I think making Crystal Core a 0/5 minion (stats is just for flavor doesn't really matter since its going to be a 5/5) with Battlecry: For the rest of all of your minions are 5/5 would be enough. This way Prep doesn't work with it. What makes Crystal Core frustrating to play against is when its being discounted by Preparation @ turn 4.
not exactly, rogue has so many ways of getting copies of cards. Even 2 neutral cards that send them back to your hand
There are 6 bouncers total in the deck. You already need to use 3. Each is on average 4 (5, but I'll bump it down to 4 because of lucky Mimic Pods and the Elementals) cards deeper in the deck. Playing the 6th copy wouldn't happen until turn 14. Just 5 wouldn't be until turn 10. Quest on turn 6 is already bordering on too slow.
not exactly, rogue has so many ways of getting copies of cards. Even 2 neutral cards that send them back to your hand
There are 6 bouncers total in the deck. You already need to use 3. Each is on average 4 (5, but I'll bump it down to 4 because of lucky Mimic Pods and the Elementals) cards deeper in the deck. Playing the 6th copy wouldn't happen until turn 14. Just 5 wouldn't be until turn 10. Quest on turn 6 is already bordering on too slow.
I think Shadowstep could use a nerf until the deck is around, or could just be sent to the Hall of Fame set. It allows very easy bouncing back, coupled with the fact that it reduces the cost of the card too, I've seen the quest completed by Turn 3 even (and Core played as well, thanks to Prep). Not to say that, that happens often, but the card itself can lead to a very unfair environment.
Try read what you just wrote turn 6 to slow....LOL....sorry your autowin sometimes first comes there...other times you complete the quest at TURN 2...no thats not a misclick thats TURN 2 completed.
not exactly, rogue has so many ways of getting copies of cards. Even 2 neutral cards that send them back to your hand
There are 6 bouncers total in the deck. You already need to use 3. Each is on average 4 (5, but I'll bump it down to 4 because of lucky Mimic Pods and the Elementals) cards deeper in the deck. Playing the 6th copy wouldn't happen until turn 14. Just 5 wouldn't be until turn 10. Quest on turn 6 is already bordering on too slow.
I think Shadowstep could use a nerf until the deck is around, or could just be sent to the Hall of Fame set. It allows very easy bouncing back, coupled with the fact that it reduces the cost of the card too, I've seen the quest completed by Turn 3 even (and Core played as well, thanks to Prep). Not to say that, that happens often, but the card itself can lead to a very unfair environment.
I've had the quest for a total of 12 hours, and I've completed the quest on turn 1. My third game with this deck, my draw was The Coin + 2x Firefly + 2xShadowstep.
Sadly, I didn't draw Preparation and couldn't actually play the Quest until turn 5. I was against a Face hunter and he actually won, I blew all my draw juju on the mulligan.
Even though the deck is cancer, it is very hard to play correctly if you don't get the god hand. It honestly reminds me a lot of freeze mage. It's really hard to play, but super good and annoying to play against. I think the deck could use a slight nerfing, but not to the quest itself more to the cards that help the quest.
As for my thoughts on this card ... I was very AGAINST the "nerf" bandwagon when Un'goro launched. But, this is the only deck that I have been completely unable to compete with. I've played against this deck 20-30 times and beat it maybe 4 times. I had thought it was because I played slow decks that gave this one too much room to breathe, but I switched up my decks and and even went Pirate Warrior, and I still lose to this thing. I am not a very good player, however, so it could be that I just don't know what I'm doing.
However, last night I decided to just craft the damn quest (I've got like 6k dust sitting around) and try it out, and learn its weaknesses. My conclusion is that it doesn't really have many other than the inherent risks of any deck (bad matchups and unlucky draw) A really aggressive deck with good draw will beat you too fast. A taunt warrior can sometimes get lucky and outlast you. Otherwise, unless you just get the worst possible draw, I don't see how to not win with this deck. I initially went 13-6 with a quest rogue deck that I just made up on the spot from memory while watching TV. I haven't even tried to optimize it yet. I've since gone 3-2, so it's coming back down to earth a little, but still - 16 and 8 is a much, much higher win percentage than I get with basically anything else. And again - if the problem is that I'm not a good player (which is true), then I also should not be winning this easily with this deck. I can't win that much with Pirate Warrior, and that is a completely brain-dead deck to play.
That said, I do think this deck is harder than Pirate Warrior. If you just blindly rush the quest condition, you'll lose games. I learned that early on. But, unless you completely mismanage your deck, or get just insanely bad draw (which will lose games for you with basically any deck), this one seems a little too strong to me.
I don't think making it require 5 bounces is the answer, because I don't think it will actually fix the problem. Rogues will just play more of a control game to stretch things out until they get the fifth bounce, and then we'll just have the same problem a few turns later. Having 1 or 2 extra big minions to absorb the damage won't change things much. 4 bounces seem to be calibrated about right.
I think instead, I'd nerf it to say, "Whenever you summon a minion, it becomes a 5/5." Summon, not play. This continues to make the effect apply to tokens, but also makes it silence-able, poly-able, hex-able, and so forth. That's the only thing I think needs to be changed. The problem is that the quest produces effectively a massive supply of 1 mana 5/5 minions (that alone is not the problem) that effectively cannot be removed except through damage. Other than a few very specific effects, like Brawl, they're there until you do 5 damage to them.
I am 2-0 vs pirate warriors with this deck. To be fair, one guy played Leeroy Jenkins to kill off a taunt, handing me a pair of whelps that turned into 5/5's I sent back into his face the next turn, so ... that guy was dumb.
you can equality consecrate the board, or pyro equality, this is partially why paladin does so well versus rogue, also paladin has tempo plays each turn, together that means rogue loses against arguably the best deck right now, but it also loses agains: control priest, midrange hunter, pirate warrior, token druid, any other rogue deck, other stuff I am to lazy to mention. it kinda is just not good enough past rank 10 to be a tier 1 or maybe even tier 2
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Just fill your deck with one drops, that is creative deck design, right?
you can equality consecrate the board, or pyro equality, this is partially why paladin does so well versus rogue, also paladin has tempo plays each turn, together that means rogue loses against arguably the best deck right now, but it also loses agains: control priest, midrange hunter, pirate warrior, token druid, any other rogue deck, other stuff I am to lazy to mention. it kinda is just not good enough past rank 10 to be a tier 1 or maybe even tier 2
Consecrate doesn't remove a board full of 5/5s. The problem with any clear, even brawl, is that the deck has a ready supply of more 1 mana 5/5s. The paladin clear requires a two-card combination, which requires that you have both cards in your hand at the moment you need them. So you play that. So what? Here comes, for 1 mana, 5/5 Swashburgler and 5/5 Patches, and here's, for 2 mana, a 5/5 Bilefile with a 5/5 taunt. For 3 mana and 2 cards, I just loaded the board, post-clear, with 4x5/5 minions. Unless you foolishly play RIGHT INTO a brawl or something, it's easy to work around those, and your minions are going to outlast the clears.
I play a lot of Paladin and while I have beaten quest rogue with the various paladin decks, it's rare. I don't play control priest (gold hero, no point on ladder), but I agree, that would be a fantastic matchup. Aggro hunter is sometimes a problem, but midrange? Nah. Hell, they provide a bounce for you via Freezing Trap half the time. Burgle rogue and miracle rogue can also win, I can see that. I've yet to face either, but my miracle rogue is the other deck that I have beaten quest rogue with.
Dunno. Perversely, I was NOT on the "nerf quest rogue" bandwagon until I built the card. Now I'm leaning that way. SImply because, if I can't beat it because I'm not good enough, I shouldn't be able to win with it either. I'll play some more games and see, maybe my odds will even out.
I am 2-0 vs pirate warriors with this deck. To be fair, one guy played Leeroy Jenkins to kill off a taunt, handing me a pair of whelps that turned into 5/5's I sent back into his face the next turn, so ... that guy was dumb.
In my case it was a Quest Warrior that played a second Cornered Sentry when I was 3/4's of the way done with the quest with the final minion in hand. The first one he had played he had cleaned up after with a Whirlwind effect, but he didn't have enough mana or the right cards the second time.
EDIT: I'm just going to keep a running log of this, because it's ridiculous. I wish I'd built this at launch. Hearthstone has never been so easy. Here are all of my quest rogue games to date since I crafted the card last night:
5/1/17: 7-3 after building the deck. Started out at 2-2 then won 5 straight before losing again.
5/2/17 (morning): Before work I won 4 straight in about 10 minutes, with 1 auto-concede the minute I played the quest. People don't even bother trying. One of these wins was a Pirate Warrior, of all things. Then I lost two. Overall record so far: 11-5.
5/2/17 (evening): This is where I started keeping an eye on the specific games.
Game 1 (v. Taunt Warrior) - I got the quest out on turn 4, had fatal on turn 6, she conceded.
Game 2 (v. Disco Warlock) - I got the quest done on turn 3, played it on turn 5, he conceded.
Game 3 (v. Quest Rogue) - My opponent finished the quest on turn 2, prepped it out on turn 3. I finished mine on turn 4, but he had fatal by then.
Game 4 (v. vs. Taunt Warrior) - This game went loooooong but I beat her. Quest done on 4, played 5. Outlasted two brawls, two primordial drakes, and one ravaging goul/swim with the fishes. Five clears and I still won.
Game 5 (v. Midrange Hunter) - I got a craaaaappy draw. He got, as 100% of hunters always do, Alley Cat + Scavenging Hyena in his opening hand. I literally cannot remember the last time I played a hunter who did NOT have this combo. Killed Leokk, then he summoned another one, and then I badly misplayed on turn 5, and that basically cost me the game. He got a windfury adapt on turn 6 and that was that. I finished the quest on turn 6 but he killed me on 7.
Game 6 (v. Taunt Warrior) - Quest out on turn 6, guy conceded on turn 7.
Game 7 (v. Murloc Paladin) - Quest out on turn turn 5, he conceded.
Game 8 (v. Quest/Miracle Rogue hybrid) - Lost.
Game 9 (v. Warrior) - Type unknown, auto-concede when I played the quest.
Game 10 (v. Elemental Shaman) - Quest done on turn 3, played on turn 5, he conceded.
Game 11 (v. Midhunter Hunter) - Quest done on turn 4, played on turn 5, he hung in for 2 rounds and quit. Oh, and he had alley cat and Hyena in his mulligan. Of course.
Game 12 (v. Shaman) - Type unknown, auto-concede when I played the quest.
Game 13 (v. Jade Druid) - Quest done on turn 9, he hung on for one round, I removed all of his jade, he conceded.
Game 14 (v. Discolock) - Quest done on turn 3, played on turn 5, he conceded.
Game 15 (v. Midrange Hunter) - Finally lost. I baaaadly misplayed vs. Hyena. I thought I had enough mana to clear his cats and then vanish the Hyena back with a Prep, but I was off by one and left an 8/5 Hyena on the board. He adapted windfury and that was that. Was probably going to lose that one anyway, though. Like 100% of hunters, he had alley cat and Hyena in his opening hand. Always happens, without fail.
I've gone from rank 20 something to 14 in one day. This usually takes me all month. In fact, many months I don't even get to 15, I stall out. Usually I have to wait until the end of the month when most people are done ranking up and try to squeeze it in the last few days.
LOVE this deck. Love it.
[EDIT] Ok, it's finally coming back down to earth a little. These are all standard ladder games, BTW.
Game 16 (v. Midrange Hunter) - Loss due to misplay. I had him beat but fumblethumbed a play and hit preparation when I didn't mean to. This cost me a vanish I needed to clear his board.
Game 17 (v. Jade Druid) - Win. Quest done by turn 4, played turn 5.
Game 18 (v. Jade Druid) - Loss. Quest done and played on turn 4, but he unrolled a string of taunts and jades that I just couldn't get past. After topdecking for 8 turns, he finally turned the screws and finished me off.
I've never had much problem with the quest, because last season I was playing aggro-murloc, which does really well against it. After reaching Legend for the first time last season, this season, I've decided to just play fun decks around rank 15.
What I've noticed is an awful lot of quest rogue players that are playing the deck wrong---leaving cards on the board for me to kill so they can't bounce them, bouncing cards with no strategy for getting to 4 copies, and other stupid and ill-timed plays. Thing is, these players can STILL win a decent amount of the time against slower decks with just one or two lucky draws, and somehow, despite their awful play, they've managed to reach rank 15 playing the deck.
So, I've decided that Quest Rogue deserves a nerf after all, because no player should be able to play a deck so poorly and still be successful with it.
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Yes, NERF IT! I crafted one and then opened one in a pack. Still holding both copies. So, yes, NERF IT! so I get 1600 dust back :P
I think making Crystal Core a 0/5 minion (stats is just for flavor doesn't really matter since its going to be a 5/5) with Battlecry: For the rest of all of your minions are 5/5 would be enough. This way Prep doesn't work with it. What makes Crystal Core frustrating to play against is when its being discounted by Preparation @ turn 4.
How about don't touch it? It's garbage.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Check out my Frozen Throne Evolve Shaman deck:
http://www.hearthpwn.com/decks/903345-new-evolve-shaman
Try read what you just wrote turn 6 to slow....LOL....sorry your autowin sometimes first comes there...other times you complete the quest at TURN 2...no thats not a misclick thats TURN 2 completed.
Yeah rogue quest not OP at all ROFL
It's nearly impossible to out-skill quest rogue with a control deck.
But no, it's not OP. /s
Kaladin's RoS Set Review
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What's the latest thoughts on this ridiculous card which keeps ruining my winning streak?
Please don't tell my girlfriend about my card collection...
Personally I think it should at least be "play five minions" if not seven.
Please don't tell my girlfriend about my card collection...
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Even though the deck is cancer, it is very hard to play correctly if you don't get the god hand. It honestly reminds me a lot of freeze mage. It's really hard to play, but super good and annoying to play against. I think the deck could use a slight nerfing, but not to the quest itself more to the cards that help the quest.
As for my thoughts on this card ... I was very AGAINST the "nerf" bandwagon when Un'goro launched. But, this is the only deck that I have been completely unable to compete with. I've played against this deck 20-30 times and beat it maybe 4 times. I had thought it was because I played slow decks that gave this one too much room to breathe, but I switched up my decks and and even went Pirate Warrior, and I still lose to this thing. I am not a very good player, however, so it could be that I just don't know what I'm doing.
However, last night I decided to just craft the damn quest (I've got like 6k dust sitting around) and try it out, and learn its weaknesses. My conclusion is that it doesn't really have many other than the inherent risks of any deck (bad matchups and unlucky draw) A really aggressive deck with good draw will beat you too fast. A taunt warrior can sometimes get lucky and outlast you. Otherwise, unless you just get the worst possible draw, I don't see how to not win with this deck. I initially went 13-6 with a quest rogue deck that I just made up on the spot from memory while watching TV. I haven't even tried to optimize it yet. I've since gone 3-2, so it's coming back down to earth a little, but still - 16 and 8 is a much, much higher win percentage than I get with basically anything else. And again - if the problem is that I'm not a good player (which is true), then I also should not be winning this easily with this deck. I can't win that much with Pirate Warrior, and that is a completely brain-dead deck to play.
That said, I do think this deck is harder than Pirate Warrior. If you just blindly rush the quest condition, you'll lose games. I learned that early on. But, unless you completely mismanage your deck, or get just insanely bad draw (which will lose games for you with basically any deck), this one seems a little too strong to me.
I don't think making it require 5 bounces is the answer, because I don't think it will actually fix the problem. Rogues will just play more of a control game to stretch things out until they get the fifth bounce, and then we'll just have the same problem a few turns later. Having 1 or 2 extra big minions to absorb the damage won't change things much. 4 bounces seem to be calibrated about right.
I think instead, I'd nerf it to say, "Whenever you summon a minion, it becomes a 5/5." Summon, not play. This continues to make the effect apply to tokens, but also makes it silence-able, poly-able, hex-able, and so forth. That's the only thing I think needs to be changed. The problem is that the quest produces effectively a massive supply of 1 mana 5/5 minions (that alone is not the problem) that effectively cannot be removed except through damage. Other than a few very specific effects, like Brawl, they're there until you do 5 damage to them.
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I am 2-0 vs pirate warriors with this deck. To be fair, one guy played Leeroy Jenkins to kill off a taunt, handing me a pair of whelps that turned into 5/5's I sent back into his face the next turn, so ... that guy was dumb.
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you can equality consecrate the board, or pyro equality, this is partially why paladin does so well versus rogue, also paladin has tempo plays each turn, together that means rogue loses against arguably the best deck right now, but it also loses agains: control priest, midrange hunter, pirate warrior, token druid, any other rogue deck, other stuff I am to lazy to mention. it kinda is just not good enough past rank 10 to be a tier 1 or maybe even tier 2
Just fill your deck with one drops, that is creative deck design, right?
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EDIT: I'm just going to keep a running log of this, because it's ridiculous. I wish I'd built this at launch. Hearthstone has never been so easy. Here are all of my quest rogue games to date since I crafted the card last night:
5/1/17: 7-3 after building the deck. Started out at 2-2 then won 5 straight before losing again.
5/2/17 (morning): Before work I won 4 straight in about 10 minutes, with 1 auto-concede the minute I played the quest. People don't even bother trying. One of these wins was a Pirate Warrior, of all things. Then I lost two. Overall record so far: 11-5.
5/2/17 (evening): This is where I started keeping an eye on the specific games.
Game 1 (v. Taunt Warrior) - I got the quest out on turn 4, had fatal on turn 6, she conceded.
Game 2 (v. Disco Warlock) - I got the quest done on turn 3, played it on turn 5, he conceded.
Game 3 (v. Quest Rogue) - My opponent finished the quest on turn 2, prepped it out on turn 3. I finished mine on turn 4, but he had fatal by then.
Game 4 (v. vs. Taunt Warrior) - This game went loooooong but I beat her. Quest done on 4, played 5. Outlasted two brawls, two primordial drakes, and one ravaging goul/swim with the fishes. Five clears and I still won.
Game 5 (v. Midrange Hunter) - I got a craaaaappy draw. He got, as 100% of hunters always do, Alley Cat + Scavenging Hyena in his opening hand. I literally cannot remember the last time I played a hunter who did NOT have this combo. Killed Leokk, then he summoned another one, and then I badly misplayed on turn 5, and that basically cost me the game. He got a windfury adapt on turn 6 and that was that. I finished the quest on turn 6 but he killed me on 7.
Game 6 (v. Taunt Warrior) - Quest out on turn 6, guy conceded on turn 7.
Game 7 (v. Murloc Paladin) - Quest out on turn turn 5, he conceded.
Game 8 (v. Quest/Miracle Rogue hybrid) - Lost.
Game 9 (v. Warrior) - Type unknown, auto-concede when I played the quest.
Game 10 (v. Elemental Shaman) - Quest done on turn 3, played on turn 5, he conceded.
Game 11 (v. Midhunter Hunter) - Quest done on turn 4, played on turn 5, he hung in for 2 rounds and quit. Oh, and he had alley cat and Hyena in his mulligan. Of course.
Game 12 (v. Shaman) - Type unknown, auto-concede when I played the quest.
Game 13 (v. Jade Druid) - Quest done on turn 9, he hung on for one round, I removed all of his jade, he conceded.
Game 14 (v. Discolock) - Quest done on turn 3, played on turn 5, he conceded.
Game 15 (v. Midrange Hunter) - Finally lost. I baaaadly misplayed vs. Hyena. I thought I had enough mana to clear his cats and then vanish the Hyena back with a Prep, but I was off by one and left an 8/5 Hyena on the board. He adapted windfury and that was that. Was probably going to lose that one anyway, though. Like 100% of hunters, he had alley cat and Hyena in his opening hand. Always happens, without fail.
I've gone from rank 20 something to 14 in one day. This usually takes me all month. In fact, many months I don't even get to 15, I stall out. Usually I have to wait until the end of the month when most people are done ranking up and try to squeeze it in the last few days.
LOVE this deck. Love it.
[EDIT] Ok, it's finally coming back down to earth a little. These are all standard ladder games, BTW.
Game 16 (v. Midrange Hunter) - Loss due to misplay. I had him beat but fumblethumbed a play and hit preparation when I didn't mean to. This cost me a vanish I needed to clear his board.
Game 17 (v. Jade Druid) - Win. Quest done by turn 4, played turn 5.
Game 18 (v. Jade Druid) - Loss. Quest done and played on turn 4, but he unrolled a string of taunts and jades that I just couldn't get past. After topdecking for 8 turns, he finally turned the screws and finished me off.
Game 19 (v. Murloc Paladin) - Easy win.
Game 20 (v. Midrange Hunter) - Loss. Alley cat + hyena again!
Game 21 (v. Elemental Shaman) - Easy win.
Game 22 (v. Some kind of controllish mage?) - Easy win and finished quest on turn 3, but couldn't play until 5, no Prep!
Game 23 (v. Midrange Hunte) - Win. Guy conceded the turn after I played the quest.
Game 24 (v. Nzoth Paladin) - Lord. Win. C'mon.
Game 25 (v. Midrange Hunter) - Lost BAD. Had great draw too, guy just plain outplayed me. Alley cat + hyena in opening hand again!
Game 26 (v. Jade Druid) - Another bad loss, guy had good draw but he also expertly played around my deck.
Game 25 (v. Taunt Warrior) - Win, even though I didn't get the quest done until late. HE had a crappy draw through and misplayed badly.
So 7-5 last night. That's a bit more normal.
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I've never had much problem with the quest, because last season I was playing aggro-murloc, which does really well against it. After reaching Legend for the first time last season, this season, I've decided to just play fun decks around rank 15.
What I've noticed is an awful lot of quest rogue players that are playing the deck wrong---leaving cards on the board for me to kill so they can't bounce them, bouncing cards with no strategy for getting to 4 copies, and other stupid and ill-timed plays. Thing is, these players can STILL win a decent amount of the time against slower decks with just one or two lucky draws, and somehow, despite their awful play, they've managed to reach rank 15 playing the deck.
So, I've decided that Quest Rogue deserves a nerf after all, because no player should be able to play a deck so poorly and still be successful with it.