Consecutive games, consecutive roguequests. First game, opponent completed quest on turn 4. Second game, completed on turn 3. Never seen that before. I hate playing against rogue quest because its just dumb luck if they have it or not, and its too damned easy for them to get it, and impossible to beat once they do. Seriously, hexing a minion after they've quested and it still stays 5/5?!
Everyone is saying that quest rogue is not that good because you need to draw well in order to win. Maybe I am just really unlucky but most of them completes quest around turn 5 and I can’t do ANYTHING to stop this. Well, I don’t play aggro decks and I won’t play them only to defeat quest rogues so I have no way to deal with their good start. Someone would say “play dirty rats”. Ok, but you need to draw them before turn 5 and they won’t always pull out good minion. Control players needs more tools than 2 dirty rats to beat them constantly.
Is it fair? This deck killed control decks even more than jade druid and this is really sad.
Everyone is saying that quest rogue is not that good because you need to draw well in order to win. Maybe I am just really unlucky but most of them completes quest around turn 5 and I can’t do ANYTHING to stop this. Well, I don’t play aggro decks and I won’t play them only to defeat quest rogues so I have no way to deal with their good start. Someone would say “play dirty rats”. Ok, but you need to draw them before turn 5 and they won’t always pull out good minion. Control players needs more tools than 2 dirty rats to beat them constantly.
Is it fair? This deck killed control decks even more than jade druid and this is really sad.
Quest Rogue loses to itself more often than not. Try playing the deck for a few times. if you don't open Shadowstep, you're at the mercy of the topdeck gods, plus your opening hand is one card smaller, so it's much more inconsistent than you seem to think.
I've even tried the dirty rat defense and even when I get fortunate enough to pull one of their cards that they need, they *still* complete on turn 5 or 6. They have 4 different cards to return minions to their hand, cards like firefly or such which produce multiple copies of minions they can use if you happen to pull and kill their stonetusk boar or their new pirate card, and the dirty rat defense still implies you drawing the card at the beginning, messes up your deck and causes you to mulligan other starters just to try to get it... just messes up game balance all around. Can't wait for them to get rid of this stupid quest or at least make it a hair less easy to complete and less totally overpowering if it succeeds
I'm praying for a nerf so I can get my dust back. It's a boring quest and deck type. Zero fun.
Miracle rogue with conceal was much more fun (and difficult) to play well. Though 2 conceals + a monster Edwin is frustrating.
The fact that they sunset conceal in favor of this archetype is beyond me ... these devs really might be clueless.
(not to mention how they are constantly talking about the problems of OTK decks and then hand rogues this and mages their quest ... curious)
This is issue. It's not a fun deck to play against at all. It doesn't encourage an interactive gameplay as the Rogue has control the entire game. From turn 1, you have to play with the Rogue as he controls everything you do.
I'm praying for a nerf so I can get my dust back. It's a boring quest and deck type. Zero fun.
Miracle rogue with conceal was much more fun (and difficult) to play well. Though 2 conceals + a monster Edwin is frustrating.
The fact that they sunset conceal in favor of this archetype is beyond me ... these devs really might be clueless.
(not to mention how they are constantly talking about the problems of OTK decks and then hand rogues this and mages their quest ... curious)
This is the reason I don't craft the quest, garden rogue is much more fun than that, each game is different because the cards you get from opponent class.
Okay, I crafted Patches and Caverns Below (and Leeroy, because I wanted to play Pirate Warrior as well) and I have to say... wow. I was never so underwhelmed with a deck before. All I can say is that Quest Rogue is nowhere near OP. It loses against everything that's faster (Pirate Warrior, Midrange Hunter in most cases, sometimes even Silence Priests and much more). Is it fun to play? Nope. Even Pirate Warrior is more fun than that.
Okay, I crafted Patches and Caverns Below (and Leeroy, because I wanted to play Pirate Warrior as well) and I have to say... wow. I was never so underwhelmed with a deck before. All I can say is that Quest Rogue is nowhere near OP. It loses against everything that's faster (Pirate Warrior, Midrange Hunter in most cases, sometimes even Silence Priests and much more). Is it fun to play? Nope. Even Pirate Warrior is more fun than that.
Did you even read what you said? The answer to Quest Rogue...is a faster deck. That's where we are in this meta. Faster, more aggressive copycat decks.
Make it not a spell, and allow other spells (polymorph, toad, equality) to affect the stats. Makes it a turn slower to play and a shade less overwhelming when successful
Oh like Warlock quest? And in high ranked, Mage quest? Even Pally quest blows. I would have said 5 minions not 6, but still.. 4 is too easy. Especially with Flame Elementals if your pullbacks fail.
Rollback Post to RevisionRollBack
If you think the party's great now, just wait 'til he invites the orcs over!
Taunt Warrior is just as cancer as quest rogue but they are both pretty busted. BUT BUT BUT AGGRO GO FACE BLAH BLAH BLAH, nonsense. Serisouly, when you think Blizzard is starting to get shit right just to fuck it up with a control warrior that plays taunts on curve and gets 8 damage for 2 mana. What were they thinking.
It would make more sense if it was a creature that made all of your allied creatures in play 5/5, even if it cost less then 5. The deck has enough bounce spells, to make the creatures stay 5/5 for the rest of the game, but also means that they can't abuse stuff like firefly and glacial shard. however it does mean they can heal their dudes a lot.
Blizzard nerfs are often heavy handed and late. Starving Buzzard, Arcane Golem, and Warsong Commander all come to mind as cards that saw play but now don't because they were nerfed too much. I would predict just about any nerf would kill the Quest Rogue archetype, which would be a shame as not every class got a viable quest archetype.
Consecutive games, consecutive roguequests. First game, opponent completed quest on turn 4. Second game, completed on turn 3. Never seen that before. I hate playing against rogue quest because its just dumb luck if they have it or not, and its too damned easy for them to get it, and impossible to beat once they do. Seriously, hexing a minion after they've quested and it still stays 5/5?!
I don't usually agree to these nerf thread like the jade idol or the frothing berserker. But this quest.........
Death to all who oppose the Horde!
Because everyone plays wild ;)
Everyone is saying that quest rogue is not that good because you need to draw well in order to win. Maybe I am just really unlucky but most of them completes quest around turn 5 and I can’t do ANYTHING to stop this. Well, I don’t play aggro decks and I won’t play them only to defeat quest rogues so I have no way to deal with their good start. Someone would say “play dirty rats”. Ok, but you need to draw them before turn 5 and they won’t always pull out good minion. Control players needs more tools than 2 dirty rats to beat them constantly.
Is it fair? This deck killed control decks even more than jade druid and this is really sad.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I'm praying for a nerf so I can get my dust back. It's a boring quest and deck type. Zero fun.
Miracle rogue with conceal was much more fun (and difficult) to play well. Though 2 conceals + a monster Edwin is frustrating.
The fact that they sunset conceal in favor of this archetype is beyond me ... these devs really might be clueless.
(not to mention how they are constantly talking about the problems of OTK decks and then hand rogues this and mages their quest ... curious)
I've even tried the dirty rat defense and even when I get fortunate enough to pull one of their cards that they need, they *still* complete on turn 5 or 6. They have 4 different cards to return minions to their hand, cards like firefly or such which produce multiple copies of minions they can use if you happen to pull and kill their stonetusk boar or their new pirate card, and the dirty rat defense still implies you drawing the card at the beginning, messes up your deck and causes you to mulligan other starters just to try to get it... just messes up game balance all around. Can't wait for them to get rid of this stupid quest or at least make it a hair less easy to complete and less totally overpowering if it succeeds
Check out my Frozen Throne Evolve Shaman deck:
http://www.hearthpwn.com/decks/903345-new-evolve-shaman
Okay, I crafted Patches and Caverns Below (and Leeroy, because I wanted to play Pirate Warrior as well) and I have to say... wow. I was never so underwhelmed with a deck before. All I can say is that Quest Rogue is nowhere near OP. It loses against everything that's faster (Pirate Warrior, Midrange Hunter in most cases, sometimes even Silence Priests and much more). Is it fun to play? Nope. Even Pirate Warrior is more fun than that.
My nerf. BLIZZARD TAKE NOTE!
So... we got another aggro meta? Nothing we didn't have before. Is this good? Hell, no. But personally, I can live with it.
Make it not a spell, and allow other spells (polymorph, toad, equality) to affect the stats. Makes it a turn slower to play and a shade less overwhelming when successful
If you think the party's great now, just wait 'til he invites the orcs over!
Pls watch Dreamhack, Taunt warrior is the most op deck right now, it keeps wiping players 3-0, since yesterday.
Taunt Warrior is just as cancer as quest rogue but they are both pretty busted. BUT BUT BUT AGGRO GO FACE BLAH BLAH BLAH, nonsense. Serisouly, when you think Blizzard is starting to get shit right just to fuck it up with a control warrior that plays taunts on curve and gets 8 damage for 2 mana. What were they thinking.
It would make more sense if it was a creature that made all of your allied creatures in play 5/5, even if it cost less then 5. The deck has enough bounce spells, to make the creatures stay 5/5 for the rest of the game, but also means that they can't abuse stuff like firefly and glacial shard. however it does mean they can heal their dudes a lot.
Blizzard nerfs are often heavy handed and late. Starving Buzzard, Arcane Golem, and Warsong Commander all come to mind as cards that saw play but now don't because they were nerfed too much. I would predict just about any nerf would kill the Quest Rogue archetype, which would be a shame as not every class got a viable quest archetype.