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.
Yeah Preparation makes up for the the tempo loss that would otherwise be playing the Quest with almost no minions on board but I'd never dare changing that card.... It's too much of a backbone card for Rogue.... Maybe if Crystal Core wasn't a spell it'd be better.... Still I doubt they'll ever nerf the quest itself.... If they ever touch the Deck (unlikely seeing it's Tier 3,has multiple counters and it's nowhere near being as oppressive as STB Pirates or Midrange Shaman were) it's going to be just something like increasing Shadowstep 's cost or making the bounced card's cost be at least 1... I also wouldn't mind if they made all those Elementals spawned by Fire Fly and co. not count towards completing the Quest... But that would confuse new players wouldn't it?
Any deck is completely broken... You just have to get the perfect hand, in the end its all RNG.
Well... that's true in some way, but the reason this thread is highly active is that the percentage of getting the perfect hand( or it just needs to be decent enough against a slow start) seems really high ,and that it's uncounterable once it's finished.
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.
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This is what I think every time I polymorph/Hex a minion......but with Core it' like giving them a frog/sheep on steroids.
I should start by saying that I come to this thread extremely salty at the moment. Now that I've put that out there let me say, F@#% this idiotic card. Feels amazing to play 4 Dragonfire Potions and still lose the game because your opponent can topdeck 1 mana 5/5 chargers and bounce them back multiple times and kill you from 20+ life. I'm done playing ladder until this card is nerfed, if ever. I'm just gonna stick to playing friends for awhile.
I should start by saying that I come to this thread extremely salty at the moment. Now that I've put that out there let me say, F@#% this idiotic card. Feels amazing to play 4 Dragonfire Potions and still lose the game because your opponent can topdeck 1 mana 5/5 chargers and bounce them back multiple times and kill you from 20+ life. I'm done playing ladder until this card is nerfed, if ever. I'm just gonna stick to playing friends for awhile.
the solution is to nerf charge otherwise we'll have the same problem in the future with another card
I should start by saying that I come to this thread extremely salty at the moment. Now that I've put that out there let me say, F@#% this idiotic card. Feels amazing to play 4 Dragonfire Potions and still lose the game because your opponent can topdeck 1 mana 5/5 chargers and bounce them back multiple times and kill you from 20+ life. I'm done playing ladder until this card is nerfed, if ever. I'm just gonna stick to playing friends for awhile.
I'm in a conversation about quest rogue over on reddit, and someone apparently played SEVEN df potions and still lost, because of bouncing charge minions.
I'm in a conversation about quest rogue over on reddit, and someone apparently played SEVEN df potions and still lost, because of bouncing charge minions.
I'd like to see a replay of that. How did he get the +3 dragon fire potions... AND play them?
Lyra shenanigans maybe? Would still have to be super lucky to pull 5 extra DF potions on top of 2 in deck
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When life gives you lemons, trade'em for limes and get some Coronas!
There is that new Un'Goro Priest card that lets them discover spells from their own deck - Shadow Visions, but that would only account for two more for a total of four, so getting the remaining three would require getting lucky through Lyra the Sunshard for either more Dragonfire Potions or more Shadow Visions or playing in Wild with stuff that gives you spells from your own class, though if his Rogue opponent had discovered one from Hallucination or got one at random from Swashburglar and had it in his hand, then Mind Vision could get copies of it, but that is also hard to believe.
There is that new Un'Goro Priest card that lets them discover spells from their own deck - Shadow Visions, but that would only account for two more for a total of four, so getting the remaining three would require getting lucky through Lyra the Sunshard for either more Dragonfire Potions or more Shadow Visions or playing in Wild with stuff that gives you spells from your own class, though if his Rogue opponent had discovered one from Hallucination or got one at random from Swashburglar and had it in his hand, then Mind Vision could get copies of it, but that is also hard to believe.
Lol Priest losing to Rogue is absolutely not a new thing... I'm not sure that's ever enough to qualify for a nerf. Lots of other reasons to look at adjusting Quest Rogue in some way, but the Priest matchup simply just isn't a good one since one of Priest's inherent weaknesses has always (and will probably always) be a weakness to anything that can assemble something insane with enough turns.
This is why Oil and Miracle Rogue preyed on Priest, Jade Druid can actually go for a giant Auctioneer turn into a win, and why you may as well have essentially conceded against Freeze Mage or Anyfin prior to rotation.
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True, but Hex and Poly (and devolve) are already all over the meta, it makes them more competitive and useful. And the margin on Quest Rogue is that thin. I don't think it's as overpowered as people think, but I do think it needs to be toned down a little. Going to 5 bounces isn't the answer, but a few more removal options would help. Quest ROgue is a "hold on for dear life" type of win in most cases, and adding just a few more ways to counter it is all that's really needed IMO.
It's taking fire because it's a deck that, when you lose to it, just feels so hopeless and stupid. If you're going to lose to it, there's usually nothing you can do about it, it's REALLY irritating.
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...
You could make a reasonable argument that ALL charge minions should have this behavior by default. The default rule should be that charge can't hit face on the turn they are played absent card text to the contrary. E.g., inverse of what we have now. I'd say Leeroy, Patches, and the 4/3 Warrior charge should get to go face, but others should not. Having one bounce/charge in Quest Rogue isn't that bad. Having 3 is silly.
Just want to write this here for future references:
The negative feedback on this card/deck has never been about the decks winrate or good/bad matchups. So any arguments such as "it doesn't have a good winrate" or "it loses to aggro" does not address the issue.
The feedback is entirely based on the experience that a lot of people have when playing against the deck. If your deck is not designed to either rush down the enemy or produce some sort of high damage burst combo, you basically have no chance of winning against this deck and it feels really unfair.
It also pushes the metagame into a very unhealthy state because this decks existance on the ladder invalidates so many slower decktypes.
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...
You could make a reasonable argument that ALL charge minions should have this behavior by default. The default rule should be that charge can't hit face on the turn they are played absent card text to the contrary. E.g., inverse of what we have now. I'd say Leeroy, Patches, and the 4/3 Warrior charge should get to go face, but others should not. Having one bounce/charge in Quest Rogue isn't that bad. Having 3 is silly.
If it was up to me the only charge minion I'd allow to hit face would be Leeroy Jenkins,just to give faster Decks a neutral Win Condition... But obviously none of this is ever going to happen... It took them 3 months (if not more) to realize STB was a problem so they'll never going to change that many minions that have been around since forever...
True, but Hex and Poly (and devolve) are already all over the meta, it makes them more competitive and useful.
Single target transform isn't worth including as a tech card against Quest Rogue. It is more expensive then what it is usually transforming and it is only ONE minion. Devolve and Mystic Wool are the only cards that would benefit from such a change and I still think it is okay for them to not be universally good - they are plenty competitive, useful, and game changing against many other deck archetypes.
Just want to write this here for future references:
The negative feedback on this card/deck has never been about the decks winrate or good/bad matchups.
I respectfully disagree. Many posts of negative feedback about losing to Quest Rogue were certainly about bad match ups in my opinion.
So any arguments such as "it doesn't have a good winrate" or "it loses to aggro" does not address the issue.
People are discussing two things - their personal experiences and the nerfs they want to see. If people just say "I hate losing to this deck" or "I find playing against this deck to be tedious and boring", then I would agree you because no one can tell you what to think is fun to play against. However, when people start talking about nerfs, then win rate and match up statistics are very much relevant to that discussion, particularly when emotionally charged posts are being made calling for nerfs without regard to how they would affect Quest Rogue against Aggro as well as Control.
It also pushes the metagame into a very unhealthy state because this decks existance on the ladder invalidates so many slower decktypes.
I don't dispute this. While Quest Rogue is 'only' favored 70/30, its early popularity did shape the meta to favor aggro. Control should be good against aggro though, so it shouldn't be that bad, unluckiness aside. The ladder meta always shifts around like that based on what people feel is dominant. This doesn't discount how people feel about it, but Quest Rogue isn't over running the ladder and has statistically declined in popularity. It is still possible to run into several in a row, but I've never had this happen to me, so I can't speak to that.
Another way to nerf this card without completely demolishing it would be to increase the cost. With Prep being a thing, 5 mana is too cheap. This should be 8 mana IMO.
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Any deck is completely broken... You just have to get the perfect hand, in the end its all RNG.
"この 先は 暗い 夜道 だけが も 知らない それでも信じて 進むんだ 星が その道 を 少し でも 照らしてくをるのを"
Worst card design. Ever. Period.
When life gives you lemons, trade'em for limes and get some Coronas!
I should start by saying that I come to this thread extremely salty at the moment. Now that I've put that out there let me say, F@#% this idiotic card. Feels amazing to play 4 Dragonfire Potions and still lose the game because your opponent can topdeck 1 mana 5/5 chargers and bounce them back multiple times and kill you from 20+ life. I'm done playing ladder until this card is nerfed, if ever. I'm just gonna stick to playing friends for awhile.
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Charge is the problem.
End thread.
When life gives you lemons, trade'em for limes and get some Coronas!
There is that new Un'Goro Priest card that lets them discover spells from their own deck - Shadow Visions, but that would only account for two more for a total of four, so getting the remaining three would require getting lucky through Lyra the Sunshard for either more Dragonfire Potions or more Shadow Visions or playing in Wild with stuff that gives you spells from your own class, though if his Rogue opponent had discovered one from Hallucination or got one at random from Swashburglar and had it in his hand, then Mind Vision could get copies of it, but that is also hard to believe.
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Lol Priest losing to Rogue is absolutely not a new thing... I'm not sure that's ever enough to qualify for a nerf. Lots of other reasons to look at adjusting Quest Rogue in some way, but the Priest matchup simply just isn't a good one since one of Priest's inherent weaknesses has always (and will probably always) be a weakness to anything that can assemble something insane with enough turns.
This is why Oil and Miracle Rogue preyed on Priest, Jade Druid can actually go for a giant Auctioneer turn into a win, and why you may as well have essentially conceded against Freeze Mage or Anyfin prior to rotation.
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True, but Hex and Poly (and devolve) are already all over the meta, it makes them more competitive and useful. And the margin on Quest Rogue is that thin. I don't think it's as overpowered as people think, but I do think it needs to be toned down a little. Going to 5 bounces isn't the answer, but a few more removal options would help. Quest ROgue is a "hold on for dear life" type of win in most cases, and adding just a few more ways to counter it is all that's really needed IMO.
It's taking fire because it's a deck that, when you lose to it, just feels so hopeless and stupid. If you're going to lose to it, there's usually nothing you can do about it, it's REALLY irritating.
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Just want to write this here for future references:
The negative feedback on this card/deck has never been about the decks winrate or good/bad matchups. So any arguments such as "it doesn't have a good winrate" or "it loses to aggro" does not address the issue.
The feedback is entirely based on the experience that a lot of people have when playing against the deck. If your deck is not designed to either rush down the enemy or produce some sort of high damage burst combo, you basically have no chance of winning against this deck and it feels really unfair.
It also pushes the metagame into a very unhealthy state because this decks existance on the ladder invalidates so many slower decktypes.
"この 先は 暗い 夜道 だけが も 知らない それでも信じて 進むんだ 星が その道 を 少し でも 照らしてくをるのを"
I respectfully disagree. Many posts of negative feedback about losing to Quest Rogue were certainly about bad match ups in my opinion.
People are discussing two things - their personal experiences and the nerfs they want to see. If people just say "I hate losing to this deck" or "I find playing against this deck to be tedious and boring", then I would agree you because no one can tell you what to think is fun to play against. However, when people start talking about nerfs, then win rate and match up statistics are very much relevant to that discussion, particularly when emotionally charged posts are being made calling for nerfs without regard to how they would affect Quest Rogue against Aggro as well as Control.
Make the effect silenceable and it might be fair. Make transformative effects actually work (and not "Hex makes it a 5/5 with taunt.")
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Another way to nerf this card without completely demolishing it would be to increase the cost. With Prep being a thing, 5 mana is too cheap. This should be 8 mana IMO.
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