Yesterday I played a game against Quest Rogue. Turn 2 and 3 IGB, turn 4 and 5 Crystalweaver. A control deck is allowed to be able to clear a board that strong, and an aggro or midrange deck is allowed to build a board to contest that. Quest Rogue didn't only do both, she did both simultaneously within a timespan of practically one turn. Although I did win, how close the game was proves how stupidly op the deck is. I got lucky that game, yes. Perfect draws and answers all the time. That perfect opening was destroyed in two turns, and then it took Demonwrath into Enforcer next turn followed by Nether into Healbot to not lose myself. Yet without the last topdeck, Darkbomb on turn 10, I would have lost the next turn.
It also prove that one of the major arguments of this thread is not always correct: that only ago decks can counter QR
Yesterday I played a game against Quest Rogue. Turn 2 and 3 IGB, turn 4 and 5 Crystalweaver. A control deck is allowed to be able to clear a board that strong, and an aggro or midrange deck is allowed to build a board to contest that. Quest Rogue didn't only do both, she did both simultaneously within a timespan of practically one turn. Although I did win, how close the game was proves how stupidly op the deck is. I got lucky that game, yes. Perfect draws and answers all the time. That perfect opening was destroyed in two turns, and then it took Demonwrath into Enforcer next turn followed by Nether into Healbot to not lose myself. Yet without the last topdeck, Darkbomb on turn 10, I would have lost the next turn.
It also prove that one of the major arguments of this thread is not always correct: that only ago decks can counter QR
Well, technically, yeah. You just need to draw a perfect aggro like opening as a non aggro deck while your opponent skips turn 1 and plays the dagger on turn 2, then have 80% of your AoE drawn before 8 mana as well as some amount of heal, then your opponent needs to not have enough chargers to kill you, then you need a sticky minion she doesn't want to remove and hope there's no freeze for it, and then you need to topdeck a lethal and you barely win.
Of course, this is the case for midrange deck. For an actual control deck I imagine winning the game might be a bit easier.
What kills me is how many people playing this deck have no clue how to play it. I'd say at least half of my wins against Quest Rogue come from inexplicable misplays by my opponent. I played against a guy this morning who had a fully loaded board. It was turn 9, and I'd had awful draw. I had lethal twice and he kept dropping taunts to prevent me from closing. Finally, on turn 10, he sacrifices his entire board to clear my minions, then finishes and plays the quest. I only had 13 hp. I had no taunts. Why not play the quest, get a board with seven 5/5's, and just kill me? Instead he cleared board and then I Kill Command'd him. It might have been a bot. The guy's turns were really clunky and weird, with inexplicable trades made. Early on, he dropped Fire Fly and left it.
What kills me is how many people playing this deck have no clue how to play it. I'd say at least half of my wins against Quest Rogue come from inexplicable misplays by my opponent. I played against a guy this morning who had a fully loaded board. It was turn 9, and I'd had awful draw. I had lethal twice and he kept dropping taunts to prevent me from closing. Finally, on turn 10, he sacrifices his entire board to clear my minions, then finishes and plays the quest. I only had 13 hp. I had no taunts. Why not play the quest, get a board with seven 5/5's, and just kill me? Instead he cleared board and then I Kill Command'd him. It might have been a bot. The guy's turns were really clunky and weird, with inexplicable trades made. Early on, he dropped Fire Fly and left it.
GZ, you have just noted that nobody on lower ranks is able to play this deck correctly since it is the most difficult one which is available to play since Un'Goro. It is just akward to see people doing huge missplays playing q rogue because they think like: "hey I heard this deck is OP so let's try it and win" and in the end, all the people who are complaining about this deck are people who never played it theirselves, lost some games against it in which it looks so easy to play it - go to hearthpwn and flame about it as an OP cancer shit.. anyway, quest rogue is in tier 3 so the whole nerf discussion started by the bigger amount of people from lower ranks who have no idea about this game is a joke at its self.
What kills me is how many people playing this deck have no clue how to play it. I'd say at least half of my wins against Quest Rogue come from inexplicable misplays by my opponent. I played against a guy this morning who had a fully loaded board. It was turn 9, and I'd had awful draw. I had lethal twice and he kept dropping taunts to prevent me from closing. Finally, on turn 10, he sacrifices his entire board to clear my minions, then finishes and plays the quest. I only had 13 hp. I had no taunts. Why not play the quest, get a board with seven 5/5's, and just kill me? Instead he cleared board and then I Kill Command'd him. It might have been a bot. The guy's turns were really clunky and weird, with inexplicable trades made. Early on, he dropped Fire Fly and left it.
GZ, you have just noted that nobody on lower ranks is able to play this deck correctly since it is the most difficult one which is available to play since Un'Goro. It is just akward to see people doing huge missplays playing q rogue because they think like: "hey I heard this deck is OP so let's try it and win" and in the end, all the people who are complaining about this deck are people who never played it theirselves, lost some games against it in which it looks so easy to play it - go to hearthpwn and flame about it as an OP cancer shit.. anyway, quest rogue is in tier 3 so the whole nerf discussion started by the bigger amount of people from lower ranks who have no idea about this game is a joke at its self.
The deck is actually one of the *easiest* decks to play... The game play is extremely linear and once you have any basic knowledge of how to get to 4/4 the games almost always play out exactly the same.
The reason a deck becomes "cancer" isn't whether it's got a huge win % alone. Saying "This deck is tier 3 so no change needed" is just plain wrong for a number of reasons.
First, the deck needs to be adjusted because there is literally no way to interact with it. Because there's no way to interact with opponent's play on their own turn other than the very limited Secret interactions, you can't respond to something getting played and bounced to hand. Then the effect itself is completely impossible to interact with as it's not a removable effect. Blizzard's primary concern is "fun", not necessarily "power", and there's not a lot of fun for decks that are built around interaction when a deck like this drops.
Second, it is not a tier 3 deck and I don't care that people claim it has a sub 50% win rate. Those do not mean a deck is "Bad", that could simply mean a deck is so disruptive to the meta it results in many Quest Rogue vs Quest Rogue or Quest Rogue vs Anti-Quest Rogue decks. Killing an entire super type of meta is usually seen as oppressively disruptive. There are very few ways for any type of control deck to beat Quest Rogue. The times it happens either the rogue player makes a dumb mistake or they just draw absolutely terribly. Being able to OTK from hand while also being able to control the board and gain card advantage through cards like Mimic Pod and Igneous Elemental mean a deck like Control Priest has effectively lower than a 5% chance to win. I've had games where I've cast 3x Dragonfire Potion versus nearly empty handed rogues and still lost because half their cards are at least card neutral (i.e. Novice Engineer and Fire Fly).
Third, it's extremely easy to play and there's very little tech to be had against it. A deck like Pirate Warrior, which is fairly easy to play, at least has cards like Acidic Swamp Ooze and Golakka Crawler to help combat it, let alone anything with taunt or healing effects. Quest Rogue doesn't have that problem as the majority of their threats either never leave their hand or leave their hand only to be bounced back after having their effect. It never runs out of steam so healing means nothing, and taunt effects barely slow it down as there aren't many taunt minions that come out on top of combat with a 5/5 let alone a board of them.
EDIT: And for the record I played the deck extensively between ranks 5 and Legend this season because I got pretty tired of losing to it. I stopped playing it at legend because it is by far the most boring, linear deck that has ever existed in HS and yes, that's even compared to original Freeze Mage, which at least lost to Flare and Warrior's Armor Up.
Second, it is not a tier 3 deck and I don't care that people claim it has a sub 50% win rate. Those do not mean a deck is "Bad", that could simply mean a deck is so disruptive to the meta it results in many Quest Rogue vs Quest Rogue or Quest Rogue vs Anti-Quest Rogue decks.
Are you aware that when people look at a deck's win rates, they break it down by archetype matchups? At higher ranks, QR's win rate is above 50% ONLY against control decks. Everything else can beat it most of the time.
This isn't just my feelings; it's actual statistics gathered from large sample sizes, ignoring mirror matches.
Don't get me wrong. I think the quest is one of the least fun cards inflicted upon the game since Mysterious Challenger, but I'm thanking my lucky stars that the quest isn't nearly as powerful as MC.
What I'm saying is: Do complain about the card on the grounds of boredom and linearity and general lack of fun. That's great, and I fully agree with those arguments. But you severely weaken your position when you call it overpowered, because everyone (especially Blizzard) has access to data that contradict such statements.
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Second, it is not a tier 3 deck and I don't care that people claim it has a sub 50% win rate. Those do not mean a deck is "Bad", that could simply mean a deck is so disruptive to the meta it results in many Quest Rogue vs Quest Rogue or Quest Rogue vs Anti-Quest Rogue decks.
Are you aware that when people look at a deck's win rates, they break it down by archetype matchups? At higher ranks, QR's win rate is above 50% ONLY against control decks. Everything else can beat it most of the time.
This isn't just my feelings; it's actual statistics gathered from large sample sizes, ignoring mirror matches.
Don't get me wrong. I think the quest is one of the least fun cards inflicted upon the game since Mysterious Challenger, but I'm thanking my lucky stars that the quest isn't nearly as powerful as MC.
What I'm saying is: Do complain about the card on the grounds of boredom and linearity and general lack of fun. That's great, and I fully agree with those arguments. But you severely weaken your position when you call it overpowered, because everyone (especially Blizzard) has access to data that contradict such statements.
I don't think you're understanding my statement though. Just because it has a bad winrate versus aggro, the fact that it shuts down control mean "competitive" ladder has devolved into aggro vs aggro/quest rogue vs aggro/quest rogue vs quest rogue. That's not a healthy meta. I think the card is actually more broken than Mysterious Challenger as busted as he was you could actually play around him and tech against him. There's no interacting with The Caverns Below other than "I kill you before turn 6."
EDIT: MC is dead on Wild but The Caverns Below has made the leap there too with Gang Up on Patches and other BS like that giving even more opportunity to OTK.
Second, it is not a tier 3 deck and I don't care that people claim it has a sub 50% win rate. Those do not mean a deck is "Bad", that could simply mean a deck is so disruptive to the meta it results in many Quest Rogue vs Quest Rogue or Quest Rogue vs Anti-Quest Rogue decks.
Are you aware that when people look at a deck's win rates, they break it down by archetype matchups? At higher ranks, QR's win rate is above 50% ONLY against control decks. Everything else can beat it most of the time.
This isn't just my feelings; it's actual statistics gathered from large sample sizes, ignoring mirror matches.
Don't get me wrong. I think the quest is one of the least fun cards inflicted upon the game since Mysterious Challenger, but I'm thanking my lucky stars that the quest isn't nearly as powerful as MC.
What I'm saying is: Do complain about the card on the grounds of boredom and linearity and general lack of fun. That's great, and I fully agree with those arguments. But you severely weaken your position when you call it overpowered, because everyone (especially Blizzard) has access to data that contradict such statements.
I don't think you're understanding my statement though. Just because it has a bad winrate versus aggro, the fact that it shuts down control mean "competitive" ladder has devolved into aggro vs aggro/quest rogue vs aggro/quest rogue vs quest rogue. That's not a healthy meta. I think the card is actually more broken than Mysterious Challenger as busted as he was you could actually play around him and tech against him. There's no interacting with The Caverns Below other than "I kill you before turn 6."
EDIT: MC is dead on Wild but The Caverns Below has made the leap there too with Gang Up on Patches and other BS like that giving even more opportunity to OTK.
What people like you don't understand is just because your type of deck has a really bad match up, it does not mean that that match up is killing it . On the contrary, because quest rogue brings a lot of aggro decks to the ladder, you can play an anti aggro deck and just pray on those . The few games that you're gonna lose to rogue are compensated by many more wins vs aggro so in a crazy way quest rogue can actually be a positive influence for anti aggro control decks by bringing them favorable match ups to pray on .
The deck is actually one of the *easiest* decks to play... The game play is extremely linear and once you have any basic knowledge of how to get to 4/4 the games almost always play out exactly the same.
Yup, a lot of the games do play the same once you know how the deck works but that applies to both players - if both players know how the deck works, they know that there isn't room for doing anything but go face.
Crystal Rogue's power is delayed but strong, so the opposing player must out race them using the ahead start they have because of the tempo loss Crystal Rogue makes completing the quest. Rogue's control options are mostly single target, so they are vulnerable to board flood/aggro style play.
After the quest is complete and in place, Crystal Rogue must catch up in the resulting face race or lose. This is why the popular legend rank Crystal Rogue decks all look alike. True, some use Doomsayer and Tol'vir Stoneshaper/Tar Creeper now, but they nearly all use Flame Elemental for consistency and they all run Charge minions for the active fast damage that they can protect using bounce because they know they won't have board control against any but the slowest of decks.
First, the deck needs to be adjusted because there is literally no way to interact with it. Because there's no way to interact with opponent's play on their own turn other than the very limited Secret interactions, you can't respond to something getting played and bounced to hand. Then the effect itself is completely impossible to interact with as it's not a removable effect. Blizzard's primary concern is "fun", not necessarily "power", and there's not a lot of fun for decks that are built around interaction when a deck like this drops.
I agree, there isn't a lot of interaction there and for the record I am open to balance adjustments. When I tried versions without the charge/bounce tactic, my opponents never bothered interacting with my board unless it was a taunt minion. Granted they had no way to know I wasn't using charge because bad draws do happen, but getting zerged down every game because I couldn't catch up on the board felt just as un-fun. The charge and bounce it tactic is used out of necessity. This is not a contradiction of your claim on interactivity, just my personal interpretation as to why nearly all of the popular Crystal Rogue decks are using that method as a win condition.
Being able to OTK from hand while also being able to control the board and gain card advantage through cards like Mimic Pod and Igneous Elemental mean a deck like Control Priest has effectively lower than a 5% chance to win. I've had games where I've cast 3x Dragonfire Potion versus nearly empty handed rogues and still lost because half their cards are at least card neutral (i.e. Novice Engineer and Fire Fly).
Not saying Control decks don't have a hard time against it but where do you get 5% from? Statistically DataReaper says the match up is 70/30% in favor of Crystal Rogue at worst for Control. Crystal Rogue's board clear options are mostly single target outside of Vanish, which requires being able to play something cheap alongside it to avoid giving the board initiative back to their opponent. Card advantage isn't unique to Rogue or this deck either, so I don't see what your point is about them being neutral.
This card's reward should read Set Attack and Health of all minions in your hand and deck to 5. That way, they can be silenced and tranformed. Also bouncing back should remove the buff.
Since Blizzard still haven't changed Jade Idol I guess they won't nerf Quest Rogue. They just let shit be. Really hard to understand why they will make their customers so frustrated. Overall the Quests was a good idea that went wrong. It should have been smaller things.
I don't understand how people say that QR is fine and not that strong. The decks I am laddering with this month cannot beat Quest Rogue. Sure I encountered some bad QR's at lower ranks than 10, but after that, the players know what they are doing and they simply railroad me each time.
I also don't understand how QR is uninteractive. Glacial Shard, Tar Creeper, Backstab, Vanish, and Wicked Knife are quite interactive, thank you. Charging 1/1s, 2/1s, and 5/5s can be very interactive as it turns out.
Since Blizzard still haven't changed Jade Idol I guess they won't nerf Quest Rogue. They just let shit be. Really hard to understand why they will make their customers so frustrated. Overall the Quests was a good idea that went wrong. It should have been smaller things.
It's almost like in a prior expansion they decided that Control decks having hard counters wasn't the end of the world. Le gasp!
I'm actually quite fine with the idea of adjusting Quest Rogue to be slower (Control would still have to adopt a beatdown mentality, but not the "rush face before turn 6" mentality), but I will say it's doubtful that the customers these kind of counter decks affect are even remotely the majority. Or in cases like mine (this last season I've been playing slower Paladin and Shaman lists), you have someone who just accepts the bad matchups and rolls with it.
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That said, I think a reasonable nerf would be disallowing it to benefit from Prep as its prep that allows them to get it out so quickly - this in itself is debatable however because if they draw poorly the rogue is basically just playing a really bad zoo deck if they don't pull bouncers.
I don't think it would make much of a difference. Games involving QR aren't usually decided by a one-turn margin, and one turn is all you lose if you can't use Prep.
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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
A long time ago I read a Magic The Gathering article about determining in a given match up whether you were playing the role of Beatdown (aggro) orControl. While it was mostly about similar deck vs similar deck match ups, it was an interesting read and I think Crystal Rogue's match ups in particular highlight the concepts/principles it discussed. The general premise was this:
In similar deck vs. similar deck matchups, there are a couple of things that you want to look at to figure out what role to play:
1. Who has more damage? Usually he has to be the beatdown deck.
2. Who has more removal? Usually he has to be the control deck.
3. Who has more permission and card drawing? Almost always he has to be the control deck.
If you are the beatdown deck, you have to kill your opponent faster than he can kill you. If you are the control deck, you have to weather the early beatdown and get into a position where you can gain card advantage.
In Hearthstone, the Aggro match up with Crystal Rogue is fairly easy to understand. Because Crystal Rogue is aiming for delayed value from the quest reward, they often have the Control role while Aggro has the Beatdown role.
In Control vs Control match ups, it comes down to who has the most value. The player with the most value often has the role of Control while the other player must assume the role of Beatdown.
The Control match up with Crystal Rogue can be more difficult for Control players because they must determine whether their deck has more value than the Crystal Rogue player's deck and adjust their game plan accordingly. The value from the Crystal Core is strong, and so Crystal Rogue may have the role of Control in this match up, meaning that the Control deck player needs to assume the Beatdown role in order to win.
The most common (yet subtle, yet disastrous) mistake I see in tournament Magic is the misassignment of who is the beatdown deck and who is the control deck in a similar deck vs. similar deck matchup. The player who misassigns himself is inevitably the loser.
All in all, while this article is about another game, I think most of it applies fairly well to the Crystal Rogue match ups and may explain some of the difficulties experienced playing against it as a Control player. A Control deck player who plays to their outs and assumes the correct role in the match up still has a chance of winning, but those who misassign themselves, whether by misevaluation or inflexibility, put themselves at a disadvantage.
*edit* Just saw your post and was wondering if you had already seen this article or one like it.
Since Blizzard still haven't changed Jade Idol I guess they won't nerf Quest Rogue. They just let shit be. Really hard to understand why they will make their customers so frustrated. Overall the Quests was a good idea that went wrong. It should have been smaller things.
It's almost like in a prior expansion they decided that Control decks having hard counters wasn't the end of the world. Le gasp!
I'm actually quite fine with the idea of adjusting Quest Rogue to be slower (Control would still have to adopt a beatdown mentality, but not the "rush face before turn 6" mentality), but I will say it's doubtful that the customers these kind of counter decks affect are even remotely the majority. Or in cases like mine (this last season I've been playing slower Paladin and Shaman lists), you have someone who just accepts the bad matchups and rolls with it.
@WraithM; yep, that was actually the article I was referring to! It's been re-worded elsewhere a bunch, but you can pretty much apply that to almost any card game with combat mechanics so I usually point people to the original.
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Don't forget that this will be in Standard for a really long time, and will forever haunt Wild in its current state. Who knows how the next expansions will affect the synergies. It could get faster.
Don't forget that this will be in Standard for a really long time, and will forever haunt Wild in its current state. Who knows how the next expansions will affect the synergies. It could get faster.
Yeah, but the same could be said for OG Freeze Mage. And Anyfin Paladin. And OG Miracle Rogue. And Jade Druid.
The only thing I could see making Quest Rogue faster is more bounces (which means something is getting cut), and the only thing I could see making it burstier is more cheap charge minions (which I feel is unlikely but I suppose could happen). Out of the Quests that get better I'd be pretty surprised to see Quest Rogue get stronger outside of Wild down the road from cards being incidentally introduced.
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I don't understand how people say that QR is fine and not that strong. The decks I am laddering with this month cannot beat Quest Rogue. Sure I encountered some bad QR's at lower ranks than 10, but after that, the players know what they are doing and they simply railroad me each time.
I also don't understand how QR is uninteractive. Glacial Shard, Tar Creeper, Backstab, Vanish, and Wicked Knife are quite interactive, thank you. Charging 1/1s, 2/1s, and 5/5s can be very interactive as it turns out.
Simple. Because they play it.
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What kills me is how many people playing this deck have no clue how to play it. I'd say at least half of my wins against Quest Rogue come from inexplicable misplays by my opponent. I played against a guy this morning who had a fully loaded board. It was turn 9, and I'd had awful draw. I had lethal twice and he kept dropping taunts to prevent me from closing. Finally, on turn 10, he sacrifices his entire board to clear my minions, then finishes and plays the quest. I only had 13 hp. I had no taunts. Why not play the quest, get a board with seven 5/5's, and just kill me? Instead he cleared board and then I Kill Command'd him. It might have been a bot. The guy's turns were really clunky and weird, with inexplicable trades made. Early on, he dropped Fire Fly and left it.
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First, the deck needs to be adjusted because there is literally no way to interact with it. Because there's no way to interact with opponent's play on their own turn other than the very limited Secret interactions, you can't respond to something getting played and bounced to hand. Then the effect itself is completely impossible to interact with as it's not a removable effect. Blizzard's primary concern is "fun", not necessarily "power", and there's not a lot of fun for decks that are built around interaction when a deck like this drops.
Balancing busted cards version 1.0.
"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
Balancing busted cards version 1.0.
You came back to the game after a long period no problem dust everything create a quest rogue deck profit...
I just done it in America server just with the dusts I got from free packs game gave me and I became rank 5 in only 4 days.
This card's reward should read Set Attack and Health of all minions in your hand and deck to 5. That way, they can be silenced and tranformed. Also bouncing back should remove the buff.
"Sit and come relax, riddle off the mac. It's the patch."
Since Blizzard still haven't changed Jade Idol I guess they won't nerf Quest Rogue. They just let shit be. Really hard to understand why they will make their customers so frustrated. Overall the Quests was a good idea that went wrong. It should have been smaller things.
I don't understand how people say that QR is fine and not that strong. The decks I am laddering with this month cannot beat Quest Rogue. Sure I encountered some bad QR's at lower ranks than 10, but after that, the players know what they are doing and they simply railroad me each time.
I also don't understand how QR is uninteractive. Glacial Shard, Tar Creeper, Backstab, Vanish, and Wicked Knife are quite interactive, thank you. Charging 1/1s, 2/1s, and 5/5s can be very interactive as it turns out.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
"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
In Hearthstone, the Aggro match up with Crystal Rogue is fairly easy to understand. Because Crystal Rogue is aiming for delayed value from the quest reward, they often have the Control role while Aggro has the Beatdown role.
In Control vs Control match ups, it comes down to who has the most value. The player with the most value often has the role of Control while the other player must assume the role of Beatdown.
The Control match up with Crystal Rogue can be more difficult for Control players because they must determine whether their deck has more value than the Crystal Rogue player's deck and adjust their game plan accordingly. The value from the Crystal Core is strong, and so Crystal Rogue may have the role of Control in this match up, meaning that the Control deck player needs to assume the Beatdown role in order to win.
All in all, while this article is about another game, I think most of it applies fairly well to the Crystal Rogue match ups and may explain some of the difficulties experienced playing against it as a Control player. A Control deck player who plays to their outs and assumes the correct role in the match up still has a chance of winning, but those who misassign themselves, whether by misevaluation or inflexibility, put themselves at a disadvantage.
*edit* Just saw your post and was wondering if you had already seen this article or one like it.
@WraithM; yep, that was actually the article I was referring to! It's been re-worded elsewhere a bunch, but you can pretty much apply that to almost any card game with combat mechanics so I usually point people to the original.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Don't forget that this will be in Standard for a really long time, and will forever haunt Wild in its current state. Who knows how the next expansions will affect the synergies. It could get faster.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
"Sit and come relax, riddle off the mac. It's the patch."