, and noone's going to Holy Wrath or Hammer of Wrath their own minions to trigger this. The one Secrets of Un'goro card we've seen that works towards this is 8 mana, and not exactly a fantastic card.
So in exchange for running some sub-par spells, and giving up one card in your opening hand, and paying the 1 mana early game, you get to draw a single large threat in the lategame.
before i read anymore bullshit can you go and check what adapt does? its 10 choices nd for each adapt youre presented to choose among 3 random of those 10. with this card you will choose among 3 out of 10 for 5 times on the row.... you know what that means right? the quest is hard to accomplish but it instant wins you the game. and to those who say dragonfire potion and stuff adapt gives +3 health also......
youre all greatly understimating what this does...... i knothe quest requirements are difficult and require a bad deck but the reward is not easily removed or its a joke. youre making the same mistake as you did with shaku the collector everyone was laughing and saying this card was terrible.
By the way if you want buff cards to be effective just use bunch of stealth minions really when it is combined with a minion that survive the turn buff cards provide equal value with Charge minions.
I'll pass on this one. Reward is not even close to good enough for how bad your deck needs to be for this to work.
While I don't totally disagree with you (I love Paladin's buff cards, but I don't think running a bunch of them is great), similar things were said about Mysterious Challenger. And we know how that turned out. Similar to Hunter I think there's a piece missing to this that clears things up a bit.
Also for those wondering about the casting a spell "on" something, it does mean you have to target it; if you look at Djinni of Zephyrs it has similar wording and doesn't double dip into non-targeted spells. So seems like Smuggler's Run and Equality are probably off the table, you'll have to use stuff like Holy Strength to trigger it.
Well, I was quite intimidated by all the people calling Mysterious Challengercrap when it looked quite good to me back then. I remember saying something like "Well, it looks like a fun card to me." I was as wrong as everyone else in that thread, but for a completely different reason. XD
But you can honestly never tell for sure, especially with so many paladin cards yet to be released. One big difference though: The secrets in secret paladin were actually best when you didn't play them from your hand. For this quest to work you actually have to pay for the buffs. first. 6 of them no less.
Honestly I don't think Blessing of Kings, Blessing of Might, and Divine Strength are actually that terrible. But you'll want more than that to up the consistency and I'm kind of at a loss what's really left that wouldn't totally suck to run. Hand of Protection and Blessing of Wisdom seem... okay. Silvermoon Portal is just awful in my experience.
I'm giving serious consideration to Dinosize in the sense that it can let you present a threat on board they have to clear before you drop Galvadon. I still don't think it's good, but it's at least one merit to running that card.
In Wild I think a Paladin that runs this Quest is probably a little more promising since you can run stuff like that Ooze that duplicates itself and absurd cards like Mini-Bot and Muster. Personally I think this quest is meant to be a fun one and I'd be pleasantly surprised if it actually turned out to be legit competitively.
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By the way if you want buff cards to be effective just use bunch of stealth minions really when it is combined with a minion that survive the turn buff cards provide equal value with Charge minions.
This is not about minions surviving a turn. This is about a paladin surviving a turn. Blessing of Kings costs 4 mana. On 4th turn pirate warrior already eating your face away. On Dinosize turn jade train is in unstoppable mode.
i think it works...
the paladin quest implies you need to play an aggro deck, and galvadon is a finisher
The requirement is pretty painful to make, but on the other hand the reward basically ends the game.
Yeah I don't know, maybe if control paladin makes a return with good enough draw and a new removal tool or two, this might go somewhere.
The only way I see this being remotely viable is with Djinni of Zephyrs in a wild deck. Every spell targeting a minion would count for two...
That's never stopped miracle from being good.
this deck I think will depend on if it's possible to win without galvadon going off. Sort of how renolock can win without its combo at times.
Synergizes well with Djinni of Zephyrs in wild.
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It's a bad card guys.
First you need around 10-12 buff cards to make this deck work, which means you are playing every garbage buff card there is for paladin.
To make matter worst, it has to be on your minion. So the one of the good one Humility and Hammer of Wrath doesn't even count.
And even if you somehow survive with no minions, with only buff cards and some healing and draws, you still faces the biggest problem yet, it's a terrible reward.
You can stealth it spell immune it but it does not dodge dragon fire potion or 10mana kazakus aoe or freeze or equality pyro..., get stopped by taunts ...etc. Your opponent bloody knows what deck you are playing will either kill you fast or aoe your dino down.
If the deck is viable it would be tier 5.
This quest hard to accomplish I think is because Galvadon is more a finisher for this buff/spell Paladin archetype.
If buff/spell Paladin somehow survives until the late game, then your quest is completed to summon Galvadon as a finisher.
So, what are the paladin spells that work for this in standard? After Blessing of Kings, the pickings get slim. Assuming you'd want to run at least 4 spells for 8 copies in your deck minimum, you'd probably pick:
Blessing of Kings
Blessing of Might
Silvermoon Portal
and... uh... Blessing of Wisdom? Divine Strength?
So many others are just terrible: noone's going to run Hand of Protection for this card, Holy Light, Lay on Hands and Forbidden Healing would count if used on minions, but but are even less worth it, and noone's going to Holy Wrath or Hammer of Wrath their own minions to trigger this. The one Secrets of Un'goro card we've seen that works towards this is 8 mana, and not exactly a fantastic card.
So in exchange for running some sub-par spells, and giving up one card in your opening hand, and paying the 1 mana early game, you get to draw a single large threat in the lategame.
Bleh.
before i read anymore bullshit can you go and check what adapt does? its 10 choices nd for each adapt youre presented to choose among 3 random of those 10. with this card you will choose among 3 out of 10 for 5 times on the row.... you know what that means right? the quest is hard to accomplish but it instant wins you the game. and to those who say dragonfire potion and stuff adapt gives +3 health also......
youre all greatly understimating what this does...... i knothe quest requirements are difficult and require a bad deck but the reward is not easily removed or its a joke. youre making the same mistake as you did with shaku the collector everyone was laughing and saying this card was terrible.
By the way if you want buff cards to be effective just use bunch of stealth minions really when it is combined with a minion that survive the turn buff cards provide equal value with Charge minions.
Honestly I don't think Blessing of Kings, Blessing of Might, and Divine Strength are actually that terrible. But you'll want more than that to up the consistency and I'm kind of at a loss what's really left that wouldn't totally suck to run. Hand of Protection and Blessing of Wisdom seem... okay. Silvermoon Portal is just awful in my experience.
I'm giving serious consideration to Dinosize in the sense that it can let you present a threat on board they have to clear before you drop Galvadon. I still don't think it's good, but it's at least one merit to running that card.
In Wild I think a Paladin that runs this Quest is probably a little more promising since you can run stuff like that Ooze that duplicates itself and absurd cards like Mini-Bot and Muster. Personally I think this quest is meant to be a fun one and I'd be pleasantly surprised if it actually turned out to be legit competitively.
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Honestly Crystal Core seems like a much more fitting reward for this quest and it actually helps Paladin.
5 choices almost always means you get what you want.
+3 attack
windfury
cant be targeted by spells
+3 health
seems like a combo you want on a minion
Quest: Play the worst deck in Hearthstone's History
Reward: Lose all your games
Is this a joke?