Had to do my 5 wins with rogue quest today at rank 15 with this deck. Think I had losing win rate in the end. Beat 2 hunters and priest and 2 mirror matches. Lost to taunt warrior x 2, miracle/aggro rogue, murloc shaman (that was a rofl stomp), and a quest mage (which rogue should be favored against, but drew poorly and he had a perfect draw with no cards/mana left on his quest completion on turn 10 OTK). Think I lost one more to someone else, forget.
There's plenty of decks on both ends that beat it, aggro or control. It just does really well against tempo decks that I think a lot of people wanted to play in Un'Goro like Hunter, mage, pally and Priest quests. In a month you won't be complaining about it.
I think the concerns about Quest rogue is more along the lines of how quickly and consistently it gets its quest. Its possibly the strongest of the quests and it is also incredibly hard to interact with shy of just being faster than them.
To me its sort of concerning from the standpoint that it might push midrange and control decks out of the format. I am well aware that it is not unbeatable nor is it immune to bad hands. It just feels really bad when your opponent finishes their quest on turns 3-5 on such a regular basis on top of the fact that its effect is so much more powerful than so many of the other quest rewards.
Personally, I do agree that its likely that blizzard needs to slow down the pace at which rogue quest does proc. Many of the quests are more along the lines of turn 6-9 as an average proc rate with the exceptions being possibly hunter and shaman. Rogue quest has some awkwardness to it in being that its one of the fast ones to proc and its effect is one of the strongest.
TLDR: Blizzard probably does need to consider slowing the quest proc down or lessening its effect. My reasons for saying are not even based on what the meta looks like but based on what the deck does.
I have seen a great many posts discussing this or that being OP over the last few months and I do not believe Quest Rogue to be OP. It is extremely vulnerable until the quest is completed. I realize there is a huge stigma against aggro but it is not hard to add a small aggressive strategy to your deck. If your deck is one dimensional then expect to lose against hard counters. Quest Rogue is not OP, however it can be uninteractive if it gets a god tier draw. However there are other decks that can be just as uninteractive with the perfect cards (exodia mage with 4 ice blocks due to insane primordial glyph luck etc.) Yes the quest being completed is consistent but that doesn't make it OP. The draw engine provided by the novice engineer is a small problem as they aren't having to sacrifice card advantage in order to complete the quest, however this once again depends on them drawing that combination. This is a card game and therefore it comes with unpredictability. Please remember that Pirate Warrior did not rely on what it drew so long as it drew patches and that is what made it truly oppressive. Quest Rogue is not Pirate Warrior. (and no I do not play Quest Rogue as I have been playing a modified version of Savjz's Elemental Paladin deck and had decent success with it against quest rogue)
And every player is playing caverns rogue. Like yeah I get its a good deck, but 8 matches in a row of it??? Isn't a rotation supposed to spark innovation, not cancer?
I agree that it completes its quest much too quickly. However, I'd much rather see a nerf to Shadowstep than anything else. Being able to return a card to your hand for free and play it again in the same turn for the same amount of mana is ludicrous to me. I'd be fine if other aspects of the deck were left alone, but please make Shadowstep cost more or have some other stipulations. It really doesn't affect any other Rogue variant besides this one, and I'd want to avoid touching the Quest card itself as much as possible.
It frustrates me that Blizzard made a deck recipe for quest Rogue that is very close to what is being played right now. A nerf doesn't seem likely for quite some time, if at all. The burgle and plant/miracle type decks are quite decent, but hardly anyone is playing them because they'd rather follow whatever is on the front page of Hearthpwn.
Well, if you don't like quest rogue, you need to, and stay with me on this, play it. Play it exclusively and only play the best list.
If everyone plays it and the game becomes overrun with it, blizzard will have no choice but to nerf it. Everyone craft it! because when it gets nerfed we will get the full DE value.
Well, if you don't like quest rogue, you need to, and stay with me on this, play it. Play it exclusively and only play the best list.
If everyone plays it and the game becomes overrun with it, blizzard will have no choice but to nerf it. Everyone craft it! because when it gets nerfed we will get the full DE value.
*Crafts golden shadowsteps and caverns below*
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Have you guys played with this deck? Try climbing with it before crying that its soooo broken
Had to do my 5 wins with rogue quest today at rank 15 with this deck. Think I had losing win rate in the end. Beat 2 hunters and priest and 2 mirror matches. Lost to taunt warrior x 2, miracle/aggro rogue, murloc shaman (that was a rofl stomp), and a quest mage (which rogue should be favored against, but drew poorly and he had a perfect draw with no cards/mana left on his quest completion on turn 10 OTK). Think I lost one more to someone else, forget.
There's plenty of decks on both ends that beat it, aggro or control. It just does really well against tempo decks that I think a lot of people wanted to play in Un'Goro like Hunter, mage, pally and Priest quests. In a month you won't be complaining about it.
I think the concerns about Quest rogue is more along the lines of how quickly and consistently it gets its quest. Its possibly the strongest of the quests and it is also incredibly hard to interact with shy of just being faster than them.
To me its sort of concerning from the standpoint that it might push midrange and control decks out of the format. I am well aware that it is not unbeatable nor is it immune to bad hands. It just feels really bad when your opponent finishes their quest on turns 3-5 on such a regular basis on top of the fact that its effect is so much more powerful than so many of the other quest rewards.
Personally, I do agree that its likely that blizzard needs to slow down the pace at which rogue quest does proc. Many of the quests are more along the lines of turn 6-9 as an average proc rate with the exceptions being possibly hunter and shaman. Rogue quest has some awkwardness to it in being that its one of the fast ones to proc and its effect is one of the strongest.
TLDR: Blizzard probably does need to consider slowing the quest proc down or lessening its effect. My reasons for saying are not even based on what the meta looks like but based on what the deck does.
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I have seen a great many posts discussing this or that being OP over the last few months and I do not believe Quest Rogue to be OP. It is extremely vulnerable until the quest is completed. I realize there is a huge stigma against aggro but it is not hard to add a small aggressive strategy to your deck. If your deck is one dimensional then expect to lose against hard counters. Quest Rogue is not OP, however it can be uninteractive if it gets a god tier draw. However there are other decks that can be just as uninteractive with the perfect cards (exodia mage with 4 ice blocks due to insane primordial glyph luck etc.) Yes the quest being completed is consistent but that doesn't make it OP. The draw engine provided by the novice engineer is a small problem as they aren't having to sacrifice card advantage in order to complete the quest, however this once again depends on them drawing that combination. This is a card game and therefore it comes with unpredictability. Please remember that Pirate Warrior did not rely on what it drew so long as it drew patches and that is what made it truly oppressive. Quest Rogue is not Pirate Warrior. (and no I do not play Quest Rogue as I have been playing a modified version of Savjz's Elemental Paladin deck and had decent success with it against quest rogue)
I agree that it completes its quest much too quickly. However, I'd much rather see a nerf to Shadowstep than anything else. Being able to return a card to your hand for free and play it again in the same turn for the same amount of mana is ludicrous to me. I'd be fine if other aspects of the deck were left alone, but please make Shadowstep cost more or have some other stipulations. It really doesn't affect any other Rogue variant besides this one, and I'd want to avoid touching the Quest card itself as much as possible.
Achieved Gold Priest- April 2017
It frustrates me that Blizzard made a deck recipe for quest Rogue that is very close to what is being played right now. A nerf doesn't seem likely for quite some time, if at all. The burgle and plant/miracle type decks are quite decent, but hardly anyone is playing them because they'd rather follow whatever is on the front page of Hearthpwn.
Well, if you don't like quest rogue, you need to, and stay with me on this, play it. Play it exclusively and only play the best list.
If everyone plays it and the game becomes overrun with it, blizzard will have no choice but to nerf it. Everyone craft it! because when it gets nerfed we will get the full DE value.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild