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've played 6-7 quest rogues today, and all of them [ALL OF THEM] have finished quest by turn 4 and have decimated me. i love when people say "you have to draw the balls", just shows you have no idea what you're doing LOL
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.
yes. they are. they always say "you have to draw the nuts". no you don't. you have to draw a few bounces. how many are in your deck? 6? not counting high-rolling mimic pod into 5 5/5 chargers. get real. it needs a nerf. the quest should NEVER be a spell in a class that has prep. what a bunch of retards
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.
yes. they are. they always say "you have to draw the nuts". no you don't. you have to draw a few bounces. how many are in your deck? 6? not counting high-rolling mimic pod into 5 5/5 chargers. get real. it needs a nerf. the quest should NEVER be a spell in a class that has prep. what a bunch of retards
Even if they draw badly, Swashburglars and Novice Engineers make sure they get enough cards to put on pressure until they complete the quest anyway. Totally agree; this needs a nerf.
Even if they draw badly, Swashburglars and Novice Engineers make sure they get enough cards to put on pressure until they complete the quest anyway. Totally agree; this needs a nerf.
You can't put on pressure when the biggest minion in the deck is a 3/2.
Yeah it's wack quest. Lets play 1/2 elementals over and over and turn them into 5/5s before round 4....makes a lot of sense. Guess it was rogue's time though. It's been awhile. It's whatever, at least the games are fast losses
Even if they draw badly, Swashburglars and Novice Engineers make sure they get enough cards to put on pressure until they complete the quest anyway. Totally agree; this needs a nerf.
You can't put on pressure when the biggest minion in the deck is a 3/2.
That's enough to carry them until they get the quest (Although fair enough, not against aggro decks)
It's a fucking nightmare already; play fast or don't. I had to switch from priest to Warlock, otherwise it was just turn 4 concede, because even with two copies of Dragonfire Potion and multiple boardwipes from Shadow Visions there was just no way to stop the bouncing. Yeah... guess it's rushdecks all over again thanks to cave rogue. Zoo can rush them down, but usually they still get the quest done, it's still a race to kill them.
+edit: Dirty Rat is not a savior in this scenario, it helps to delay them by one turn, then they just switch to elemental 1/2s and bounce them.
It's a fucking nightmare already; play fast or don't. I had to switch from priest to Warlock, otherwise it was just turn 4 concede, because even with two copies of Dragonfire Potion and multiple boardwipes from Shadow Visions there was just no way to stop the bouncing. Yeah... guess it's rushdecks all over again thanks to cave rogue. Zoo can rush them down, but usually they still get the quest done, it's still a race to kill them.
+edit: Dirty Rat is not a savior in this scenario, it helps to delay them by one turn, then they just switch to elemental 1/2s and bounce them.
I dunno. I just fatigued the elemental version 2 games in a row with mid pally. It's not that unbeatable for control.
Hi everyone, new to the thread. Are people talking about the difference between OP and non-interactive? It seems like OP means win rate is too high, but I don't think that's true of Quest Rogue across all ranks and match-ups. I think, based on draws and matchup, it either wins or loses with such inevitability and lack of interaction from opponent that it just doesn't feel right, which is still a valid reason for a nerf.
Hi everyone, new to the thread. Are people talking about the difference between OP and non-interactive? It seems like OP means win rate is too high, but I don't think that's true of Quest Rogue across all ranks and match-ups. I think, based on draws and matchup, it either wins or loses with such inevitability and lack of interaction from opponent that it just doesn't feel right, which is still a valid reason for a nerf.
That's an excellent point and probably what most people mean when they say OP.
The win rate for Quest Rogue decks are no higher than any other deck at the moment and definitely no high enough to warrant a nerf. Pirate Warrior is still the highest win rate of all and taunt warrior is second followed by midrange hunter, murloc paladin and then quest rogue.
The problem is that playing against feels like you have no control over the outcome unless you are playing an aggressive deck, or at least a deck that has decent tempo.
But to be honest I think that's okay. Quest Rogue is strong against control and weak against aggro.
If you're playing a deck that is weak to quest rogue I'm willing to bet it's strong in other match ups, which is fine. You can't expect your deck to have no weak match ups, other wise it would be OP itself.
I think the real problem is that there is no real way to tech against Quest Rogue which again leaves you feeling like you have no control.
I don't think nerfing it will work, it will just become unplayable and disappear completely.
What we need is a tech card that people can choose to play if they wish.
Obviously nerfing is the only viable option in the short term but I don't think it's a good idea personally.
It's a fucking nightmare already; play fast or don't. I had to switch from priest to Warlock, otherwise it was just turn 4 concede, because even with two copies of Dragonfire Potion and multiple boardwipes from Shadow Visions there was just no way to stop the bouncing. Yeah... guess it's rushdecks all over again thanks to cave rogue. Zoo can rush them down, but usually they still get the quest done, it's still a race to kill them.
+edit: Dirty Rat is not a savior in this scenario, it helps to delay them by one turn, then they just switch to elemental 1/2s and bounce them.
I dunno. I just fatigued the elemental version 2 games in a row with mid pally. It's not that unbeatable for control.
Of course it's not unbeatable, it's still ridiculous powerful, if your early game doesn't apply enough pressure.
I dunno. I just fatigued the elemental version 2 games in a row with mid pally. It's not that unbeatable for control.
Of course it's not unbeatable, it's still ridiculous powerful, if your early game doesn't apply enough pressure.
Isn't that true of a lot of decks though if you don't apply pressure? I've played both Quest Rogue and Pirate Warrior on lower rank ladder and Pirate Warrior wins faster. The average game length I have with Quest Rogue is 9 turns, that is hardly as oppressive as Pirate Warrior which got me several turn 4 to 6 concedes.
PW has good openings, but PW at least has to keep his minions on the board; they can be "potioned of madnessed/PW:pain-deathed" or traded with. And there are no saps involved, no mimic pods and so forth. Don't get me wrong, it's not unbeatable (as I admitted), but there's this distinct feeling of watching somebody essentially playing with himself. If people like it, well, more power to them, not my cup of tea, therefore I switched to zoo.
They need to at least nerf the effect as an aura. Why can't it work like Dinosize? Have it set the attack and health of your minions to 5, ONE TIME, no matter where they are. Giving your opponent 5/5 frogs and sheep is 100% BS, and I don't think a fair or intended consequence of the quest. Silence does nothing? C'mon, that's ridiculous. Having the first summoned Jade Golem or a freshly generated Flame Elemental come out as 5/5 makes no sense. Basically, cards that didn't exist before the spell was cast absolutely shouldn't get the buff. The way they programmed the effect is a huge part of the problem, and renders normal hard counters completely and counter-intuitively ineffective. They need to make these changes, which would be a similar to nerf as the one they did for Yogg. I still think Quest Rogue would be completely viable, and still a top aggro deck because of patches and other charge minions, but it wouldn't be quite so broken if you could silence, transform, and not worry about summoned units.
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I have over 60 %against qrouge with mid pally . A single rat and some earlygame (no murlocs tho) can punch pretty hard and for leathal eye 4an eye :)
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Yeah it's wack quest. Lets play 1/2 elementals over and over and turn them into 5/5s before round 4....makes a lot of sense. Guess it was rogue's time though. It's been awhile. It's whatever, at least the games are fast losses
Stay thirsty my friends
It's a fucking nightmare already; play fast or don't. I had to switch from priest to Warlock, otherwise it was just turn 4 concede, because even with two copies of Dragonfire Potion and multiple boardwipes from Shadow Visions there was just no way to stop the bouncing. Yeah... guess it's rushdecks all over again thanks to cave rogue. Zoo can rush them down, but usually they still get the quest done, it's still a race to kill them.
+edit: Dirty Rat is not a savior in this scenario, it helps to delay them by one turn, then they just switch to elemental 1/2s and bounce them.
Hi everyone, new to the thread. Are people talking about the difference between OP and non-interactive? It seems like OP means win rate is too high, but I don't think that's true of Quest Rogue across all ranks and match-ups. I think, based on draws and matchup, it either wins or loses with such inevitability and lack of interaction from opponent that it just doesn't feel right, which is still a valid reason for a nerf.
too OP than quest taunt warrior?? damn i crafted quest warrior, not rogue..
and you know what, I got from pack 1 day after I crafted.. #tableflip
Pirate Warrior is still the highest win rate of all and taunt warrior is second followed by midrange hunter, murloc paladin and then quest rogue.
Quest Rogue is strong against control and weak against aggro.
You can't expect your deck to have no weak match ups, other wise it would be OP itself.
A 48% win deck is not getting nerfed guys. Get real.
Yes, it's annoying, but that doesn't make it overpowered.
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
Oh this thread is still going, yeah it's still broken
Stay thirsty my friends
PW has good openings, but PW at least has to keep his minions on the board; they can be "potioned of madnessed/PW:pain-deathed" or traded with. And there are no saps involved, no mimic pods and so forth. Don't get me wrong, it's not unbeatable (as I admitted), but there's this distinct feeling of watching somebody essentially playing with himself. If people like it, well, more power to them, not my cup of tea, therefore I switched to zoo.
I just LOVE this :D
By the way... MASS DISPEL doesnt silence the quest's effect T_T
i've just learned it
They need to at least nerf the effect as an aura. Why can't it work like Dinosize? Have it set the attack and health of your minions to 5, ONE TIME, no matter where they are. Giving your opponent 5/5 frogs and sheep is 100% BS, and I don't think a fair or intended consequence of the quest. Silence does nothing? C'mon, that's ridiculous. Having the first summoned Jade Golem or a freshly generated Flame Elemental come out as 5/5 makes no sense. Basically, cards that didn't exist before the spell was cast absolutely shouldn't get the buff. The way they programmed the effect is a huge part of the problem, and renders normal hard counters completely and counter-intuitively ineffective. They need to make these changes, which would be a similar to nerf as the one they did for Yogg. I still think Quest Rogue would be completely viable, and still a top aggro deck because of patches and other charge minions, but it wouldn't be quite so broken if you could silence, transform, and not worry about summoned units.