If so, the questing might be a worthwhile investment - otherwise you're probably slowing yourself down by playing it. The zoo deck typically has 4 6 taunt-generating cards, so the Questing Adventurer probably works quite well inside of it.
It's a bit like the Hyena for Hunter, great card if you can make the most of it, but usually dies as soon as it hits the board. Card like that need a lot of protecting. Best played behind taunt.
Agree, it needs to get to 4/4 - there is some versatility aspect to consider in that the card is a lightning rod (can trick opponent into wasting removal as prep for a bigger attack), albeit an expensive one compared to Secretkeeper
I am running Shieldbearer and Voidwalker so I do have some taunt. I am only running 1 Questing Adventurer at the moment. I agree it is a lightning rod, but if you play it smart you can get it to be a 3/3 or 4/4 in one turn and have a very good chance of keeping it a live until your next turn. It has won me a number of games.
There are plenty of 3/3 for 3 cards, that's the problem with questing. It has to survive to be worth it. And often you can spend too much effort over-protecting it. A card like Earthen Ring Farseer does it's job from the off, and is still a 3/3 for 3. Gives you a health top up, and doesn't require another card to be dropped on board
I looked at your deck Dr. Smash and I like parts of it, but Void Terror just seems counterproductive. I do not like the idea that you will have to kill off some of your minions to get a big one. If they have one removal spell it is dead. I did remove my Argent Commanders and replaced them with a Molten Giant and a Power Overwhelming. 6 mana was just too much for what they offered to this style of play. Thanks for that insight.
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Has anyone ever tried Questing Adventurer in a rush deck? I have been experimenting with it in a Zoolock deck and it has worked quite well.
Are you running taunt in your rush deck?
If so, the questing might be a worthwhile investment - otherwise you're probably slowing yourself down by playing it. The zoo deck typically has
46 taunt-generating cards, so the Questing Adventurer probably works quite well inside of it.It's a bit like the Hyena for Hunter, great card if you can make the most of it, but usually dies as soon as it hits the board. Card like that need a lot of protecting. Best played behind taunt.
Agree, it needs to get to 4/4 - there is some versatility aspect to consider in that the card is a lightning rod (can trick opponent into wasting removal as prep for a bigger attack), albeit an expensive one compared to Secretkeeper
Free to try and find a game, dealing cards for sorrow, cards for pain.
I am running Shieldbearer and Voidwalker so I do have some taunt. I am only running 1 Questing Adventurer at the moment. I agree it is a lightning rod, but if you play it smart you can get it to be a 3/3 or 4/4 in one turn and have a very good chance of keeping it a live until your next turn. It has won me a number of games.
There are plenty of 3/3 for 3 cards, that's the problem with questing. It has to survive to be worth it. And often you can spend too much effort over-protecting it. A card like Earthen Ring Farseer does it's job from the off, and is still a 3/3 for 3. Gives you a health top up, and doesn't require another card to be dropped on board
I often drop him with the coin or save him until turn 5 or 6, together with smaller minions. He doesn't do much if you drop him alone on turn 3.
I looked at your deck Dr. Smash and I like parts of it, but Void Terror just seems counterproductive. I do not like the idea that you will have to kill off some of your minions to get a big one. If they have one removal spell it is dead. I did remove my Argent Commanders and replaced them with a Molten Giant and a Power Overwhelming. 6 mana was just too much for what they offered to this style of play. Thanks for that insight.