Druid - tricky to complete without considering Jade, but Jade is not interested in the reward since it'll anyway stomp the game with XX/XX minions and will not care to play some non-Jade oversized creatures in the deck that will slow the Jade mechanics if drawed before time.
Paladin - hard to say, the deck can be really goods (as show on the Blizzard stream yesterday) but it's effectivness may be restricted too very few cards like Primalfin Champion and The Voraxx.
Rogue - I don't really know, because is such an interesting mechanics that I can't really argue if it'll see an effective archetype build around it.
Shaman - that can easly see play, but imho midrange Elemental Shaman will be a more solid choice.
Mage - the reward is amazing but setting it up may be very difficult because not only you have to collect the 6 extra spells but you've also to cast them so that is really slow (not considering that those spell could also be completly garbage due to their randomness).
Warlock - discard archetype it the way Blizzard has planned for Warlocks so it will for sure be something to deal with, also beacause they've given it lots of new good cards.
Warrior - the better reward (your new Hero Power is litteraly uncounterable) with one of the most efficient set up (taunt), so it seems the Control will see a new age of winning filled with big protective minions and classic control cards.
Priest - biggest delusion for me, the inconsistency of the deck build around it will hardly be able to complete it while also contending board and card advantage. I was hoping to see some more interesting deathrattle minions in the last cards reveal. Anyway I would for sure try it!
Hunter - a deck builded around it could be really amazing considering alse the reward (Tundra Rhino with swarming Carnassa's Brood).
You do realize that the Druid quest is "Summon" right? As in, when you start summoning 5/5+ Jades it activates the quest? And Aya is a 5/3? Jade Druid is getting a shot in the arm this expansion, not going away.
I'm going to vote Priest. Especially in Wild where they now have 2 Reno Jacksons in a Reno Priest deck.
so summoning jades for the druid quest is so slow. not saying jade druid won't play the quest because they proabably will, but a deck built for the druid quest can get it done turn 7-8. Jade will probably finish it turn 9-10. as a jade druid again a quest druid you will be too slow, also both may be too slow for a face druid, or an aggro shaman or hunter, and both of them may not have enough power to deal with a control warrior who will throw them in the mosh pit and then treat them like an insect.
I will argue that the priest quest is weakest in standard but in wild I see it doing well. Standard priest will not outvalue warrior, or have the tempo to deal with hunter or shaman, nor will it be able to get out of range of mage or rogue just killing it. In wild it may be able to work but I am not sure how valuable the priest quest will be in wild just because of how much other value you get making 40 health and an 8/8 for five not enough to compete. in fact why not just play kazakus, he can give you 8 armor and and 8/8 without as much fuss over meeting a condition because wild priest will run reno.
Jade Druid doesn't have too many significant 1 drops (Raven Idol shouldn't be used there and Living Roots can be used as removal later), and a late game Gadgetzan Auctioneer into a Jade Idol train is great when you don't waste 6 mana setting it up. Add to the fact that Jade Guardian and Jade Spirit become free, and you start pouring in even more value along with the undercosted 8/8.
Hunter, Warrior, Mage, Paladin, Warlock, and Druid all seem very powerful to me, but of course it all depends on what the meta is like and no one can know that.
If I had to pick one, I'd say the Warrior quest will revitalize control Warrior quite effectively and will be seen a lot in a top-tier deck.
Warrior's one is easy to build and puts your opponent on a cloack plus the defensive anture of the quest givers means that losing armor is not that much of a problem
Mage's one: Anyone that's any good on any card game doesn't need to have why an extra turn is powerful explained to him/her.
Rogue: this quest is super easy to complete and no one should ever understimate the ability to fill a board with 5/5 minions on the cheap, for example Violet Teacher, plus they already confirmed that Vancleef and Plantcleef will be 5/5 minions in your hand and will grow farther than 5/5 when their effects are activated in the Crystal core so if turn 1 10/10 vancleef is possible, it will also be possible to save resources to get a 13/13 Vancleef or a 9/9 Plantcleef while having the core activated, or maybe an 8/8 Plantcleef alongside a 13/13 Vancleef in one particular turn
I think Warrior is actually pretty overrated. The Quest itself is slow (when has HS ever been a slow meta?), many of their seemingly high value taunt minions may get brutalized by poisonous if adapt cards become popular, and the 8 damage is random which means against wide boards the impact is pretty minimal.
Druid and mage ones are noob traps. Mage one is potentially game breaking but requires a lot of setup and is extremely slow...
Really? Babbling Book, New elemental 2/1, Glyph. Tome, new secret, arcanologist to get new secret.
Where the "extremely slow" when you can find Glyph from Glyph and play in same turn with 0 tempo loss?
Mage is the only quest I sure about crafting if don't open in packs.
The cards that support the quest are very good; but, the quest reward itself I am not sure about. Gaining an extra turn may not be worth all the setup of completing the quests. Properly completing the quest may dilute the ability to take advantage of the free turn.
Ice Block could effectively be considered gaining a free turn in many circumstances for a freeze mage and it only costs 3 mana plus you don't need to build a deck around it. Does Mage need a third, very difficult to attain Ice Block? Frost Nova and Blizzard are also very effective at stalling the game against many decks.
An extra turn in itself is simply not a win condition like many of the other quests. The challenge of finding a win condition as well as completing the quest will be an obstacle.
We can't vote for all of them? Or at least most of them?
The only one I'm on the fence about is the goofy Paladin one. I think a Paladin deck with mostly new cards will be really good, don't get me wrong, but the quest seems overly greedy to me in Standard at least.
Druid and mage ones are noob traps. Mage one is potentially game breaking but requires a lot of setup and is extremely slow...
Really? Babbling Book, New elemental 2/1, Glyph. Tome, new secret, arcanologist to get new secret.
Where the "extremely slow" when you can find Glyph from Glyph and play in same turn with 0 tempo loss?
Mage is the only quest I sure about crafting if don't open in packs.
The cards that support the quest are very good; but, the quest reward itself I am not sure about. Gaining an extra turn may not be worth all the setup of completing the quests. Properly completing the quest may dilute the ability to take advantage of the free turn.
Ice Block could effectively be considered gaining a free turn in many circumstances for a freeze mage and it only costs 3 mana plus you don't need to build a deck around it. Does Mage need a third, very difficult to attain Ice Block?
Gain a extra turn, giants free or almost free, something else like elemental or Kabal Curier.
You have all mana back, your giants can attack, you draw a card and can play Alex or burst all spells left in your hand and kill opponent or a least solve all board problems.
Because the support for the quest is so good and you recover the card spend because extra draw you don't need to win in same turn, just the card/board advantage make the quest great.
I like the warrior quest for the same reason, put good taunt minions in a control deck is easy as put minions giving spells for mage, and both rewards are great.
Lifecoach just reviewed all the cards and thinks, that the hunter quest is the easiest of them all to complete and will rush you down before you realize it, JJ agrees. Even lifecoach talked to team 5 and told them not to print that card it will spread cancer but they didnt listen. he also thinks the 5 mana 8/8 could be trouble but hes not quite sure yet.
Imo i just hope we dont see a fast meta again and hunter aggro hunter will flood the ladder. Lifecoach and JJ please be wrong on this one.
None. Unless Hunter becomes a more reliable Pirate Warrior it will be the same. Jade Druid got a buff. Some classes got a bit of a buff but in way that they were already playing. Mage plays spells and tries to kill over two turns. Control warrior plays taunts and plays rag to win. Shaman is midrange. Those are viable decks but they're exactly the same as we've always had.
Druid - tricky to complete without considering Jade, but Jade is not interested in the reward since it'll anyway stomp the game with XX/XX minions and will not care to play some non-Jade oversized creatures in the deck that will slow the Jade mechanics if drawed before time.
Paladin - hard to say, the deck can be really goods (as show on the Blizzard stream yesterday) but it's effectivness may be restricted too very few cards like Primalfin Champion and The Voraxx.
Rogue - I don't really know, because is such an interesting mechanics that I can't really argue if it'll see an effective archetype build around it.
Shaman - that can easly see play, but imho midrange Elemental Shaman will be a more solid choice.
Mage - the reward is amazing but setting it up may be very difficult because not only you have to collect the 6 extra spells but you've also to cast them so that is really slow (not considering that those spell could also be completly garbage due to their randomness).
Warlock - discard archetype it the way Blizzard has planned for Warlocks so it will for sure be something to deal with, also beacause they've given it lots of new good cards.
Warrior - the better reward (your new Hero Power is litteraly uncounterable) with one of the most efficient set up (taunt), so it seems the Control will see a new age of winning filled with big protective minions and classic control cards.
Priest - biggest delusion for me, the inconsistency of the deck build around it will hardly be able to complete it while also contending board and card advantage. I was hoping to see some more interesting deathrattle minions in the last cards reveal. Anyway I would for sure try it!
Hunter - a deck builded around it could be really amazing considering alse the reward (Tundra Rhino with swarming Carnassa's Brood).
For what profit is it to a man, if he gains the world and loses his own soul?
Elemental Mage with Quest, I'll make it work!
this is obvious that the hunter has the easiest quest and will just throw his shit to your face until you die like he always did, new cancer coming
caca
Hunter, Warrior, Mage, Paladin, Warlock, and Druid all seem very powerful to me, but of course it all depends on what the meta is like and no one can know that.
If I had to pick one, I'd say the Warrior quest will revitalize control Warrior quite effectively and will be seen a lot in a top-tier deck.
my vote is between Warrior, mage and Rogue,
Warrior's one is easy to build and puts your opponent on a cloack plus the defensive anture of the quest givers means that losing armor is not that much of a problem
Mage's one: Anyone that's any good on any card game doesn't need to have why an extra turn is powerful explained to him/her.
Rogue: this quest is super easy to complete and no one should ever understimate the ability to fill a board with 5/5 minions on the cheap, for example Violet Teacher, plus they already confirmed that Vancleef and Plantcleef will be 5/5 minions in your hand and will grow farther than 5/5 when their effects are activated in the Crystal core so if turn 1 10/10 vancleef is possible, it will also be possible to save resources to get a 13/13 Vancleef or a 9/9 Plantcleef while having the core activated, or maybe an 8/8 Plantcleef alongside a 13/13 Vancleef in one particular turn
I think Warrior is actually pretty overrated. The Quest itself is slow (when has HS ever been a slow meta?), many of their seemingly high value taunt minions may get brutalized by poisonous if adapt cards become popular, and the 8 damage is random which means against wide boards the impact is pretty minimal.
We can't vote for all of them? Or at least most of them?
The only one I'm on the fence about is the goofy Paladin one. I think a Paladin deck with mostly new cards will be really good, don't get me wrong, but the quest seems overly greedy to me in Standard at least.
Lifecoach just reviewed all the cards and thinks, that the hunter quest is the easiest of them all to complete and will rush you down before you realize it, JJ agrees. Even lifecoach talked to team 5 and told them not to print that card it will spread cancer but they didnt listen. he also thinks the 5 mana 8/8 could be trouble but hes not quite sure yet.
Imo i just hope we dont see a fast meta again and hunter aggro hunter will flood the ladder. Lifecoach and JJ please be wrong on this one.
None. Unless Hunter becomes a more reliable Pirate Warrior it will be the same. Jade Druid got a buff. Some classes got a bit of a buff but in way that they were already playing. Mage plays spells and tries to kill over two turns. Control warrior plays taunts and plays rag to win. Shaman is midrange. Those are viable decks but they're exactly the same as we've always had.
hunter. if it's too easy to complete it' going to be super broken