Question: are people in here really serious about perfect answer for Galvadon ?
I still remember so many people come here and whining about how uninteractive (aka dont have any answer) of conceal + Gadgetzan Auctioneer, you cant kill 4/4 stealth but now you think a custom beast is bad card ???
Why miracles concealed minions are much harder to deal with than the kaleidosaur:
A) It happens MUCH earlier in the game. You may very well haven't had the chance to draw into an answer B) Rogue has tempo plays/removals that make it difficult to get a hold of the board in the early game, a buff-centric paladin is going to have pretty poor tempo and almost no reactive cards. The general aggro lists only run 2 blessings of kings for a reason C) Miracle rogue can do their conceal trick twice, which means you have to get answers twice. Their key minions also have high impact if left unchecked without stealth, so you might have to use removal on them anyway. A SHR with blessing of kings is a threat, but it's still just a 5/5 without any special text that makes it more dangerous and you can opt to let it stick for a turn if you want to keep removal for the kaleidosaur (or use targeted removal that won't work on it anyway) D) Rogue spells lend themselves much better to using auctioneer as a card draw engine to find all the cards they need to close out a game quickly. This isn't the case for paladin.
I think you are misunderstanding here,i dont talk about how strong of buff paladin vs miracle or Galvadon vs conceal minion,my point is people who think reward (Gavaldon) is bad card base on logic " this can be destroy by <insert card name here> so it is garbage" is total wrong because perfect answer only exist in theory,you cant always have exactly that card to win and Gadgetzan Auctioneer + conceal is best example for my point : you know 100% it will happen,only appear at turn 6 (or later),highly depend on conceal trick ... but so many class cant do anything even though it is just 4/4 stealth About quest i agree this is hardest quest because buff card is not good enough to play right now unless Blizzard print some new cheap buff spells,if not the only hope now is Mukla, Tyrant of the Vale
Probably the hardest quest to complete and the reward is just a minion which is easily countered by Devolve, that is way more popular than CSP. Why do people try to defend this card. It's obviously much worse than other quests. It's much harder than to discard 6 cards for warlock or 10 murlocs for shaman. And warlock gets potential infinite value and shaman a strong minion and full hand of cards(just compare that to Neptulon.
This. The hardest quest from the point of view that it force you to build a deck that is not competitive (if it was, it would be used already) and unless at least 2 of the remaining 4 paladin cards help specifically this archetype then the new expansion won't change that.
The reward is great but it can countered easily by some class and be extremely un-fun for others that don't have an AoE way to deal with it. And all the other classes until now have a quest which doesn't put all the eggs in an un-fun basket
Have you guys ever heard of Rogue's quest ?
Yes. As I wrote, my comparison was not about the strength of the reward, which I said is great (a cheap, super strong creature that you can customise) but about the weakness of the quest in general. I think I can implement with the rogue a deck that pulls off the quest and doesn't suck altogether without waiting for new card reveals while I don't believe I can do so with the paladin without some surprise in the remaining cards (making it anyway dependent on a couple of cards). The reward also is very different in concept: the rogue deck becomes stronger as a whole, the paladin get a powerful basket full of eggs: if the RNG give you a monster and your opponent doesn't have the answer, then pity him and have him lose without interaction. If he has an answer like devolve then...
Just to be clear : I think both suck. And I also hate Hunter's quest, because it will push Hunter into a cancerous aggro playstyle.
But I do not 100% agree with you. About the quest : I don't think that cards like Blessing of Kings or Silvermoon Portal are worse than Youthful Brewmaster or Shadowstep. With Rogue's quest you will have to play terrible cards in order to fulfill the quest, while Paladin can play decent ones and manage to do so. I do agree though that decent cards do not make good decks, and also that Paladin's quest can function with small and resilient creatures, so it will be an aggro deck with the quest as big finisher.
About the reward : Rogue's reward is by far the worst. It's the only reward you would not auto-include in your deck. It's a 5 mana SPELL that makes you lose your turn to get value later, but what a poor value (if you need 5/5 you're running an aggro deck. If you're running an aggro deck you don't want to lose both your turns 1 and 5 AND play shitty cards). Paladin's reward is very strong but so damn boring ! Seriously, a dino that adapts several times, that does NOT feel Paladin at all ! At least Warlock's, Hunter's and Priest's have some class flavor ...
Just to be clear : I think both suck. And I also hate Hunter's quest, because it will push Hunter into a cancerous aggro playstyle.
But I do not 100% agree with you. About the quest : I don't think that cards like Blessing of Kings or Silvermoon Portal are worse than Youthful Brewmaster or Shadowstep. With Rogue's quest you will have to play terrible cards in order to fulfill the quest, while Paladin can play decent ones and manage to do so. I do agree though that decent cards do not make good decks, and also that Paladin's quest can function with small and resilient creatures, so it will be an aggro deck with the quest as big finisher.
About the reward : Rogue's reward is by far the worst. It's the only reward you would not auto-include in your deck. It's a 5 mana SPELL that makes you lose your turn to get value later, but what a poor value (if you need 5/5 you're running an aggro deck. If you're running an aggro deck you don't want to lose both your turns 1 and 5 AND play shitty cards). Paladin's reward is very strong but so damn boring ! Seriously, a dino that adapts several times, that does NOT feel Paladin at all ! At least Warlock's, Hunter's and Priest's have some class flavor ...
Shadowstep is a sheaningans card and its value is much higher in a meta that has such sheanigans of course. I'm not sure about how tough will be to pull out the quest for the rogue, but it looks more fun to play (to me at least).
For the reward I not only think like you do that the paladin one is boring, but it also seems to me that it goes against the spirit that is behind Conceal going to the Hall of Fame. But I wouldn't write off the rogue one without trying. Is it true that it's a five mana spell, but besides the fact rogue has Preparation, every small minion played in the same turn is already 5/5. A 6 turn 5/5 Swashburglar maybe is not optimal, but it's not a big waste of tempo. Questing adventurer and Edwin starting at 5/5 are an interesting option. Or maybe some Jade Swarmer suddenly as cost 2 5/5 stealth that leaves a Jade golem behind. From the FAQ on the quest post, it also seems that the copies from the Shadowcaster will become 5/5 once summoned (and the shadowcaster will be there to help with quest).
As I said, I don't know if the quest rogue will be a competitive deck, but it surely looks thousands time more fun.
Compare Galvadon to Amara, Warden of Hope (the priest quest reward). If your first three adapts are +3 attack, +3 health, and taunt, they are the same minion. Now, for the rest, would you rather have "Adapt twice" or "set you health to 40." Think about at that. And if you still think Galvadon is better, is it so much better that the quest should be so much harder?
Compare Galvadon to Queen Carnassa (Hunter quest reward). If your first two adapts are +3 attack and +3 health, they are the same minion. Now, for the rest, would you rather have "Adapt thrice" or "add 15 3/2 raptors to your deck that draw a card when played"?
The only toss up for me is Megafin (Shaman quest reward). If your first two adapts are +3 attack and +3 health, they are the same minion. Now, for the rest, would you rather have "Adapt thrice" or "fill your hand with murlocs"? In most cases, except maybe a murloc deck, Galvadon is better. But I don't really care that Shaman got shafted with their quest since they've been on top for a year now and are keeping more than enough good cards.
Yes, Galvadon has potential otk value depending on your RNG in the adapts and whether your opponent has answers. But unlike the other rewards (except maybe Megafin) it also has the potential to suck. At least with Megafin, the build-around deck is playable.
Voted Bad for now, onyl wy this see serious play is if they add some cantrip buff enchantments with the remaining cards or some seriously OP one, because with the current options its really bad.
With the confirmation that Smuggler's Run doesn't count for the quest, this quest went from bad to horrible. Sure, maybe Blizzard is about to unveil a great buff card that everybody wants 2 of in their deck, but I somehow doubt it.
I originally thought this quest would be summoning silver hand recruits with their cards that they have that do that, it'd have to be summon 10 of them. (with MSG and latest card). Surprised at this one.
Shadowstep is a sheaningans card and its value is much higher in a meta that has such sheanigans of course. I'm not sure about how tough will be to pull out the quest for the rogue, but it looks more fun to play (to me at least).
For the reward I not only think like you do that the paladin one is boring, but it also seems to me that it goes against the spirit that is behind Conceal going to the Hall of Fame. But I wouldn't write off the rogue one without trying. Is it true that it's a five mana spell, but besides the fact rogue has Preparation, every small minion played in the same turn is already 5/5. A 6 turn 5/5 Swashburglar maybe is not optimal, but it's not a big waste of tempo. Questing adventurer and Edwin starting at 5/5 are an interesting option. Or maybe some Jade Swarmer suddenly as cost 2 5/5 stealth that leaves a Jade golem behind. From the FAQ on the quest post, it also seems that the copies from the Shadowcaster will become 5/5 once summoned (and the shadowcaster will be there to help with quest).
As I said, I don't know if the quest rogue will be a competitive deck, but it surely looks thousands time more fun.
I totally agree on this : Paladin's quest AND reward are both boring. I think it will be easier to put some buffs in a random deck than to create a whole archetype for Rogue, but in the end I think both decks won't make the cut in the meta. And Rogue's one is far more fun.
I think it's bad, but in a good way. I like the thought that there will be a deck built around buffing minions, and then finishes with a huge stealth windfury Galvadon. It won't be good (hard to trigger the spells, Galvadon still too fragile), but it'll be a huge buff to fun when anyone pulls it off.
As of right now, the options would be (in standard): Might, Kings, HoP, Divine Strength, Humility :^), Wisdom, Silvermoon Portal, Dinosize, Blessed Champion, and all Heal Spells.
The tools we have seen so far does not suggest viability, but there's still lots of paladin cards yet to be seen.
At this point, I'd be shocked if we don't get a 1-mana Paladin spell "Adapt a minion," though its silly because its basically a "choose one" between some existing Paladin spells and some spare parts. This would at least enable (30% chance) a knife-juggler or pyromancer board clear for Paladin.
Paladin is my favorite and main class, I have 11 decks about it, and I am always trying to make it work. But this.. This is so stupid. How is this quest going to work? With all these mediocre buffs. Seal of Champions rotates out. What buffs am I going to run? And how many. 6? No way. Too few. Maybe Ivory Knight and Mukla, Tyrant of the Vale can help, but then the 6 mana spot is filled. Dinosize? So I have to survive up to turn 8 and also have something to buff.
And not only this. Our opponent knows that we are playing a buff deck. That means that not even a dude is going to survive on the board. If the opponent is not stupid. And also Argent Horserider rotates out to provide a quick removal.
Also compare our buffs with the buffs of other classes. Divine Strength is +1/+2. Power Word: Shield is +2 health and draw a card. Isn't that insane? And it sees play in almost all priest decks. Why didn't we also get Deathrattle Synergy? Why only the priest who didn't even have a legendary deathrattle minion.
Leeroy Jenkins with Blessed Champion or Faceless Manipulator could be also adding something to the deck. Also if your opponent drops one or two taunts? then what happens to our OTK Chance? Stealth lasts only a turn.
This is shit, this is too much. 6 buff spells? Too much guys, where am I going to put my minions? Only if they give us a minion that discovers a paladin spell, or if they give us an insane buff like, adapt + charge.
And guys don't forget, they have been hyping this card for 3 weeks, with a holywood actor and all those videos. And then we got this. And I am not even going to comment Galvadon, who if he gets removed goodbye quest. At least all other quests will have impact if the minion gets removed.
About quest i agree this is hardest quest because buff card is not good enough to play right now unless Blizzard print some new cheap buff spells,if not the only hope now is Mukla, Tyrant of the Vale
About the quest : I don't think that cards like Blessing of Kings or Silvermoon Portal are worse than Youthful Brewmaster or Shadowstep. With Rogue's quest you will have to play terrible cards in order to fulfill the quest, while Paladin can play decent ones and manage to do so.
I do agree though that decent cards do not make good decks, and also that Paladin's quest can function with small and resilient creatures, so it will be an aggro deck with the quest as big finisher.
About the reward : Rogue's reward is by far the worst. It's the only reward you would not auto-include in your deck. It's a 5 mana SPELL that makes you lose your turn to get value later, but what a poor value (if you need 5/5 you're running an aggro deck. If you're running an aggro deck you don't want to lose both your turns 1 and 5 AND play shitty cards). Paladin's reward is very strong but so damn boring ! Seriously, a dino that adapts several times, that does NOT feel Paladin at all ! At least Warlock's, Hunter's and Priest's have some class flavor ...
By Adapting 5 times it's possible to get the same bad buff 5 times no? There's no guarantee you'll get amazing results.
Dean Ayala thought Adapt, then adapt, then adapt, then adapt, then adapt sounded cooler, but it didn't fly.
Compare Galvadon to Amara, Warden of Hope (the priest quest reward). If your first three adapts are +3 attack, +3 health, and taunt, they are the same minion. Now, for the rest, would you rather have "Adapt twice" or "set you health to 40." Think about at that. And if you still think Galvadon is better, is it so much better that the quest should be so much harder?
Compare Galvadon to Queen Carnassa (Hunter quest reward). If your first two adapts are +3 attack and +3 health, they are the same minion. Now, for the rest, would you rather have "Adapt thrice" or "add 15 3/2 raptors to your deck that draw a card when played"?
The only toss up for me is Megafin (Shaman quest reward). If your first two adapts are +3 attack and +3 health, they are the same minion. Now, for the rest, would you rather have "Adapt thrice" or "fill your hand with murlocs"? In most cases, except maybe a murloc deck, Galvadon is better. But I don't really care that Shaman got shafted with their quest since they've been on top for a year now and are keeping more than enough good cards.
Yes, Galvadon has potential otk value depending on your RNG in the adapts and whether your opponent has answers. But unlike the other rewards (except maybe Megafin) it also has the potential to suck. At least with Megafin, the build-around deck is playable.
Voted Bad for now, onyl wy this see serious play is if they add some cantrip buff enchantments with the remaining cards or some seriously OP one, because with the current options its really bad.
With the confirmation that Smuggler's Run doesn't count for the quest, this quest went from bad to horrible. Sure, maybe Blizzard is about to unveil a great buff card that everybody wants 2 of in their deck, but I somehow doubt it.
Would have been so much if
1. It was cast 4-5 spells on your minions.
Or
2. Cast 6 spells on ANY minion
It has to be a spell and it has to target one of your minions. So Equality probably not going to work either.
I originally thought this quest would be summoning silver hand recruits with their cards that they have that do that, it'd have to be summon 10 of them. (with MSG and latest card). Surprised at this one.
worst quest -_- paladin still dead confirmed
I think it's bad, but in a good way. I like the thought that there will be a deck built around buffing minions, and then finishes with a huge stealth windfury Galvadon. It won't be good (hard to trigger the spells, Galvadon still too fragile), but it'll be a huge buff to fun when anyone pulls it off.
My version of the deck. A lot of card draw which is a must have for this quest to work.
At this point, I'd be shocked if we don't get a 1-mana Paladin spell "Adapt a minion," though its silly because its basically a "choose one" between some existing Paladin spells and some spare parts. This would at least enable (30% chance) a knife-juggler or pyromancer board clear for Paladin.
Paladin is my favorite and main class, I have 11 decks about it, and I am always trying to make it work. But this.. This is so stupid. How is this quest going to work? With all these mediocre buffs. Seal of Champions rotates out. What buffs am I going to run? And how many. 6? No way. Too few. Maybe Ivory Knight and Mukla, Tyrant of the Vale can help, but then the 6 mana spot is filled. Dinosize? So I have to survive up to turn 8 and also have something to buff.
And not only this. Our opponent knows that we are playing a buff deck. That means that not even a dude is going to survive on the board. If the opponent is not stupid. And also Argent Horserider rotates out to provide a quick removal.
Also compare our buffs with the buffs of other classes. Divine Strength is +1/+2. Power Word: Shield is +2 health and draw a card. Isn't that insane? And it sees play in almost all priest decks. Why didn't we also get Deathrattle Synergy? Why only the priest who didn't even have a legendary deathrattle minion.
Ben Brode said about Sunkeeper Tarim that each class has an identity, and paladin's is the stats manipulation. And from all those buffs and debuffs only Aldor Peacekeeper, Keeper of Uldaman, Equality and Blessing of Kings in some midrange decks saw play. Eadric the Pure saw too few play.+
Leeroy Jenkins with Blessed Champion or Faceless Manipulator could be also adding something to the deck. Also if your opponent drops one or two taunts? then what happens to our OTK Chance? Stealth lasts only a turn.
This is shit, this is too much. 6 buff spells? Too much guys, where am I going to put my minions? Only if they give us a minion that discovers a paladin spell, or if they give us an insane buff like, adapt + charge.
And guys don't forget, they have been hyping this card for 3 weeks, with a holywood actor and all those videos. And then we got this. And I am not even going to comment Galvadon, who if he gets removed goodbye quest. At least all other quests will have impact if the minion gets removed.
FOR THE HORDE!
Has anyone sorted out if smugglers run works in conjunction with this card?