I've been playing with Lakkari Sacrifice and it is decent so far. I have played against the Priest, Warrior and Hunter quests. The Hunter quest seems like it was overrated. I still think the Warrior quest can be good, but it did not help much against a Warlock summoning at least 3 minions each turn. The Priest I played made a highlander quest deck, which may have promise. It is basically a Reno Priest with N'Zoth.
I have been playing with rogue quest and im wrecking everyone with it, i added elementals and it is pretty good for the moment. Sometimes slow but good. Dirty rat counters it btw :(
The quests are obviously designed to be decent but not gamebreaking. If anything I think they are just an attempt to create a slower meta. I suspect 1-2 of them will be really good and the rest will turn out to be tier 2 or lower.
I have not played any decks yet, but my feeling before was that rogue was strongest, but hardest to understand. I have seensomme disappointment from other quest but none from those playing rogue, so I may have guessed right. just winning between turn 5 and 9 is good, or taking a more control route might actually work against stuff like warrior, not sure, but while my hought has evolved a lot over the past week, rogue as high up has been a near constant.
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Just fill your deck with one drops, that is creative deck design, right?
I pulled Warlock and Priest quests. Haven't made a Priest deck yet to test but Warlock has been so-so thus far with a small sample. Beat Quest Warrior and 2-2 against Quest Hunter. Lost to another Questlock. and lost to Jade Druid
The deck list needs to be sorted out of course but thus far it is either roll or get rolled.
Yeah people saying Rogue got screwed in the expansion are wrong again.
Personally I only pulled the Warrior quest but have been having quite a bit of success with it. Some matchups:
Druid: barely seen them, but I suspect you keep the quest and Brawl, play your taunts on curve, and smash face before Jade gets going. If they ever flood the board, brawl. Don't really know how the quest Druid does, but I suspect you still keep Brawl.
Hunter: mulligan AWAY the quest and go for Whirlwind/cheap taunt minions and lock them out of the game with early fat taunts like Tar Creeper that they can't break through. You wont have time to get to Sulfuras and you'll essentially be playing 1 card down if you opt to keep the quest. Whirlwind absolutely destroys hunter. Save a hard removal for Carnassa. Against Dinomancy make sure to keep their board clear with your superiorly stats taunt minions, 2/2 buffs to low impact minions isn't very scary when you have things like Alley Armorsmith and Direhorn Hatchling forming a brick wall.
Mage: Still undecided on whether or not it's correct to keep the quest. I'm leaning towards no. Play them like you'd play a Freeze mage and build up a huge armor reservoir. Try to get as many taunts up as possible to deter Arcane Giant/Molten Reflection/Time Warp combos. Your hard removal should be saved for freeze+Doomsayer combos.
Paladin: this class exists? All I've seen so far are buffadins, so keep the quest and brawls, taunt up, blow up the board on their big push turn, and close it out with Sulfuras.
Priest: They're slower than you, have more difficulty completing their quest, and get a much less proactive reward. Play it nice and slow and take over the game with Ragnaros hero power while draining them of resources. Make sure to save a Brawl for the N'Zoth turn.
Rogue: Probably the worst matchup. Your taunts trade very poorly into 5/5s. Play minions aggressively early and keep their board clean to prevent a turn 5 tempo swing, land a perfect Brawl and hope you can survive long enough to play Tar Lord.
Shaman: Keep the quest, taunt up, and slowly but surely suffocate them of resources. Eventually they'll run out of steam due to lack of card draw, while you can clear out the totems with a taunt minion and continuously pressure their face or pick off high value minions with hero power. Don't overextend into a big Devolve and your high health minions should strangle them out eventually.
Warlock: Against handlock you want to keep the quest whereas against zoolock you don't, but it's better to err on the side of caution and keep the quest. Against handlock you play for value and don't overextend into a big AoE, your taunts can stave off Leeroy shenanigans. Against zoo they'll usually be discard. You should be running lots of 6+ health minions like Bloodhoof Brave/Direhorn Hatchling/Alley Armorsmith which block their discard cards so hard. Save hard removal for Clutchmother Zavas. If Nether Portal ever comes down then just keep playing taunts and go face.
Warrior: Against control you want to keep the quest whereas against aggro you don't, but again just keep the quest if unsure, taunt up against Pirates with early taunts like Tar Creepers and blow them away with well timed Whirlwind/Brawl, against opposing control warriors, approach it like a classic control Warrior matchup.
Yeah people saying Rogue got screwed in the expansion are wrong again.
Personally I only pulled the Warrior quest but have been having quite a bit of success with it. Some matchups:
Druid: barely seen them, but I suspect you keep the quest and Brawl, play your taunts on curve, and smash face before Jade gets going. If they ever flood the board, brawl. Don't really know how the quest Druid does, but I suspect you still keep Brawl.
Hunter: mulligan AWAY the quest and go for Whirlwind/cheap taunt minions and lock them out of the game with early fat taunts like Tar Creeper that they can't break through. You wont have time to get to Sulfuras and you'll essentially be playing 1 card down if you opt to keep the quest. Whirlwind absolutely destroys hunter. Save a hard removal for Carnassa. Against Dinomancy make sure to keep their board clear with your superiorly stats taunt minions, 2/2 buffs to low impact minions isn't very scary when you have things like Alley Armorsmith and Direhorn Hatchling forming a brick wall.
Mage: Still undecided on whether or niot it's correct to keep the quest. I'm leaning towards no. Play them like you'd play a Freeze mage and build up a huge armor reservoir. Try to get as many taunts up as possible to deter Arcane Giant/Molten Reflection/Time Warp combos. Your hard removal should be saved for freeze+Doomsayer combos.
Paladin: this class exists? All I've seen so far are buffadins, so keep the quest and brawls, taunt up, blow up the board on their big push turn, and close it out with Sulfuras.
Priest: They're slower than you, have more difficulty completing their quest, and get a much less proactive reward. Play it nice and slow and take over the game with Ragnaros hero power while draining them of resources. Make sure to save a Brawl for the N'Zoth turn.
Rogue: Probably the worst matchup. Your taunts trade very poorly into 5/5s. Play minions aggressively early and keep their board clean to prevent a turn 5 tempo swing, land a perfect Brawl and hope you can survive long enough to play Tar Lord.
Shaman: Keep the quest, taunt up, and slowly but surely suffocate them of resources. Eventually they'll run out of steam due to lack of card draw, while you can clear out the totems with a taunt minion and continuously pressure their face or pick off high value minions with hero power. Don't overextend into a big Devolve and your high health minions should strangle them out eventually.
Warlock: Against handlock you want to keep the quest whereas against zoolock you don't, but it's better to err on the side of caution and keep the quest. Against handlock you play for value and don't overextend into a big AoE, your taunts can stave off Leeroy shenanigans. Against zoo they'll usually be discard. You should be running lots of 6+ health minions like Bloodhoof Brave/Direhorn Hatchling/Alley Armorsmith which block their discard cards so hard. Save hard removal for Clutchmother Zavas. If Nether Portal ever comes down then just keep playing taunts and go face.
Warrior: Against control you want to keep the quest whereas against aggro you don't, but again just keep the quest if unsure, taunt up against Pirates with early taunts like Tar Creepers and blow them away with well timed Whirlwind/Brawl, against opposing control warriors, approach it like a classic control Warrior matchup.
Actually i m playtestin mage quest in wild (casino mage) and standard (elemental mage). So far it felt okay. Time warp is good as a finisher with whatever burns i have left from tome kabal or even ones from deck
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We've had a few hours of gameplay now, and I've only played Fire Plume's Heart, though I've played against Unite the Murlocs and Awaken the Makers. Which quests have you seen success with thus far?
So far only done Paladin Quest and Mage Quest. Maybe just me but mage one is just to slow and not worth it.
Rogue actually really strong
I've been playing with Lakkari Sacrifice and it is decent so far. I have played against the Priest, Warrior and Hunter quests. The Hunter quest seems like it was overrated. I still think the Warrior quest can be good, but it did not help much against a Warlock summoning at least 3 minions each turn. The Priest I played made a highlander quest deck, which may have promise. It is basically a Reno Priest with N'Zoth.
Rogue AINEC
I'm playing the warlock one with average success (in a mid range build)... Not impressive.
Got stomped by the druid one that played Kun, refreshed his 10 mana, got Barnabus and the rest was boom...
so in my experience Paladins quest is complete garbage, druid and mage are too slow, and Rogue is strong.
I have been playing with rogue quest and im wrecking everyone with it, i added elementals and it is pretty good for the moment. Sometimes slow but good. Dirty rat counters it btw :(
The quests are obviously designed to be decent but not gamebreaking. If anything I think they are just an attempt to create a slower meta. I suspect 1-2 of them will be really good and the rest will turn out to be tier 2 or lower.
I have not played any decks yet, but my feeling before was that rogue was strongest, but hardest to understand. I have seensomme disappointment from other quest but none from those playing rogue, so I may have guessed right. just winning between turn 5 and 9 is good, or taking a more control route might actually work against stuff like warrior, not sure, but while my hought has evolved a lot over the past week, rogue as high up has been a near constant.
Just fill your deck with one drops, that is creative deck design, right?
ROGUE QUEST IS TIER 1 BOYS. LETS GOOOO
Having a lot of fun with the hunter quest. I haven't enjoyed playing my hunter in a long time
EU player here, seriously rogue quest is strongest?
Valar Morghulis
Rogue is literally quite better than expectations. I guess we'll see lots of rogue quest decks in the following days.
Too early to say man.. I've beaten it with quest lock, which is pretty average btw...
Yup, I got destroyed twice by rouge quest... I think this might be the sleeper.
O.o o.O
I pulled Warlock and Priest quests. Haven't made a Priest deck yet to test but Warlock has been so-so thus far with a small sample. Beat Quest Warrior and 2-2 against Quest Hunter. Lost to another Questlock. and lost to Jade Druid
The deck list needs to be sorted out of course but thus far it is either roll or get rolled.
Yeah people saying Rogue got screwed in the expansion are wrong again.
Personally I only pulled the Warrior quest but have been having quite a bit of success with it. Some matchups:
Druid: barely seen them, but I suspect you keep the quest and Brawl, play your taunts on curve, and smash face before Jade gets going. If they ever flood the board, brawl. Don't really know how the quest Druid does, but I suspect you still keep Brawl.
Hunter: mulligan AWAY the quest and go for Whirlwind/cheap taunt minions and lock them out of the game with early fat taunts like Tar Creeper that they can't break through. You wont have time to get to Sulfuras and you'll essentially be playing 1 card down if you opt to keep the quest. Whirlwind absolutely destroys hunter. Save a hard removal for Carnassa. Against Dinomancy make sure to keep their board clear with your superiorly stats taunt minions, 2/2 buffs to low impact minions isn't very scary when you have things like Alley Armorsmith and Direhorn Hatchling forming a brick wall.
Mage: Still undecided on whether or not it's correct to keep the quest. I'm leaning towards no. Play them like you'd play a Freeze mage and build up a huge armor reservoir. Try to get as many taunts up as possible to deter Arcane Giant/Molten Reflection/Time Warp combos. Your hard removal should be saved for freeze+Doomsayer combos.
Paladin: this class exists? All I've seen so far are buffadins, so keep the quest and brawls, taunt up, blow up the board on their big push turn, and close it out with Sulfuras.
Priest: They're slower than you, have more difficulty completing their quest, and get a much less proactive reward. Play it nice and slow and take over the game with Ragnaros hero power while draining them of resources. Make sure to save a Brawl for the N'Zoth turn.
Rogue: Probably the worst matchup. Your taunts trade very poorly into 5/5s. Play minions aggressively early and keep their board clean to prevent a turn 5 tempo swing, land a perfect Brawl and hope you can survive long enough to play Tar Lord.
Shaman: Keep the quest, taunt up, and slowly but surely suffocate them of resources. Eventually they'll run out of steam due to lack of card draw, while you can clear out the totems with a taunt minion and continuously pressure their face or pick off high value minions with hero power. Don't overextend into a big Devolve and your high health minions should strangle them out eventually.
Warlock: Against handlock you want to keep the quest whereas against zoolock you don't, but it's better to err on the side of caution and keep the quest. Against handlock you play for value and don't overextend into a big AoE, your taunts can stave off Leeroy shenanigans. Against zoo they'll usually be discard. You should be running lots of 6+ health minions like Bloodhoof Brave/Direhorn Hatchling/Alley Armorsmith which block their discard cards so hard. Save hard removal for Clutchmother Zavas. If Nether Portal ever comes down then just keep playing taunts and go face.
Warrior: Against control you want to keep the quest whereas against aggro you don't, but again just keep the quest if unsure, taunt up against Pirates with early taunts like Tar Creepers and blow them away with well timed Whirlwind/Brawl, against opposing control warriors, approach it like a classic control Warrior matchup.
Actually i m playtestin mage quest in wild (casino mage) and standard (elemental mage). So far it felt okay. Time warp is good as a finisher with whatever burns i have left from tome kabal or even ones from deck