This is great! Rogue finally gets a deck to play that doesnt involve drawing your whole deck to win and everyone is up in arms about a nerf. It is clear that the quest rogue is designed to punish slower decks that play 1-2 minions a turn so it definitely struggles against other fast decks, but no, lets just nerf the shit so we can find something else to complain about. I hear questing mage is pretty uninteractive too, what with 4 ice blocks and 20+ frost novas to stall the game, lets nerf that.
May I argue with you for a little bit? Miracle rogue was indeed played frequently last season, but it wasn't the only type of deck. Aggro and water versions were also very strong (in a good way I will add). These decks didn't require drawing your whole deck + they saw tons of play. Heck, if I have to quote some people, some even reached legend with those.
Now back to the topic about whether or not the deck should be nerfed. If you acknowledge the fact, that its weakness is aggro MUs, then yeah, that deck is beatable. But do you know, what's the problem for some people (like me). That this encourages aggro decks to be played more often - didn't we complain how the meta was stale last season, because it consisted of few decks? And even after the nerf of STB Pirate Warrior was still played a lot. Some people wanted to build other aggro decks (like hunter), some wanted a little bit slower decks, that could go to turn 10 (maybe not THAT slow like jade dudu), but couldn't do that, because they couldn't keep up with the pace of PW. And should that be considered normal? Why the games should end in hyper fast speed; of course some decks won't be good with this criteria, does that mean, that they are bad or something? And when did suddenly control decks became fun, casual ones, same thing for some mid-range decks? And please don't call a deck a passive one, just because it's not that fast or good at dumping the hand like the aggro ones. And with Un'goro, when we finally got anti-aggro tools (and pretty neat, balanced cards I will add) and we had a chance to beat PW at last, another deck was formed, that yet again punished slower decks. And suddenly the deck we hated the most, became the best counter to that deck, like "the saviour we needed". And please don't mention running tech cards like Dirty Rat, because: 1) you won't always pull off a combo piece; 2) you won't always draw the rat; 3) against other decks they won't help you much. And even if you put a lot of taunts, the rogue player can just save their cheap tokens for when they become 5/5s.
But never mind that. People also "complain", that in the first few hours the game was flooded with that deck. And although Un'goro gives us many new deck possibilities to play, people get fed up seeing one typical deck deck pop up over and over again. And that's my case - I played against rogues even with a slower deck (I wanted to try out the plantlock), I witnessed, that I could win in some cases, but a game after another playing only against that deck really got boring. People just wanted to escape from the bad experience last season... I'm not saying, the state got worse, but having two favoured decks isn't a good start. ----------- Taunt warrior deals with PW, but I don't think it's a great deck.
Note - and I'm kinda giving an example of myself, because I'm not in the higher ranks, I'm not past rank 5 or legend. 15 rank here and after a game or two i face that deck. Don't care anymore if I win or not, just, it's just very monotonous. Note 2 - about the mage deck. People just want interactive stuff. I will agree though, that the mage time warp deck is really a slow one, that it's in some cases the players fault for not playing aggressively enough, because unlike the Freeze mage they are even more draw dependent.
Many good points in the above post. We finally thought we were about to get over the hump that was pirate warrior, and now we have the same thing all over again (and ironically more pirate warriors). When the majority of games aren't even getting close turn 10, there is a problem.
I disagree, Pirate Warrior was a much healthier deck for the game than Quest Rogue is. You should be calling QR the new and even more retarded Jade Druid.
Quest rogue is so beatable and they rarely finish the quest in 3 turns so that you still have a reasonable chance to win. I beat them as a priest 80% of the time. Pirates were broken but now I have a versatile match against them.
@Kneebiter; I haven't had any problems having games get to 10 playing Taunt Warrior, and I expect as that list gets refined we'll see things slow down a lot more. Handlock looks like it's back to stay, Silence Priest is amusingly supposed to be pretty good. In games where both decks are fast I don't see a problem with the game not being extended until turn 10, because both people are opting for an aggressive strategy as it is.
People are completely overreacting to an underdeveloped meta, like how they did in Old Gods. Remember how C'Thun Druid and N'Zoth Paladin were going to eat everyone's lunch?
Rollback Post to RevisionRollBack
Articles I suggest every player reads to improve at the game;
I disagree, Pirate Warrior was a much healthier deck for the game than Quest Rogue is. You should be calling QR the new and even more retarded Jade Druid.
In what way is Pirate Warrior more healthier than QR? You would just play super buffed pirates + high damage weapons and smorc yourself to victory. The thing is that if you play QR, if you don't draw bounces you will lose because you have nothing to play, and the thing about finishing your quest by turn 3 is only if you get a minion and Shadowstep 2x and then play brewmaster (which barely ever happeneds). In normal cases I finish the quest by turn 4-5 and play it in turn 5-6 but compared to Pirate Warrior I would be dead during those turns.
In the sense that aggro decks have been a part of the meta since card games were first invented. Obviously when they are as powerful as PW became after MSOG(I actually liked playing the deck before then, when it was actually balanced but still good) it becomes a problem, but the archetype itself is a perfectly valid choice of a deck, as it has easy counters that don't involve building a deck that is literally teched to beat it(again, assuming they don't become too powerful).
QR is just a deck that has no business existing. You either kill them before turn 5(you know, thereby further encouraging people to run the hyper aggro decks you all despise so much) or you just lose the game. Period. It doesn't take any sort of user input to function, it is purely based around how well you draw from turn one.
So yes, I do maintain that PW was a far more healthy deck to the game, at least in the comparative sense.
Title says it all. Seems like the quest is getting done by turn 4 or 5 with several 5/5's with charge the following turn. Patches on steroids is pretty common.
Anyone having consistent luck against this rogue deck? If so, *sincere* pointers would be welcome.
Board clears.
I made a midrange Quest Rogue before hearing about what a menace they were with charge minions (I prefer fire elementals to boars and pirates because I am civilized). They're really not that bad. Just keep the board clear and they have nothing.
It's worth noting that I lose to pirate Warrior (and Taunt quest warrior) constantly, too, if you want to play that scum.
Board clears do nothing when. Next turn they attack you with the same 5/5 Stonetusker Boar 3 times in a row.
I disagree, Pirate Warrior was a much healthier deck for the game than Quest Rogue is. You should be calling QR the new and even more retarded Jade Druid.
In what way is Pirate Warrior more healthier than QR? You would just play super buffed pirates + high damage weapons and smorc yourself to victory. The thing is that if you play QR, if you don't draw bounces you will lose because you have nothing to play, and the thing about finishing your quest by turn 3 is only if you get a minion and Shadowstep 2x and then play brewmaster (which barely ever happeneds). In normal cases I finish the quest by turn 4-5 and play it in turn 5-6 but compared to Pirate Warrior I would be dead during those turns.
In the sense that aggro decks have been a part of the meta since card games were first invented. Obviously when they are as powerful as PW became after MSOG(I actually liked playing the deck before then, when it was actually balanced but still good) it becomes a problem, but the archetype itself is a perfectly valid choice of a deck, as it has easy counters that don't involve building a deck that is literally teched to beat it(again, assuming they don't become too powerful).
QR is just a deck that has no business existing. You either kill them before turn 5(you know, thereby further encouraging people to run the hyper aggro decks you all despise so much) or you just lose the game. Period. It doesn't take any sort of user input to function, it is purely based around how well you draw from turn one.
So yes, I do maintain that PW was a far more healthy deck to the game, at least in the comparative sense.
If we look before Un'goro was released then Pirate Warrior was just like QR is now since there were very few decks that could deal with it. Now when we do have cards like Golakka Crawler and Gluttonous Ooze I would say that PW is pretty balanced since you could just tech you deck in order to deal with it, however that doesn't change the fact that Pirate Warrior did require you to play decks like Dragon Priest to deal with their obnoxious early game and if we compare that to how QR is now then they aren't that different.
The thing though about Pirate Warrior is that if you deck isn't teched against it then the archetype is just as it was back during MSoG.
So in a way I still don't think PW is healthier than QR but more the same.
You're missing my point. My point is that PW was a deck that was unhealthy due to its obnoxious power level,but still belonging to a perfectly valid class of decks, therefore the one issue the deck had was being too strong.
Whereas in the case of QR the "archetype" itself(or lack thereof) it belongs to should not exist in the game.
I haven't played the expansion yet, but isn't quest rogue countered by taunt warrior, early board control, and quest priest if they can pop off Lyra before they die?
The worst time for warrior was secret pala meta and even then it was ok
Still not true that it was "tier one" since day one of beta.
And just because they are all warrior decks, I don't think you can put decks like pirate, control, dragon and patron in the same "class", considering how different they are from each other.
My suspicion is that quest rogue will either have some significant changes, or it will end up falling to tier 2/3. It gets beaten really consistently by aggressive decks, and it is actually entirely possible to beat it a reasonable percentage of the time with a control deck built correctly. I think it is good, and I hope it stays good, because it is actually an extremely different and interesting to play archetype. But I doubt it will be the top meta deck.
Most popular lists are to greedy and just go all in on the quest with useless cards like stonedusk boar and such. Since the beginning I've been playing rogue quest like another win condition and it's impressive the winrate.
My suspicion is that quest rogue will either have some significant changes, or it will end up falling to tier 2/3. It gets beaten really consistently by aggressive decks, and it is actually entirely possible to beat it a reasonable percentage of the time with a control deck built correctly. I think it is good, and I hope it stays good, because it is actually an extremely different and interesting to play archetype. But I doubt it will be the top meta deck.
This is the part I find most hilarious, the deck itself is actually really cool from a playstyle perspective. You're doing one of the most Rogue things in the game, and trying to survive until you can swing the game; you're forced to navigate interesting lines like what to bounce and when to bounce it (sometimes it's correct not to bounce it). And you're really not playing into the "Curvestone" meme because you really aren't curving into much of anything until the middle of the game.
The same people complaining about the deck are the ones that wanted something interesting to play that let them not have to drop big creatures on curve, and once they got it in Quest Rogue those complaints turned into "QQ but it's not interactive". People appear to be too full of salt to really realize if they wanted interactive they shouldn't have complained so much about Curvestone decks that actually put things on the board all game.
I think Quest Rogue has an okay chance to become a top deck even after some modifications, but it might only be in tournaments kind of like how Miracle was for a long time. I think you could take it slower and run higher value minions, then just bank on the fact 5/5s every turn in the late game is still a big deal.
Rollback Post to RevisionRollBack
Articles I suggest every player reads to improve at the game;
Every Rogue I play gets 2 Shadowsteps and the Panda in their early hands. It's ridiculous. This whole thing is ridiculous. Definitely needs to be adjusted. I couldn't believe it was only 4 required. Should be 5. By the way, I crafted it and joined the party so I'm not just salty from the standpoint of not being able to use it.
And with Un'goro, when we finally got anti-aggro tools (and pretty neat, balanced cards I will add) and we had a chance to beat PW at last, another deck was formed, that yet again punished slower decks. And suddenly the deck we hated the most, became the best counter to that deck, like "the saviour we needed". And please don't mention running tech cards like Dirty Rat, because: 1) you won't always pull off a combo piece; 2) you won't always draw the rat; 3) against other decks they won't help you much. And even if you put a lot of taunts, the rogue player can just save their cheap tokens for when they become 5/5s.
But never mind that. People also "complain", that in the first few hours the game was flooded with that deck. And although Un'goro gives us many new deck possibilities to play, people get fed up seeing one typical deck deck pop up over and over again. And that's my case - I played against rogues even with a slower deck (I wanted to try out the plantlock), I witnessed, that I could win in some cases, but a game after another playing only against that deck really got boring. People just wanted to escape from the bad experience last season... I'm not saying, the state got worse, but having two favoured decks isn't a good start. ----------- Taunt warrior deals with PW, but I don't think it's a great deck.
Note 2 - about the mage deck. People just want interactive stuff. I will agree though, that the mage time warp deck is really a slow one, that it's in some cases the players fault for not playing aggressively enough, because unlike the Freeze mage they are even more draw dependent.
Many good points in the above post. We finally thought we were about to get over the hump that was pirate warrior, and now we have the same thing all over again (and ironically more pirate warriors). When the majority of games aren't even getting close turn 10, there is a problem.
I disagree, Pirate Warrior was a much healthier deck for the game than Quest Rogue is. You should be calling QR the new and even more retarded Jade Druid.
Quest rogue is so beatable and they rarely finish the quest in 3 turns so that you still have a reasonable chance to win. I beat them as a priest 80% of the time. Pirates were broken but now I have a versatile match against them.
I beat Quest Cavern rogue 90% of the time WITH Pirate Warrior. So no Pirate Warrior is STILL Pirate Warrior! lol
@Kneebiter; I haven't had any problems having games get to 10 playing Taunt Warrior, and I expect as that list gets refined we'll see things slow down a lot more. Handlock looks like it's back to stay, Silence Priest is amusingly supposed to be pretty good. In games where both decks are fast I don't see a problem with the game not being extended until turn 10, because both people are opting for an aggressive strategy as it is.
People are completely overreacting to an underdeveloped meta, like how they did in Old Gods. Remember how C'Thun Druid and N'Zoth Paladin were going to eat everyone's lunch?
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Its not fun at all. roque quest should be at least 5 times play one card.
Funny how ppl always complain about FOTM but never about the fact that warrior has been a tier 1 class pretty much since the beta ended...
C'mon I just played 15 games 9 pirate warrior,4 taunt warrior,1 priest,1 warlock....FFS it's so boring...
I haven't played the expansion yet, but isn't quest rogue countered by taunt warrior, early board control, and quest priest if they can pop off Lyra before they die?
The worst time for warrior was secret pala meta and even then it was ok
My suspicion is that quest rogue will either have some significant changes, or it will end up falling to tier 2/3. It gets beaten really consistently by aggressive decks, and it is actually entirely possible to beat it a reasonable percentage of the time with a control deck built correctly. I think it is good, and I hope it stays good, because it is actually an extremely different and interesting to play archetype. But I doubt it will be the top meta deck.
Most popular lists are to greedy and just go all in on the quest with useless cards like stonedusk boar and such. Since the beginning I've been playing rogue quest like another win condition and it's impressive the winrate.
All I see is people complaining about Rogue when its countered so easily rofl.
I literally didn't lose a single game to Quest Rogue with my Aggro Mage list from 15 to 5.
Use the meta to your advantage instead of complaining about it.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Every Rogue I play gets 2 Shadowsteps and the Panda in their early hands. It's ridiculous. This whole thing is ridiculous. Definitely needs to be adjusted. I couldn't believe it was only 4 required. Should be 5. By the way, I crafted it and joined the party so I'm not just salty from the standpoint of not being able to use it.