Will give rogue a great survivability against aggro. In the same time it’s a 2 mana deal 6 damage. Will be used in almost every kind of deck in standard
4 cards isn't a lot of cards at all. Quests are always a curious pick for tempo decks, but we all know value oriented rogue decks are doomed to fail. Take the current tempo rogue deck, add the pharaoh cat, maybe the new mugger card, and you've got yourself a deck I think.
I see the issue with this quest that with current card pool it is not consistent. Right now tempo rogue using blink fox and Hench burglar as the only burgle cards. So quest actually will not be completed in 50% of games. You can also add 2x 1 Mana spell. But anyway 6 cards is not so much when you need draw 4 of them to activate quest
If Shadowblade had been a 2-mana 3/2 weapon with the text "this starts in your opening hand, so you are down a card for the entire game, and you can't actually play this until turn five, or six, or seven . . . but to compensate, it will return to your hand when it's destroyed, and you are always Immune when you attack on turn five or six or seven . . ." no one would have played it.
I suspect many people will play the new quest, and then many people will not play the new quest.
The reward is much weaker than Kingsbane, especially pre-nerf, when the weapon had permanent Lifesteal. To compensate, once you get the new weapon, you always have it (sometimes, you would run out of tutoring effects to draw a game-winning Kingsbane from your deck), but to uncompensate, you start the game down a card, and the weapon is simply much weaker.
This heropower is obviously quite strong , but the major issue is giving up a card (quest) in your opening hand . Not sure if a normal Temporogue want to afford this.
Another attempt at giving thief rogue survivability. It'll see play for sure, but I think it's too hard to say just how good it'll be. Rogue has never had problems with value, the class has extreme amounts of stupid things it can pull off (especially in wild). It's just lack of survivability.. which is why pre-nerf Leeching Poison kingsblade was so damn oppressive. Heck, if you don't have weapon removal Spectral Cutlass also wins the game by itself. This is sort of like a halfway point - immune to weapon destruction, yet not as "haha you can't win anymore" as kingsbane/cutlass.
This is a lot more consistent in wild with swashburglar and huckster but just do yourself a favour and play cutlass there.
the people underestimating this quest remind of the people who underestimated caverns. granted the reward isn't anywhere near as powerful as the caverns reward it makes up for it with being much easier to complete.
Now in Wild, would you play this? I think you would. There are more ways to get cards from other classes.
But in Standard we have, Pilfer, Stolen Steel and Blink Fox and then the 4 drop too. IF you have the coin, you CAN complete this quest by turn 4.
This would be your pipe dream, right? Best case scenario?
So starting from turn 5, you get a 2 mana, do 3 damage for free twice.
How good is that? I think that is very good but the problem is, can you really take 2 turns off to play Burgle type spells? At least with the 3 and 4 drop you are putting a minion on the board.
Against any sort of aggro, you will be very far behind. On top of that, your benefit only starts on turn 5 in the best case. But then you only 3 mana to play a minion on 5.
This is the type of quest that IF you gain the reward 'naturally' by playing your game out without making deck building sacrifices or play style sacrifices, then this quest is truly amazing.
If instead, you have to include 'bad' cards and take turns off to play those bad cards, then I don't think this is as good.
Bottom line for me, is that the reward IS very good and very strong, but how easy and consistent will it be? Not as easy as you think. Taking 2 to 3 turns off to get this quest going does not work in most Rogue decks.
Yeah, I don't like it. Tess rogue is one of my favorite rogue decks to ever be made but this is only superficially supporting that deck type. This is really just Odd Rogue v.2.0.
Meh, kinda lazy. If the power was changed to "generate a card from another class" then it would be awesome support. As-is, big meh.
I'll still use it in my Tess deck because it's so strong. Not sure I'll be happy about it though.
Well its not gamebreaking, but this will likely make the "burgle package" good for any kind of rogue deck. Even in tempo rogue, you dont need to play the quest on turn 1, so it could be a combo activator.
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Will give rogue a great survivability against aggro. In the same time it’s a 2 mana deal 6 damage. Will be used in almost every kind of deck in standard
Oh wow. That must be the strongest quest. It's easy to complete and the reward is sick.
They aimed to buff thief rogue but will end up buffing tempo rogue. two pilfer and two fox will complete the quest.
I agree. This is CRAZY. I see a nerf coming before this year is over. It should be harder to finish. From 4 to 5 or 6 more cards.
4 cards isn't a lot of cards at all. Quests are always a curious pick for tempo decks, but we all know value oriented rogue decks are doomed to fail. Take the current tempo rogue deck, add the pharaoh cat, maybe the new mugger card, and you've got yourself a deck I think.
A straight up upgrade to your hero power very easily. Very good quest which also works well as a Combo activator.
I see the issue with this quest that with current card pool it is not consistent. Right now tempo rogue using blink fox and Hench burglar as the only burgle cards. So quest actually will not be completed in 50% of games. You can also add 2x 1 Mana spell. But anyway 6 cards is not so much when you need draw 4 of them to activate quest
Well, pharao cat and Bazar mugger can make quest more consistent, but I doubt that such deck will be stronger than regular mech-Hooktusk tempo rogue
Hmmm . . .
I suspect that the following statement is true -
If Shadowblade had been a 2-mana 3/2 weapon with the text "this starts in your opening hand, so you are down a card for the entire game, and you can't actually play this until turn five, or six, or seven . . . but to compensate, it will return to your hand when it's destroyed, and you are always Immune when you attack on turn five or six or seven . . ." no one would have played it.
I suspect many people will play the new quest, and then many people will not play the new quest.
The reward is much weaker than Kingsbane, especially pre-nerf, when the weapon had permanent Lifesteal. To compensate, once you get the new weapon, you always have it (sometimes, you would run out of tutoring effects to draw a game-winning Kingsbane from your deck), but to uncompensate, you start the game down a card, and the weapon is simply much weaker.
Honestly i don't understand the hype on this card.
The design just suck. What a boring quest seriously.
Cut one card in you hand + steal 4 cards seems to be too much to be really playable in the first turns.
You can play a trash decklist to get a ridiculous value...
Boring.
This heropower is obviously quite strong , but the major issue is giving up a card (quest) in your opening hand . Not sure if a normal Temporogue want to afford this.
Another attempt at giving thief rogue survivability. It'll see play for sure, but I think it's too hard to say just how good it'll be. Rogue has never had problems with value, the class has extreme amounts of stupid things it can pull off (especially in wild). It's just lack of survivability.. which is why pre-nerf Leeching Poison kingsblade was so damn oppressive. Heck, if you don't have weapon removal Spectral Cutlass also wins the game by itself. This is sort of like a halfway point - immune to weapon destruction, yet not as "haha you can't win anymore" as kingsbane/cutlass.
This is a lot more consistent in wild with swashburglar and huckster but just do yourself a favour and play cutlass there.
the people underestimating this quest remind of the people who underestimated caverns. granted the reward isn't anywhere near as powerful as the caverns reward it makes up for it with being much easier to complete.
I loved the moment when Fiery War Axe got nerfed. Now it returns . :D
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
Won't go in the typical thief rogue deck. Fits in a tempo rogue with the new Mummy cats. Meta defining imo.
This is just dumb.
The power level of this expansion is stupid.
This is very strong and will see play.
Now in Wild, would you play this? I think you would. There are more ways to get cards from other classes.
But in Standard we have, Pilfer, Stolen Steel and Blink Fox and then the 4 drop too. IF you have the coin, you CAN complete this quest by turn 4.
This would be your pipe dream, right? Best case scenario?
So starting from turn 5, you get a 2 mana, do 3 damage for free twice.
How good is that? I think that is very good but the problem is, can you really take 2 turns off to play Burgle type spells? At least with the 3 and 4 drop you are putting a minion on the board.
Against any sort of aggro, you will be very far behind. On top of that, your benefit only starts on turn 5 in the best case. But then you only 3 mana to play a minion on 5.
This is the type of quest that IF you gain the reward 'naturally' by playing your game out without making deck building sacrifices or play style sacrifices, then this quest is truly amazing.
If instead, you have to include 'bad' cards and take turns off to play those bad cards, then I don't think this is as good.
Bottom line for me, is that the reward IS very good and very strong, but how easy and consistent will it be? Not as easy as you think. Taking 2 to 3 turns off to get this quest going does not work in most Rogue decks.
Yeah, I don't like it. Tess rogue is one of my favorite rogue decks to ever be made but this is only superficially supporting that deck type. This is really just Odd Rogue v.2.0.
Meh, kinda lazy. If the power was changed to "generate a card from another class" then it would be awesome support. As-is, big meh.
I'll still use it in my Tess deck because it's so strong. Not sure I'll be happy about it though.
Btw how this help against twinspell mage ? rogue needs some board removal not this bullshit.
Well its not gamebreaking, but this will likely make the "burgle package" good for any kind of rogue deck. Even in tempo rogue, you dont need to play the quest on turn 1, so it could be a combo activator.