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.
I am not questioning that most or all quest decks would run this, because it is a forced synergy, though I'd argue about how much it improves those decks.
To give another example: Most C'Thun decks would run many of the neutral C'Thun cards like Twilight Elder and C'Thun's Chosen. And C'Thun was in fact quite popular and good at the time. Were they some of the best cards in the set? I don't think so, because the class-exclusive C'Thun cards like Klaxxi Amber-Weaver, Dark Arakkoa and Ancient Shieldbearer were the ones that made C'Thun decks strong. Neutral C'thun buffers were probably among the most popular cards, but not the most relevant.
As for getting the most mileage, I still think I'd wait for the rest of the set, regardless of how good the quests turn out to be. There could always be a new Fire Fly, or Tar Creeper, or Saronite Chain Gang, a solid card that benefits almost every deck somehow for a long time, and it would probably see much more play than a key card for a specific deck-type.
Ok, so we're butting heads on the definition of "best". Lesson learned. I actually thought that Disciple of C'thun (wasn't he the one that did 2 damage as a battlecry?) was the best card in WotoG at release, though obviously C'thun disappeared later in the cycle. Usually "best" occupies around the same space as "most played" in my head.
Your second point is well-taken. Until you actually made that list, I had sort of forgotten how much they had actively reduced and reversed power creep in the Witchwood block. Back last year, so many of the cards being used were from Un'goro/KotFT/KnC, it was ridiculous. So I suppose sooner or later there will be some more of those neutral staples.
But, my original point, flawed though it was in communication, was that this card is definitely an auto-include in this genre of deck. We still see folks finding excuses to use Loot Hoarder and Novice Engineer from time to time, and the power jump for this card is so huge, it's difficult to measure. Just having the ability to fight every one-drop and several two-drops from Zoo and Murloc Shaman is pretty big.
Rollback Post to RevisionRollBack
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.
Ok, so we're butting heads on the definition of "best". Lesson learned. I actually thought that Disciple of C'thun (wasn't he the one that did 2 damage as a battlecry?) was the best card in WotoG at release, though obviously C'thun disappeared later in the cycle. Usually "best" occupies around the same space as "most played" in my head.
Your second point is well-taken. Until you actually made that list, I had sort of forgotten how much they had actively reduced and reversed power creep in the Witchwood block. Back last year, so many of the cards being used were from Un'goro/KotFT/KnC, it was ridiculous. So I suppose sooner or later there will be some more of those neutral staples.
But, my original point, flawed though it was in communication, was that this card is definitely an auto-include in this genre of deck. We still see folks finding excuses to use Loot Hoarder and Novice Engineer from time to time, and the power jump for this card is so huge, it's difficult to measure. Just having the ability to fight every one-drop and several two-drops from Zoo and Murloc Shaman is pretty big.
The drawback of playing it after the quest is done is fine cause 2 mana 2/3 draw a card is worth the investment. 2 mana 2/3 is still good people, especially dropped on 2, or even 3 with a 1 drop play, it will fight aggro at least decently.
Rollback Post to RevisionRollBack
If you thought you knew what you think I know, then you'd know I knew you knew I know.
Now, as to the possibility of drawing it after the quest is complete, this is where the new quests get kind of weird.
Just looking at the two released, it is obvious that the devs wanted quests as a mechanic, but did NOT want them to be nearly as powerful as they were in the past. Even the new warlock quest (which looks quite a bit more powerful than the druid) is NOTHING compared to . . . oh, I don't know, "all your creatures are 5/5" or "your hero power is now a Ragnaros".
In the past, I'd just dismiss the concept of drawing it as a dead draw, because once the quests were complete, they were the win conditions themselves. But these are clearly less powerful, so the deck is still going to win it for you.
Either way, most 2 cost cards suck when you draw them late, but they are still used. I think this will be the same pattern.
Rollback Post to RevisionRollBack
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.
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
I think tempo is more important than quest progress that early in the game.
It might help a bit to know you can play a 1-drop on turn 1, the quest on turn 2 (hang one mana, advance the quest), and this on 3.
This doesn't put you behind on the quest, and it gives you a bit of board presence for the early game.
And (again, obviously) it all depends on what you're up against. If you're against aggro and can't spare the tempo, obviously you're not going to do it this way. (But in that case, the so-called "druid anti-synergy" doesn't exist.)
In theorycraft situations, it's always important to assume there's a person with a brain running the deck.
Will be run in virtually any deck that runs a quest. It negates the issues with the card loss disadvantage from playing a quest and is a well statted 2-drop.
After seeing most of the quests and how unlikely they will be completed super early in the game, I think this card is going to be an auto include for anyone attempting to play the new quests. In Wild, those older quests were very specific and had deck building restrictions, so I only think this will work in the Rogue quest in Wild.
Warlock quest + Questing is a no brainer. Yes please.
And seeing how most decks no longer care about fatigue and have ways to get around it, drawing more cards is never bad.
I forsee the first week or two of the new metagame playing out the same way for every deck.
Turn 1 Quest.
Turn 2 Questing Adventurer. If you DON'T have it, you are going to be behind on resources and board.
Maybe after the Meta settles, this won't be an issue, but this is Curvestone at it's finest (or worst) depending on how you feel about it.
I really hate how this is a 2/3 with a strong guaranteed battlecry (most of the time). Such cards should not be premium and just reward you with their effect not also help you cement the board at no drawback. I guess now anyone running the quests will hard mulligan for these.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am not questioning that most or all quest decks would run this, because it is a forced synergy, though I'd argue about how much it improves those decks.
To give another example: Most C'Thun decks would run many of the neutral C'Thun cards like Twilight Elder and C'Thun's Chosen. And C'Thun was in fact quite popular and good at the time. Were they some of the best cards in the set? I don't think so, because the class-exclusive C'Thun cards like Klaxxi Amber-Weaver, Dark Arakkoa and Ancient Shieldbearer were the ones that made C'Thun decks strong. Neutral C'thun buffers were probably among the most popular cards, but not the most relevant.
As for getting the most mileage, I still think I'd wait for the rest of the set, regardless of how good the quests turn out to be. There could always be a new Fire Fly, or Tar Creeper, or Saronite Chain Gang, a solid card that benefits almost every deck somehow for a long time, and it would probably see much more play than a key card for a specific deck-type.
Ok, so we're butting heads on the definition of "best". Lesson learned. I actually thought that Disciple of C'thun (wasn't he the one that did 2 damage as a battlecry?) was the best card in WotoG at release, though obviously C'thun disappeared later in the cycle. Usually "best" occupies around the same space as "most played" in my head.
Your second point is well-taken. Until you actually made that list, I had sort of forgotten how much they had actively reduced and reversed power creep in the Witchwood block. Back last year, so many of the cards being used were from Un'goro/KotFT/KnC, it was ridiculous. So I suppose sooner or later there will be some more of those neutral staples.
But, my original point, flawed though it was in communication, was that this card is definitely an auto-include in this genre of deck. We still see folks finding excuses to use Loot Hoarder and Novice Engineer from time to time, and the power jump for this card is so huge, it's difficult to measure. Just having the ability to fight every one-drop and several two-drops from Zoo and Murloc Shaman is pretty big.
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.
I think tempo is more important than quest progress that early in the game.
The drawback of playing it after the quest is done is fine cause 2 mana 2/3 draw a card is worth the investment. 2 mana 2/3 is still good people, especially dropped on 2, or even 3 with a 1 drop play, it will fight aggro at least decently.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
Now, as to the possibility of drawing it after the quest is complete, this is where the new quests get kind of weird.
Just looking at the two released, it is obvious that the devs wanted quests as a mechanic, but did NOT want them to be nearly as powerful as they were in the past. Even the new warlock quest (which looks quite a bit more powerful than the druid) is NOTHING compared to . . . oh, I don't know, "all your creatures are 5/5" or "your hero power is now a Ragnaros".
In the past, I'd just dismiss the concept of drawing it as a dead draw, because once the quests were complete, they were the win conditions themselves. But these are clearly less powerful, so the deck is still going to win it for you.
Either way, most 2 cost cards suck when you draw them late, but they are still used. I think this will be the same pattern.
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.
It might help a bit to know you can play a 1-drop on turn 1, the quest on turn 2 (hang one mana, advance the quest), and this on 3.
This doesn't put you behind on the quest, and it gives you a bit of board presence for the early game.
And (again, obviously) it all depends on what you're up against. If you're against aggro and can't spare the tempo, obviously you're not going to do it this way. (But in that case, the so-called "druid anti-synergy" doesn't exist.)
In theorycraft situations, it's always important to assume there's a person with a brain running the deck.
"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
Will be run in virtually any deck that runs a quest. It negates the issues with the card loss disadvantage from playing a quest and is a well statted 2-drop.
I like it for my wild mage quest :)
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
på
After seeing most of the quests and how unlikely they will be completed super early in the game, I think this card is going to be an auto include for anyone attempting to play the new quests. In Wild, those older quests were very specific and had deck building restrictions, so I only think this will work in the Rogue quest in Wild.
Warlock quest + Questing is a no brainer. Yes please.
And seeing how most decks no longer care about fatigue and have ways to get around it, drawing more cards is never bad.
I forsee the first week or two of the new metagame playing out the same way for every deck.
Turn 1 Quest.
Turn 2 Questing Adventurer. If you DON'T have it, you are going to be behind on resources and board.
Maybe after the Meta settles, this won't be an issue, but this is Curvestone at it's finest (or worst) depending on how you feel about it.
I really hate how this is a 2/3 with a strong guaranteed battlecry (most of the time). Such cards should not be premium and just reward you with their effect not also help you cement the board at no drawback. I guess now anyone running the quests will hard mulligan for these.