Yeah it's the worst designed quest reward for sure. Make it a deathrattle that puts it back in your hand or something. Even then it would still be awful. Sadness indeed
I think the Hunter quest is worse. In order to complete it, you need tons of 1-cost minions and then you get 15 raptors, but they can easily be cleared or taken down by low cost minions. I tried making a viable hunter quest deck but even when I got the quest completed, it's rewards didn't help win the game at all
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Quit complaining and just have fun with this game!
4 - It turns out that Adapting Galvadon 5 times is not a big deal.
I cringe when people say good ol' Galvy is unplayable. The key is to not play him right away. Imagine that.
Of course he is playable. He is still the best 5 drop in the game*. My point was that he is not much better than the other 5-drop 8/8 minions that some of the other classes get, because of the RNG associated with the 5x Adapt. When you also consider that he is the ONLY reward, then he should be significantly better than the other reward minions, which he is not.
*EDIT: You could actually make an argument for Drakonid Operative, Doomguard or Sludge Belcher, since you can run 2 of each. Let me revise my statement to say that he is the best legendary 5 drop minion in the game.
The real problem is much more simple : 6 Buffs is simply too much : this require too much investment in term of devkbuilding. As the buffs take too many deckslots, not enough room is left for buffs targets, card draw, reactive cards and additionnal win condition : you'll always end up missing some of those...
Great point - I was kind of trying to say something similar in the original post, but you said it much more simply.
In general, they clearly were trying to keep pushing a specific archetype with some of the classes (Discard Warlock, Taunt Warrior, Deathrattle Priest), but I just don't think that Field Buff Paladin is viable due to lack of consistent draw. (Notice that I differentiate "Field" Buff Paladin from "Hand" Buff Paladin.)
I agree with OP, thanks for sharing this. I tried to make it work both on Standard and Wild and I failed miserably. I think Blizzard will release more cards to buff weak quests (Hunter, Paladin, Warlock, Druid) upcoming expansion.
Paladins needs more buff cards that serve multiple functions. Something like: "Decrease an enemy minion's attack and health by 4 and add it to one of your own minions."
Paladins like to modify both sides of the field, so here's a card that could do just that.
Or a new Paladin Minion: "Battlecry: Discover a buff spell from your deck and cast it on a friendly minion."
Or a new Secret: "When your opponent attacks one of your minions cast a random buff spell from your deck on that friendly minion"
Is not hard to make up good buff spells if only Blizzard would listen...
Potentially the best way to build the deck is to make it so that it doesn't necessarily need the quest to go off to win. Play a longer game and play with resilient (divine shield, stealth or sticky) minions to avoid losing the board. Because once you lose the board and are playing from behind you now have to both play a minion and get buffs on that minion in the same turn meaning the minion you play is going to be weak (most likely a silver hand recruit or not much better) and not worth buffing as your opponent will just clear it off and you're back to square one. Another issue is Galvadon is not good at bringing you back from behind either unless you hit taunt and untargetable, so you've essentially got to be at parity with your opponent or better at all times to have much of a chance. One card I haven't seen anyone mention that I think could maybe help is Forbidden Healing since it can serve to both keep you alive and also count as a trigger for the quest at 0 cost if need be.
Basically try and play minions that are sticky and help prolong the game as much as you can while getting some value (either by them drawing you more cards, making your opponent exhaust multiple resources/turns to deal with them, or which trade for multiple enemy minions).
The buffs are sort of split into two categories for the most part: aggressive 1 cost buffs (Adaptation, Blessing of Might, etc), and larger "create your own battle cruiser" type buffs (Dinosize, Blessing of Kings, etc). If you're playing an aggressive style deck then you're basically saying the battle cruiser buffs are out. But if you're playing a longer game you can play a mix, which I think is the way to go and offers you the most options.
Either way it's an uphill battle (for now) and maybe we'll get some more support for the deck type with the next expansion.
I gave it a same though. It wouldnt have been OP if you were able to choose 1 out of 9 adapts elements 5 times. Just much much stronger but atleast it would have been playable. Adapt 5 times is pure shit.
The problem with the quest is none of the ones you listed. The buffs are good and there are enough of them, and getting a minion on the board isn't hard, but making a deck with a third of it being buffs doesn't just fundamentally work. Even if there were 20 great OP buff cards for Paladin, the deck would not work. Galvadon btw is amazing.
i think quests like rogue, warrior (and maybe mage) are the ones causing problems. All Quests Purposes should be as "fun cards". I was lucky to open warrior quest (only legen card btw) and is pretty strong the deck around it. It is pretty hard to lose to aggro smork decks and it is also strong in the long games.
I think the quest is even easier to achieve than, lets say, the hunter quest. There are many ways to make a deck work that completes the quest.
In my opinion, the big problem is that Galvadon is most of the times just a good minion, nothing more. Most of the times the outcome is much worse than just playing a Tirion, for example.
Okay, I'm gonna preface this by saying that there is a high chance of me being biased, since paladin is the class I play most. However, I've had some great fun, and some actual wins with this quest, but let's start off with something I definitely agree on. This deck is not easy to get traction with, granted that you need minions on board to make anything happen. (Also, I've had some trouble with Aggro. Needs more taunt/heal, maybe)
However, suppose you get a minion on board: What have you got? You've got potentially the best trades in the game, with the pseudo-charge you get off of buffs, and an easy 3 attack, or 1/2 of stats or the underrated draw from blessing of wisdom. (Even for 1 draw it's a 1-mana cycle that gives a minion soft taunt.) You could poision them, give them taunt, any number of things, with adaptation, and even if each option is only 1/10 for it to be there, there are usually multiple good options. I.E. Damage subs for poison, and divine shield for health, stealth and spell-proof have overlap... You get the idea. And, as someone said, spikeridged steed can be completely crazy, especially if you get it off on a primalfin champion. You've got buff targets like argent squire and Acolyte of pain (Which is crazy, in my experience), and adding that together, you've got an acceptable deck, which effectively let's you excavate your deck and dig for more buffs, and secondary win conditions, such as yogg, or an un'goro pack, if, like me, you run the new elise.
Okay, so if we can accept the deck itself as passable, then we've got to look at Galvadon, the reason we're doing all of this.
Remember the discover mechanic? Things like jeweled scarab, or raven idol. Checking 3 options and choosing the best one is, as I understand it, an often underrated mechanic. Galvadon doesn't pack the immediate punch of people like Amara, but his upside is that it doesn't matter who you're up against, he techs against them. Up against a mage that clearly has another poly? 'Can't be targeted...' A rogue with a few 5/5s on board? Taunt, divine shield and health. Running out of ways to kill, but the board's somewhere near intact? Stealth and damage (Windfury too, if you can get it) That's potentially crazy damage, up to 28, I believe, but even just 1 +3 atk, stealth and windfury gives you 16.
In short: It might not be the best deck, but it's a lot of fun, and it's not as junk as it might be. Overall, I'd call it a win, and I'd say that if you do it right, together the quest is not junk.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
I play also Pally as my main class but never bothered to craft or play the quest. In the Galvadun threat I was asking several times:"where is the reward?"
Its not only that your opponent can prepare for him(ok there aren't that many Shamans with devolve around as I thought),but still classes that play the longgame have answers for him (Tarim,Brawl etc.), and when I play a suboptimal deck around a card I wanna have at least fun when I get the reward,like the Shaman quest for example. And not OH I did it , guess next turn I win or lose.gg
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Quit complaining and just have fun with this game!
If the buff was similar to rogue it would be better, rogue should be 5 maybe 6 copies.
as bad as the druid quest, which i luckily opened twice in 110 packs and 3 legendaries totlal. fuck rng.
I agree with OP, thanks for sharing this. I tried to make it work both on Standard and Wild and I failed miserably. I think Blizzard will release more cards to buff weak quests (Hunter, Paladin, Warlock, Druid) upcoming expansion.
Dead but dreaming
Paladins needs more buff cards that serve multiple functions. Something like: "Decrease an enemy minion's attack and health by 4 and add it to one of your own minions."
Paladins like to modify both sides of the field, so here's a card that could do just that.
Or a new Paladin Minion: "Battlecry: Discover a buff spell from your deck and cast it on a friendly minion."
Or a new Secret: "When your opponent attacks one of your minions cast a random buff spell from your deck on that friendly minion"
Is not hard to make up good buff spells if only Blizzard would listen...
You're putting your eggs into once basket. Plus you have to go out of your way to build a sub par deck with average cards.
I think its a cool concept though. I like quests to have varied rewards and I think they've achieved that.
Free Coaching For Beginners
Potentially the best way to build the deck is to make it so that it doesn't necessarily need the quest to go off to win. Play a longer game and play with resilient (divine shield, stealth or sticky) minions to avoid losing the board. Because once you lose the board and are playing from behind you now have to both play a minion and get buffs on that minion in the same turn meaning the minion you play is going to be weak (most likely a silver hand recruit or not much better) and not worth buffing as your opponent will just clear it off and you're back to square one. Another issue is Galvadon is not good at bringing you back from behind either unless you hit taunt and untargetable, so you've essentially got to be at parity with your opponent or better at all times to have much of a chance. One card I haven't seen anyone mention that I think could maybe help is Forbidden Healing since it can serve to both keep you alive and also count as a trigger for the quest at 0 cost if need be.
Basically try and play minions that are sticky and help prolong the game as much as you can while getting some value (either by them drawing you more cards, making your opponent exhaust multiple resources/turns to deal with them, or which trade for multiple enemy minions).
The buffs are sort of split into two categories for the most part: aggressive 1 cost buffs (Adaptation, Blessing of Might, etc), and larger "create your own battle cruiser" type buffs (Dinosize, Blessing of Kings, etc). If you're playing an aggressive style deck then you're basically saying the battle cruiser buffs are out. But if you're playing a longer game you can play a mix, which I think is the way to go and offers you the most options.
Either way it's an uphill battle (for now) and maybe we'll get some more support for the deck type with the next expansion.
I gave it a same though. It wouldnt have been OP if you were able to choose 1 out of 9 adapts elements 5 times. Just much much stronger but atleast it would have been playable. Adapt 5 times is pure shit.
The problem with the quest is none of the ones you listed. The buffs are good and there are enough of them, and getting a minion on the board isn't hard, but making a deck with a third of it being buffs doesn't just fundamentally work. Even if there were 20 great OP buff cards for Paladin, the deck would not work. Galvadon btw is amazing.
i think quests like rogue, warrior (and maybe mage) are the ones causing problems. All Quests Purposes should be as "fun cards". I was lucky to open warrior quest (only legen card btw) and is pretty strong the deck around it. It is pretty hard to lose to aggro smork decks and it is also strong in the long games.
I think the quest is even easier to achieve than, lets say, the hunter quest. There are many ways to make a deck work that completes the quest.
In my opinion, the big problem is that Galvadon is most of the times just a good minion, nothing more. Most of the times the outcome is much worse than just playing a Tirion, for example.
Okay, I'm gonna preface this by saying that there is a high chance of me being biased, since paladin is the class I play most. However, I've had some great fun, and some actual wins with this quest, but let's start off with something I definitely agree on. This deck is not easy to get traction with, granted that you need minions on board to make anything happen. (Also, I've had some trouble with Aggro. Needs more taunt/heal, maybe)
However, suppose you get a minion on board: What have you got? You've got potentially the best trades in the game, with the pseudo-charge you get off of buffs, and an easy 3 attack, or 1/2 of stats or the underrated draw from blessing of wisdom. (Even for 1 draw it's a 1-mana cycle that gives a minion soft taunt.) You could poision them, give them taunt, any number of things, with adaptation, and even if each option is only 1/10 for it to be there, there are usually multiple good options. I.E. Damage subs for poison, and divine shield for health, stealth and spell-proof have overlap... You get the idea. And, as someone said, spikeridged steed can be completely crazy, especially if you get it off on a primalfin champion. You've got buff targets like argent squire and Acolyte of pain (Which is crazy, in my experience), and adding that together, you've got an acceptable deck, which effectively let's you excavate your deck and dig for more buffs, and secondary win conditions, such as yogg, or an un'goro pack, if, like me, you run the new elise.
Okay, so if we can accept the deck itself as passable, then we've got to look at Galvadon, the reason we're doing all of this.
Remember the discover mechanic? Things like jeweled scarab, or raven idol. Checking 3 options and choosing the best one is, as I understand it, an often underrated mechanic. Galvadon doesn't pack the immediate punch of people like Amara, but his upside is that it doesn't matter who you're up against, he techs against them. Up against a mage that clearly has another poly? 'Can't be targeted...' A rogue with a few 5/5s on board? Taunt, divine shield and health. Running out of ways to kill, but the board's somewhere near intact? Stealth and damage (Windfury too, if you can get it) That's potentially crazy damage, up to 28, I believe, but even just 1 +3 atk, stealth and windfury gives you 16.
In short: It might not be the best deck, but it's a lot of fun, and it's not as junk as it might be. Overall, I'd call it a win, and I'd say that if you do it right, together the quest is not junk.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
I play also Pally as my main class but never bothered to craft or play the quest. In the Galvadun threat I was asking several times:"where is the reward?"
Its not only that your opponent can prepare for him(ok there aren't that many Shamans with devolve around as I thought),but still classes that play the longgame have answers for him (Tarim,Brawl etc.), and when I play a suboptimal deck around a card I wanna have at least fun when I get the reward,like the Shaman quest for example. And not OH I did it , guess next turn I win or lose.gg