Played against this with taunt warrior and easily won. He completed the quest on turn 4 and played it on turn 4 even though i dirty rat his minion he was bouncing. ended the game without taking a single point of damage
I really think people should try garden rogue instead quest rogue, it is a very powerful deck and you don't have a completely lose match vs aggro.
garden rogue is basically wallet warrior with boobs...
True. :D
someone should really make a photoshoped version of garrosh with ..ehr...implants... and use it as a thumbnail for a youtube video about garden rogue xD
Aggro decks will come next week and eat this Quest Rogue at breakfast.
Never happened....When a deck can kill you on turn 5 or deal 30 damage in one turn on any turn after 5, aggro, control - doesn't matter in the slightest.
Because there are so many cards available to complete the quest by turns 4-6, for "many" decks there simply is no possible way to win after the rogue completes. I know, I know then "play a counter deck." Unfortunately, aggro decks appear to be the only counter, and I share the same dislike for playing aggro decks a lot of players here are expressing - just winning or losing in 4-6 turns with a cookie cutter deck isn't fun to me.
Lately I've just been conceding turn 1 after my rogue opponent plays the quest card to save myself the frustration.
Please Blizzard, there are fixes. Suggestions:
- Any minions already on the rogue's board do not upgrade to 5/5 upon quest completion;
- Increase quest completion to 5 (or hell, even 6) same-name cards;
- Allow hard counters like Hex or Sheep to do what they're supposed to do.
To be honest, I don't think you don't need to worry about specifically countering quest rogue, because not half as many people are playing it as everyone thinks.
Here's a snap of the almost 200 games I've played since Un'Goro, granted that's not a very large sample size but I think it's enough to give a decent indication of how diverse the current meta actually is:
Aggro decks will come next week and eat this Quest Rogue at breakfast.
Never happened....When a deck can kill you on turn 5 or deal 30 damage in one turn on any turn after 5, aggro, control - doesn't matter in the slightest.
Man do you still lose for this deck? Serious? Just presure this deck and it will not be able to complete this quest without die, don't trade in its minions, go face, don't kill the igniou elemental, don't waste damege on its minios early on. Of coure sometimes they'll have Prep for the quest, but it cost 5 mana, and they have to play it.
To be honest, I don't think you don't need to worry about specifically countering quest rogue, because not half as many people are playing it as everyone thinks.
Here's a snap of the almost 200 games I've played since Un'Goro, granted that's not a very large sample size but I think it's enough to give a decent indication of how diverse the current meta actually is:
Rogues ranking 4th on your sample honestly surprised me. However, I just looked at my stats for a little over 400 games, and rogue was at 14% for me, second only to hunters at 16%. Regardless, it feels like I'm facing that nonsense every other game.
[Edited for post script]
Oh the irony - just finished an arena run, opened my pack awarded and of course the first card I turn . . . The Caverns Below . . . sigh
To be honest, I don't think you don't need to worry about specifically countering quest rogue, because not half as many people are playing it as everyone thinks.
Here's a snap of the almost 200 games I've played since Un'Goro, granted that's not a very large sample size but I think it's enough to give a decent indication of how diverse the current meta actually is:
Rogues ranking 4th on your sample honestly surprised me. However, I just looked at my stats for a little over 400 games, and rogue was at 14% for me, second only to hunters at 16%. Regardless, it feels like I'm facing that nonsense every other game.
[Edited for post script]
Oh the irony - just finished an arena run, opened my pack awarded and of course the first card I turn . . . The Caverns Below . . . sigh
I may dust it on general principles.
Honestly I don't think it's even as strong as everyone seems to think. I really don't think it needs a nerf.
I would say almost any deck has the potential to beat it, you just ignore enemy minions and attack face. Watch how they bounce and if you think they will complete the quest next turn then kill their minions. If you do enough face damage early they'll never recover.
Sure, if you are unlucky and they draw the absolute nuts in their opening hand you're screwed (Coin, Swashburgler, 2x Shadowstep + Youthful Brewmaster) but that is so unlikely.
You shouldn't dust it, you should actually play the deck a bit and get a feel for the different ways to complete the quest and that will help you counter your opponents plays.
I played about 50 games with it to get a good feel and it's actually quite interesting to play. It's not like braindead pirate warrior, you actually have to pick your plays carefully, in fact it's actually very vulnerable to misplays.
It can be quite fun to manipulate your opponent into inadvertently helping you complete your quest. For instance, one game I had Igneous + two Fire Flys + a Shadowstep in hand. Rather than waiting for a second bounce to use with the Fire Flys I bounced the Igneous and left him on board. My opponenent then assumes I'm trying to use him for the quest and kills it, of course then I then can drop the two Fire Flys to leave 4 Flame Elementals in my hand.
It was quite fun to find other more creative ways to complete the quest rather than just digging for bounces.
Honestly Quest Rogue reminds me a lot of pre-nerf Patron Warrior except it has a worse game vs face decks, most of the same elements are there between the cheating for free resources (Patron triggers vs Cavern buff) with really high burst potential from charge. The metagame seems fucked to me, because Warrior defines it on both ends of the spectrum and games come right down to how you roll on Dirty Rat.
To be honest, I don't think you don't need to worry about specifically countering quest rogue, because not half as many people are playing it as everyone thinks.
Here's a snap of the almost 200 games I've played since Un'Goro, granted that's not a very large sample size but I think it's enough to give a decent indication of how diverse the current meta actually is:
Rogues ranking 4th on your sample honestly surprised me. However, I just looked at my stats for a little over 400 games, and rogue was at 14% for me, second only to hunters at 16%. Regardless, it feels like I'm facing that nonsense every other game.
[Edited for post script]
Oh the irony - just finished an arena run, opened my pack awarded and of course the first card I turn . . . The Caverns Below . . . sigh
I may dust it on general principles.
Honestly I don't think it's even as strong as everyone seems to think. I really don't think it needs a nerf.
I would say almost any deck has the potential to beat it, you just ignore enemy minions and attack face. Watch how they bounce and if you think they will complete the quest next turn then kill their minions. If you do enough face damage early they'll never recover.
Sure, if you are unlucky and they draw the absolute nuts in their opening hand you're screwed (Coin, Swashburgler, 2x Shadowstep + Youthful Brewmaster) but that is so unlikely.
You shouldn't dust it, you should actually play the deck a bit and get a feel for the different ways to complete the quest and that will help you counter your opponents plays.
I played about 50 games with it to get a good feel and it's actually quite interesting to play. It's not like braindead pirate warrior, you actually have to pick your plays carefully, in fact it's actually very vulnerable to misplays.
It can be quite fun to manipulate your opponent into inadvertently helping you complete your quest. For instance, one game I had Igneous + two Fire Flys + a Shadowstep in hand. Rather than waiting for a second bounce to use with the Fire Flys I bounced the Igneous and left him on board. My opponenent then assumes I'm trying to use him for the quest and kills it, of course then I then can drop the two Fire Flys to leave 4 Flame Elementals in my hand.
It was quite fun to find other more creative ways to complete the quest rather than just digging for bounces.
Lol if I'm playing Quest Rogue and my opening hand is shitty, I insta-concede. So you're right on all accounts. You have to draw the balls or you're screwed.
I don't think it's that strong. But I also don't think that's the reason why people hate it.
It has to do with the fact (fact?) that the deck is kinda polarized. What I mean by that is that,it's usually comes down to one of 2 things:
1) Good mulligan, Quest complete by turn 4 (max 5), Rogue wins 2) Bad mulligan, quest not complete by turn 5, Rogue loses
This happens probably 90%+ of the times?
The inability to turn the game around in the first case is what makes people angry.
At least that's how it looks to me (atm).
That's the point.
The deck may not be so OP but it's absolutly horrible to play against, because it seems that if the Rogue has the "good hand" than you can't do anything to beat it. The opponent feels that every decision he makes has no impact on the match, everything resolve to what cards the Rogue is drawing. A bit similar to Pirate Warrior: if he get good draw and/or starting hand then you're dead by turn 4, no matter what. The speed at which they can overrun you is so high that you can't literaly do anything (or very few things) when they get the right cards.
This is probably why people hate it in first istance, more than its win rate or how many Rogue Quest are actually on ladder. But also this is something that literraly kill the fun in a game like HS where already the interaction between players is already pretty limited by game design.
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For what profit is it to a man, if he gains the world and loses his own soul?
I think it's a very noob-friendly deck, that's why it gets played a lot in the lower ranks. The more you climb the ladder, the less Quest Rogue you'll see.
Just got killed from 30 Health with it. Not only that, I cleared the board three times prior to that (2 Dragonfire Potions and a Deathwing). Not only that but my Deathwing was frozen by a 1 mana 5/5 twice in a row. Not only that but I managed to play minions turns 1 to 4 while my opponent played none getting to the quest.
The people defending this quest are ridiculous.
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Played against this with taunt warrior and easily won. He completed the quest on turn 4 and played it on turn 4 even though i dirty rat his minion he was bouncing. ended the game without taking a single point of damage
I don't even have a single Legendary and I have yet to lose against a Quest deck. Gitgud.
Check out my Frozen Throne Evolve Shaman deck:
http://www.hearthpwn.com/decks/903345-new-evolve-shaman
Check out my Frozen Throne Evolve Shaman deck:
http://www.hearthpwn.com/decks/903345-new-evolve-shaman
It's not OP at all. You just have to learn counter It. This deck will die out soon I didn't see any of them under Ránk 5.
how did you do the tri class thing they dont have an option for that i hearthcards ?
im not sure it will die soon...coz, no new cards, maybe new decks will show up but im sure it will see a lot of play, specially in 15-5 ranks
Because there are so many cards available to complete the quest by turns 4-6, for "many" decks there simply is no possible way to win after the rogue completes. I know, I know then "play a counter deck." Unfortunately, aggro decks appear to be the only counter, and I share the same dislike for playing aggro decks a lot of players here are expressing - just winning or losing in 4-6 turns with a cookie cutter deck isn't fun to me.
Lately I've just been conceding turn 1 after my rogue opponent plays the quest card to save myself the frustration.
Please Blizzard, there are fixes. Suggestions:
- Any minions already on the rogue's board do not upgrade to 5/5 upon quest completion;
- Increase quest completion to 5 (or hell, even 6) same-name cards;
- Allow hard counters like Hex or Sheep to do what they're supposed to do.
Something. Please.
To be honest, I don't think you don't need to worry about specifically countering quest rogue, because not half as many people are playing it as everyone thinks.
Here's a snap of the almost 200 games I've played since Un'Goro, granted that's not a very large sample size but I think it's enough to give a decent indication of how diverse the current meta actually is:
My magic will tear you apart!
Watch how they bounce and if you think they will complete the quest next turn then kill their minions.
If you do enough face damage early they'll never recover.
It's not like braindead pirate warrior, you actually have to pick your plays carefully, in fact it's actually very vulnerable to misplays.
For instance, one game I had Igneous + two Fire Flys + a Shadowstep in hand. Rather than waiting for a second bounce to use with the Fire Flys I bounced the Igneous and left him on board. My opponenent then assumes I'm trying to use him for the quest and kills it, of course then I then can drop the two Fire Flys to leave 4 Flame Elementals in my hand.
Honestly Quest Rogue reminds me a lot of pre-nerf Patron Warrior except it has a worse game vs face decks, most of the same elements are there between the cheating for free resources (Patron triggers vs Cavern buff) with really high burst potential from charge. The metagame seems fucked to me, because Warrior defines it on both ends of the spectrum and games come right down to how you roll on Dirty Rat.
I don't think it's that strong. But I also don't think that's the reason why people hate it.
It has to do with the fact (fact?) that the deck is kinda polarized. What I mean by that is that,it's usually comes down to one of 2 things:
1) Good mulligan, Quest complete by turn 4 (max 5), Rogue wins
2) Bad mulligan, quest not complete by turn 5, Rogue loses
This happens probably 90%+ of the times?
The inability to turn the game around in the first case is what makes people angry.
At least that's how it looks to me (atm).
"Emancipate yourselves from mental slavery, none but ourselves can free our minds"
For what profit is it to a man, if he gains the world and loses his own soul?
I think it's a very noob-friendly deck, that's why it gets played a lot in the lower ranks. The more you climb the ladder, the less Quest Rogue you'll see.
Just got killed from 30 Health with it. Not only that, I cleared the board three times prior to that (2 Dragonfire Potions and a Deathwing). Not only that but my Deathwing was frozen by a 1 mana 5/5 twice in a row. Not only that but I managed to play minions turns 1 to 4 while my opponent played none getting to the quest.
The people defending this quest are ridiculous.