I'm not sure I like a card that ameliorates the drawback of playing a Quest.
At least you won't always have it on 2.
(P.S. If you are a Druid, you will wait and play it on 3, obviously.)
Why would you wait until turn 3? You can curve the Quest on 1 into her on 2.
cuz you need unspent mana to progress the quest
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If Quests are good, this is the best card in the set by a mile, and NO, I don't need to see the rest of the set to know that.
Murkspark Eel was good enough to build a deck around. This card is better in some situations, and even when the 2 damage would have been nice, at least you can have odd cards in your deck.
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If Quests are good, this is the best card in the set by a mile, and NO, I don't need to see the rest of the set to know that.
Murkspark Eel was good enough to build a deck around. This card is better in some situations, and even when the 2 damage would have been nice, at least you can have odd cards in your deck.
That's overselling it a bit in my opinion.
It is a very good card indeed, and it would likely go in every quest deck, but it's powerlevel comes at a great cost, and comparing it to Murkspark Eel or Black Cat doesn't really make sense.
Even Shaman and Odd Mage start with a better hero power, so you get a bonus from the beginning of the game throughout the game. Quests, on the other hand, make you initially much weaker because you skip your first turn and consume a card, on top of forcing you to build your deck a certain way in order to complete the quest and benefit from it. Instead of getting a bonus on top of a bonus, this card compensates you lightly for a big downside. And you intend to complete the quests as fast as possible, making this card only good for a limited number of turns.
Even Shaman also benefits in a few more ways from the Even condition than just using a very good 2-drop. Having a steady supply of totems is great for Draenei Totemcarver, Thing from Below and Sea Giant, and having a guaranteed minion on turn 1 is great for cards like Dire Wolf Alpha (RIP Flametongue Totem) and Earthen Might. That's why the deck is so strong. Odd Mage was not even good enough in Standard until Pyromaniac and Jan'alai, the Dragonhawk made the boosted hero power more attractive to turn that deck into a strong competitor. The Cat alone was not good enough to get the deck going, and in Wild it still is not all that powerful.
Again, a 2:2/3 with card draw is a very strong card, but it belongs in a decktype that has even bigger weaknesses than a limited card pool, and it certainly won't sell people on playing quests by itself. If the quests are not rewarding enough or too demanding to complete, it will share the same fate.
Also, I kinda hope the set has a bit more to offer. Would be a bit of a letdown if this was the best already. ;)
I don't think it's underselling it at all. First of all, I wasn't even talking about Wild Even Shaman, I was just meaning lil' ole standard. For the record, I have no interest in wild, and am always speaking in terms of standard in all my posts.
The thing is, though, in order to get the one-mana hero power you had to forsake ALL odd turn tempo plays. There are some circumstances when a paladin or shaman hero power was as good as having a card to play on turn one . . . but not many circumstances.
In this case, you're only sacrificing your turn one tempo play. Turn 3 and 5 and 7 and 9 are full powered turns. And while it would be a reasonable point to mention that statement is not true for the Druid quest, the druid quest is terrible. Barring some very powerful "choose one" cards in this upcoming set, the Druid quest is DoA, and my whole statement started with "if quests are good".
The "druid quest is terrible" is for another discussion, but I would bet a full-price pre-order that there won't be any successful uses of that card unless the selection of Choose Ones changes drastically. But even without the Druid class in the running, this card actively progresses the Warlock quest, and there WILL be attempts to make that one work. I'm not sold as to whether those attempts will be successful, but we'll see.
The fact remains, anytime anyone is trying to build a competitive quest deck, it will be an exercise in choosing 27 cards. ALL quest decks of ALL classes will auto-include two of these (barring the pedantic exception in which drawing cards is somehow discouraged). So, all it will take is two or three successful quest decks for this to be the most popular card in the set. I guess we can argue about the meaning of the word "best", but certainly it will get the most mileage.
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This will be a staple in any quest decks since it nullifies the -1 card due to the quest. Sure, you don't get it always on curve, but even in later turns it is a cheap cantrip.
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DISCUSS!
Helps to offeset how bad it is to play a quest T1. Funny anti-synergy with the Druid quest though.
I'm not sure I like a card that ameliorates the drawback of playing a Quest.
At least you won't always have it on 2.
(P.S. If you are a Druid, you will wait and play it on 3, obviously.)
"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
Why would you wait until turn 3? You can curve the Quest on 1 into her on 2.
Always expect the unexpectable!
Good support for the new quests, and we might also see her in wild.
Auto-include for any quest deck. Offsets the lost card/mulligan from the quest opening hand.
So, will see play if quests see play. From the first two quests shown, I'm not really high on quests just yet.
If Quests are good, this is good. Simple as that.
As long as there is any quest deck being played this will probably be played with it, heck may be fun in quest rogue in wild to get draws/bounces.
Quest rogue always is one good card away to rule the meta, this one can be that.
cuz you need unspent mana to progress the quest
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its good enough, any combo quest decks will run this
I think you guys are missing the boat a bit here.
If Quests are good, this is the best card in the set by a mile, and NO, I don't need to see the rest of the set to know that.
Murkspark Eel was good enough to build a deck around. This card is better in some situations, and even when the 2 damage would have been nice, at least you can have odd cards in your deck.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
quest rogue is back baby! :D
Autoinclude in Wild Quest Mage.... Also strong in Mecha/Nomi Priest. (And Hemet, Jungle Hunter destroys it.)
STOP Quest meta
"Counter act"
And I doubt you would want to start losing tempo on turn 2 to get to your quest faster.
It's to add value to your mid game and on.
DJ
That's overselling it a bit in my opinion.
It is a very good card indeed, and it would likely go in every quest deck, but it's powerlevel comes at a great cost, and comparing it to Murkspark Eel or Black Cat doesn't really make sense.
Even Shaman and Odd Mage start with a better hero power, so you get a bonus from the beginning of the game throughout the game. Quests, on the other hand, make you initially much weaker because you skip your first turn and consume a card, on top of forcing you to build your deck a certain way in order to complete the quest and benefit from it. Instead of getting a bonus on top of a bonus, this card compensates you lightly for a big downside. And you intend to complete the quests as fast as possible, making this card only good for a limited number of turns.
Even Shaman also benefits in a few more ways from the Even condition than just using a very good 2-drop. Having a steady supply of totems is great for Draenei Totemcarver, Thing from Below and Sea Giant, and having a guaranteed minion on turn 1 is great for cards like Dire Wolf Alpha (RIP Flametongue Totem) and Earthen Might. That's why the deck is so strong. Odd Mage was not even good enough in Standard until Pyromaniac and Jan'alai, the Dragonhawk made the boosted hero power more attractive to turn that deck into a strong competitor. The Cat alone was not good enough to get the deck going, and in Wild it still is not all that powerful.
Again, a 2:2/3 with card draw is a very strong card, but it belongs in a decktype that has even bigger weaknesses than a limited card pool, and it certainly won't sell people on playing quests by itself. If the quests are not rewarding enough or too demanding to complete, it will share the same fate.
Also, I kinda hope the set has a bit more to offer. Would be a bit of a letdown if this was the best already. ;)
This plus quest on turn 1, seems like a crazy way to regain that tempo loss on turn 1 and mulligan woes.
This also goes into all the Wild quest decks that don't care about a turn 2 play and need to draw their other cards. It contests the board too.
Specifically, the Warrior taunt quest and deck don't have much to do on turn 2 other than armor up. This fits right in, if they want.
I don't think it's underselling it at all. First of all, I wasn't even talking about Wild Even Shaman, I was just meaning lil' ole standard. For the record, I have no interest in wild, and am always speaking in terms of standard in all my posts.
The thing is, though, in order to get the one-mana hero power you had to forsake ALL odd turn tempo plays. There are some circumstances when a paladin or shaman hero power was as good as having a card to play on turn one . . . but not many circumstances.
In this case, you're only sacrificing your turn one tempo play. Turn 3 and 5 and 7 and 9 are full powered turns. And while it would be a reasonable point to mention that statement is not true for the Druid quest, the druid quest is terrible. Barring some very powerful "choose one" cards in this upcoming set, the Druid quest is DoA, and my whole statement started with "if quests are good".
The "druid quest is terrible" is for another discussion, but I would bet a full-price pre-order that there won't be any successful uses of that card unless the selection of Choose Ones changes drastically. But even without the Druid class in the running, this card actively progresses the Warlock quest, and there WILL be attempts to make that one work. I'm not sold as to whether those attempts will be successful, but we'll see.
The fact remains, anytime anyone is trying to build a competitive quest deck, it will be an exercise in choosing 27 cards. ALL quest decks of ALL classes will auto-include two of these (barring the pedantic exception in which drawing cards is somehow discouraged). So, all it will take is two or three successful quest decks for this to be the most popular card in the set. I guess we can argue about the meaning of the word "best", but certainly it will get the most mileage.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
This will be a staple in any quest decks since it nullifies the -1 card due to the quest. Sure, you don't get it always on curve, but even in later turns it is a cheap cantrip.