Roque quest is STUPID. I Just keep repeating how amazing the other player is, stop playing and just wait until the very end of my time every time. the turn they can kill me, I just concede. It's real shit.
The only nerf I think it needs is that the effect should be on the minion, not global. that is, I'd change the text to:
"Whenever you summon a minion, it becomes 5/5."
this allows tokens to keep getting the 5/5, allows the bounce/Charge combos, but it adds some options for removal and silence. As it stands, almost all removal has no effect. Which means you have to either tech for this deck (at the expense of basically everything else) or plan to lose to it in a hopeless and frustrating fashion.
That said, this deck seems to be a plague only in around the 14-20 range. Last month I rarely saw it in the 10-12 range (that's as far as I got) and I'm at 13 now and rarely see it.
The only nerf I think it needs is that the effect should be on the minion, not global. that is, I'd change the text to:
"Whenever you summon a minion, it becomes 5/5."
this allows tokens to keep getting the 5/5, allows the bounce/Charge combos, but it adds some options for removal and silence. As it stands, almost all removal has no effect. Which means you have to either tech for this deck (at the expense of basically everything else) or plan to lose to it in a hopeless and frustrating fashion.
That really only buffs Mass Dispel, Devolve, and Mystic Wool from Kazakus because single target transform and silence cards wouldn't be worth the mana to use them as tech counters to Quest Rogue. I think it is okay for transform effects to not be universally good.
@WraithM; oh, it definitely is kind of rough to run a slow version of Quest Rogue... but personally I always liked Control Rogue. If you're in Wild you can run a few of the bounces (you wouldn't want to go all-in on them) and Healbots for stall, and then just focus on removal and generating elementals. It should still be able to bully Control lists and stave off Aggro, but I could be completely wrong and you might just have to invest super heavily into the Quest to get anywhere consistently. The faster version is obviously just going to be straight up better, but a slow version just sounds sweet to me.
I do play in Wild now and I've also been interested in a late game Rogue. I've tried mixing the Quest with the Brann Bronzebeard < Shadowcaster < Shadowcaster combo with the idea of using Hemet, Jungle Hunter after I draw Brann to skip straight to my end game cards (hopefully with the quest complete already). I didn't have much success but the combos were fun, even when I lost.
Blizzard wants Hearthstone to be fun and interactive, so they take any stealth generating cards out of standard. Then they give you an insane reward for bouncing minions back, which means your opponent can't attack them anyway. I've tried using snipe and dirty rat against quest rogue, and neither work. There's just no way to prevent your opponent from completing the quest, which I guess is true of all quests. Still, I don't think they'll fix it until everyone plays it at a major tournament, like what happened with Yogg and Small-Time Buccaneer. If there comes a day when rogues are instantly banned by opponents, I think there would be a change.
what makes quest rogue powerful is not the quest ..its the quest working in conjunction with the early aggressive board state ''pirate package'' so you preserve the board state in the early game and just let ur opponent deal with ur minions while ur boucning urs ..thats the main problem imo ... i ran the deck without pirates ..its really inconsistent and its not that op ..still might be wrong
The downside with Pirate warrior was that if you drew Patches, it was just a 1/1 with charge. Now Rogue runs Stonetusk Boar already, they almost WANT to draw Patches
Blizzard wants Hearthstone to be fun and interactive, so they take any stealth generating cards out of standard. Then they give you an insane reward for bouncing minions back, which means your opponent can't attack them anyway. I've tried using snipe and dirty rat against quest rogue, and neither work. There's just no way to prevent your opponent from completing the quest, which I guess is true of all quests. Still, I don't think they'll fix it until everyone plays it at a major tournament, like what happened with Yogg and Small-Time Buccaneer. If there comes a day when rogues are instantly banned by opponents, I think there would be a change.
Only thing that Blizzard wants your money they do everything to get it.
I do play in Wild now and I've also been interested in a late game Rogue. I've tried mixing the Quest with the Brann Bronzebeard < Shadowcaster < Shadowcaster combo with the idea of using Hemet, Jungle Hunter after I draw Brann to skip straight to my end game cards (hopefully with the quest complete already). I didn't have much success but the combos were fun, even when I lost.
I can dig that! I know back in Old Gods I had a Wild Rogue deck that tried to abuse Shadowcasters and whatnot to make insane N'Zoth boards. I didn't win much, but there was something amazing about having a board full of Sludge Belchers. One day I'll get over the idea I need all of the classes golden and will definitely be returning to Control Rogue lists, because they really are one of my favorites.
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Just for the record: i meant the actual portal that goes on the board, not the spell that summons it. Try to understand my point instead of pointing at irrelevant details.
I know what you meant, but even the thing on the board doesn't count as a minion. That's why I had to clarify what we were talking about so that we could discuss your point further. Either be more precise in the first place or don't get all huffy when people correct your language for the purpose of having a clear discussion about the otherwise excellent point you brought up.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
gang up, a bounce card and patches in wild is epic.
Also inefficient.
I do agree that Gang Up has a reputation as being mostly just a fun card and that normally Gang Up is inefficient, but if you copy in something that can be tutored/pulled out of your deck, it can be quite good.
Playing Patches the Pirate < Gang Up < Bounce < Patches the Pirate is a 3 to 5 mana 25 damage burst OTK finisher if you remember to go face with Patches before you bounce him back to your hand.
Quest decks playing the Water Package murlocs can use Gang Up to reload the deck with more murlocs. Charge is strong but getting out several copies of Murloc Warleader is a strong play, too. It might also be possible to have Finja, the Flying Star as your only murloc and use Gang Up on him before he makes his first kill to start flooding the board with more Finjas.
Gang Up on Gadgetzan Ferryman or Youthful Brewmaster is also another option and might be more efficient than copying your four-of target. Copying your four-of target requires you to draw at least three of them (including the duplicate of a card pair if it is not a singleton), but if you copyed your bounce tech instead this gives you more bounce you can draw into and gives you a secondary way to complete the quest if you draw four of the same bounce card.
Stealing copies of your opponent's minions sounds fun, but I would agree with you that this can be inefficient. I copied Kabal Courier once and probably lost because of it because it was a three cost card and I wanted the value from bouncing it, which was too slow. I may have also drawn a duff hand early on of individual bounce, Gang Up, and no targets, so I probably wasn't going to win that game anyway. Other times I have copied my opponent's Patches and one time I met a control Druid deck playing Goblin Sapper which I copied for a shot at playing 9/5's due to his large hand he was hanging onto. I was running Brann BronzebeardColdlight Oracle for the cycle/milling in my deck and recognized the possibility that he could also be a mill deck because he played Grove Tender after ramping for card draw. That was an epic game and is why I feel Wild is more fun.
The downside with Pirate warrior was that if you drew Patches, it was just a 1/1 with charge. Now Rogue runs Stonetusk Boar already, they almost WANT to draw Patches
It's not that good to draw patches for the Quest rogue. Ideally they don't use pirates until the quest is completed, and have a 5/5 deckhand pull a 5/5 patches from their deck. That's infinitely better than another stonetusk boar in hand.
Still not nearly as punishing to draw Patches though as it was last meta
I personally would like to see a simple change - all PLAYED minions become 5/5s. I think, while frustrating to play against, that Quest Rogue is mostly a balanced deck. It has good and bad matchups just like any other deck.
This allows things like Hex, Polymorph, Devolve, Silence (the mechanic), and Dirty Rat (played post-quest) to be great against them, while also making some interactions less confusing.
I'm split on the issue. On the one hand, if the criteria for a nerf is that a card is too powerful then I don't think the quest should be nerfed, as the requirements to completing the quest put you far behind in the early game (most of the time) in a meta that revolves around early pressure.
If, on the other hand, the criteria for a nerf is lack of interactivity, then I could see a reasonable argument for a nerf. That said, I have played with and against the deck a lot since release, and it can still lose the value game to some of the paladin and warrior lists around, in addition to struggling early game. It might be the case that it changes the way you need to play in a way that most people don't find fun though, so there's that to consider.
The biggest problem is probably that when laddering people don't like thinking of their deck in terms of matchups. "I have a 60/40 matchup against silence priest and a 30/70 matchup against quest rogue" kind of thinking. It seems like people prefer the idea of being 50/50 in every matchup, which I suppose is fine if that's what you want, but isn't typically how meta games in card games end up working out. Quest rogue is a deck that has very favored matchups and very unfavored matchups without much in the middle, so it feels overpowered or like you can't lose, depending.
Running into your bad matchup a bunch of times does hurt though.
I personally would like to see a simple change - all PLAYED minions become 5/5s. I think, while frustrating to play against, that Quest Rogue is mostly a balanced deck. It has good and bad matchups just like any other deck.
This allows things like Hex, Polymorph, Devolve, Silence (the mechanic), and Dirty Rat (played post-quest) to be great against them, while also making some interactions less confusing.
I've put some thought into why transform doesn't work on Crystal Core minions. I think under the hood when the Crystal Core is played it changes the vanilla stats of each minion on the board and every minion summoned afterwards owned by that player. Silence won't remove those stats because those are their new vanilla stats, but buff and debuff effects can still change them like normal. Transform isn't a buff/debuff effect and instead summons a new minion, whose vanilla stats then get changed by the Crystal Core.
While my explanation might not be satisfying to some players, I think changing the wording to played instead of summoned only really helps Devolve and Mystic Wool and that isn't enough of a gain in my mind to justify removing the synergy of dozens of cards which summon minions that Quest Rogue could be playing or could discover off of cards like Swashburglar. Quest Rogue generally has two possible win conditions - flood the board with token spam to overwhelm your opponent with sheer value or win by bouncing charge minions. Changing the Crystal Core to played only means Quest Rogue only has charge as a win condition, because without board clears taking back control of the board would be impossible against any but the slowest of decks.
I don't think the card itself is op... Unless they draw the nuts trying to complete the Quest will make them fall behind on tempo and the Deck doesn't have comeback mechanisms outside of Vanish,so most of the times they'll lose hard to any kind of fast Deck (Pirates,Token Druid,Hunter)... The only problem I have with this Deck (setting aside the fact that imo it's awfully boring to play against) is those charge minions.... How exactly am I supposed to counter a 0/1 mana 5/5 hitting my face 3 times in a row? Just make it so that affected minions can't attack face the turn they are played and I'll be fine with it...
I found that I lose most of the time when they have preparation, without prep I almost always win against Rouge. The closest comparison would probably be innervate from Druid, without those manacheating cards it's only a fair deck.
Roque quest is STUPID. I Just keep repeating how amazing the other player is, stop playing and just wait until the very end of my time every time. the turn they can kill me, I just concede. It's real shit.
The only nerf I think it needs is that the effect should be on the minion, not global. that is, I'd change the text to:
"Whenever you summon a minion, it becomes 5/5."
this allows tokens to keep getting the 5/5, allows the bounce/Charge combos, but it adds some options for removal and silence. As it stands, almost all removal has no effect. Which means you have to either tech for this deck (at the expense of basically everything else) or plan to lose to it in a hopeless and frustrating fashion.
That said, this deck seems to be a plague only in around the 14-20 range. Last month I rarely saw it in the 10-12 range (that's as far as I got) and I'm at 13 now and rarely see it.
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Blizzard wants Hearthstone to be fun and interactive, so they take any stealth generating cards out of standard. Then they give you an insane reward for bouncing minions back, which means your opponent can't attack them anyway. I've tried using snipe and dirty rat against quest rogue, and neither work. There's just no way to prevent your opponent from completing the quest, which I guess is true of all quests. Still, I don't think they'll fix it until everyone plays it at a major tournament, like what happened with Yogg and Small-Time Buccaneer. If there comes a day when rogues are instantly banned by opponents, I think there would be a change.
If you say this deck should be nerfed, I agree with you. If you don't, then I don't, and probably are disappointed in your life choices as well.
gang up, a bounce card and patches in wild is epic.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I personally would like to see a simple change - all PLAYED minions become 5/5s. I think, while frustrating to play against, that Quest Rogue is mostly a balanced deck. It has good and bad matchups just like any other deck.
This allows things like Hex, Polymorph, Devolve, Silence (the mechanic), and Dirty Rat (played post-quest) to be great against them, while also making some interactions less confusing.
I'm split on the issue. On the one hand, if the criteria for a nerf is that a card is too powerful then I don't think the quest should be nerfed, as the requirements to completing the quest put you far behind in the early game (most of the time) in a meta that revolves around early pressure.
If, on the other hand, the criteria for a nerf is lack of interactivity, then I could see a reasonable argument for a nerf. That said, I have played with and against the deck a lot since release, and it can still lose the value game to some of the paladin and warrior lists around, in addition to struggling early game. It might be the case that it changes the way you need to play in a way that most people don't find fun though, so there's that to consider.
The biggest problem is probably that when laddering people don't like thinking of their deck in terms of matchups. "I have a 60/40 matchup against silence priest and a 30/70 matchup against quest rogue" kind of thinking. It seems like people prefer the idea of being 50/50 in every matchup, which I suppose is fine if that's what you want, but isn't typically how meta games in card games end up working out. Quest rogue is a deck that has very favored matchups and very unfavored matchups without much in the middle, so it feels overpowered or like you can't lose, depending.
Running into your bad matchup a bunch of times does hurt though.
Nothing doing, traveler.
I don't think the card itself is op... Unless they draw the nuts trying to complete the Quest will make them fall behind on tempo and the Deck doesn't have comeback mechanisms outside of Vanish,so most of the times they'll lose hard to any kind of fast Deck (Pirates,Token Druid,Hunter)... The only problem I have with this Deck (setting aside the fact that imo it's awfully boring to play against) is those charge minions.... How exactly am I supposed to counter a 0/1 mana 5/5 hitting my face 3 times in a row? Just make it so that affected minions can't attack face the turn they are played and I'll be fine with it...
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I found that I lose most of the time when they have preparation, without prep I almost always win against Rouge. The closest comparison would probably be innervate from Druid, without those manacheating cards it's only a fair deck.
my only loss this week came against a triple Prep (two from a prepped Mimic Pod :D)