This card would be much slower than many of the other quests, but would open the Warlock up to many more play styles that are currently very difficult to use given the aggro focus. Also, it would let you turn your hero power into a self-heal, albeit one that creates the grave risk of milling yourself during long games.
Well, it certainly is too easy to complete for such a big reward
The point of dealing damage to your hero in the Warlock class, is to have a downside for otherwise very op cards. But with this quest, the downside of these cards become an extra upside (the heal). And as already said, with spells like Bloodbloom, the reward is incredibly good.
Also, the quest itself is too easy to complete, e.g. with 2x Flame Imp and 2x Life Tap, you already completed it and get to heal for the rest of the game.
Now, I also must admit I really am optimistic in my statements above, I guess taking 10 damage can really hurt you, but that's what Warlock always does, so you don't really have to change the way of playing.
Love the concept. It doesn't really open up new types of decks so much as make control lock fully viable in the un'goro standard meta. (Which I'm totally for!)
Even if the quest was a late game completion the lock has the ability to heal, for a lot as other responses have noted. Which, is fine if the quest has a more challenging objective to warrant such a powerful reward.
Overall great idea just needs some fine tuning. Change the objective to make it have deck based requirement that requires effort to achieve, or something risky like put your hero below 10hp (since locks have lots of ways to control damage to their own face this would be awesome, since it would be high skill and matchup dependant when you'd want to force the quest as the lock player). And then maybe make the reward a spell that has heal/board clear instead of a minion, cause the irony would be so gooooood and it would synergize with 10 health, with agro it would allow you to swing the game back the next turn and late game control you could save the reward for later.
The above suggestion could even allow a certain giant to be playable again. XD
Too easy to complete and don't even need a dedicated deck like all the other ones, on top of that the reward is a bit OP imho, maybe just remove the damage from the Hero Power (like the upgraded from Justicar Trueheart).
This card would be much slower than many of the other quests, but would open the Warlock up to many more play styles that are currently very difficult to use given the aggro focus. Also, it would let you turn your hero power into a self-heal, albeit one that creates the grave risk of milling yourself during long games.
i see where you are going, but i don't like the card design:
- the condition is way too easy to be fulfilled - just tap a bunch of times and voila, other classes need to adjust their decks for the quest
- i think the reward is really op:
Bloodbloom + DOOM! = board clear + heal for 10 all for 2 mana
Pit Lord = 5/6 body + 5 heal all for 4 mana
Well, it certainly is too easy to complete for such a big reward
The point of dealing damage to your hero in the Warlock class, is to have a downside for otherwise very op cards. But with this quest, the downside of these cards become an extra upside (the heal). And as already said, with spells like Bloodbloom, the reward is incredibly good.
Also, the quest itself is too easy to complete, e.g. with 2x Flame Imp and 2x Life Tap, you already completed it and get to heal for the rest of the game.
Now, I also must admit I really am optimistic in my statements above, I guess taking 10 damage can really hurt you, but that's what Warlock always does, so you don't really have to change the way of playing.
Too easy to complete, you just literally just play this with Bloodbloom + Nether/Doom/Siphon Soul and then complete the quest in no time.
Love the concept. It doesn't really open up new types of decks so much as make control lock fully viable in the un'goro standard meta. (Which I'm totally for!)
Even if the quest was a late game completion the lock has the ability to heal, for a lot as other responses have noted. Which, is fine if the quest has a more challenging objective to warrant such a powerful reward.
Overall great idea just needs some fine tuning. Change the objective to make it have deck based requirement that requires effort to achieve, or something risky like put your hero below 10hp (since locks have lots of ways to control damage to their own face this would be awesome, since it would be high skill and matchup dependant when you'd want to force the quest as the lock player). And then maybe make the reward a spell that has heal/board clear instead of a minion, cause the irony would be so gooooood and it would synergize with 10 health, with agro it would allow you to swing the game back the next turn and late game control you could save the reward for later.
The above suggestion could even allow a certain giant to be playable again. XD
Too easy to complete and don't even need a dedicated deck like all the other ones, on top of that the reward is a bit OP imho, maybe just remove the damage from the Hero Power (like the upgraded from Justicar Trueheart).
For what profit is it to a man, if he gains the world and loses his own soul?