I have this deck in my collection. First off its not always an easy deck to play. I agree sometimes you hit the dream mulligan and you just destroy your opponent , but if you don't then it requires some strategy to get the W. Grinding ladder with this deck is just as difficult as with other top tier decks. Its not just free wins.
A deck with ~50% winrate doesnt need a nerf. Yes, it might seem broken if you accomplished it before turn 5 but imagine the tempo lost in bouncing a 1 mana minion on turn 3 and you can't play anything on the next turn. Bad draws and faster decks can fuck up quest rogue.
I know it was just a joke, but talking seriously, I don't think the quest needs a nerf... People usually run 6 cards that return minions to hand, so you need to get at least 3 of them to activate it (or duplicate + 2 "return to hand cards")... It's highly dependent of luck and good mulligan/draws...
Maybe it only needs more counter cards to deal with the 5/5's , but not a nerf on the quest itself...
Realistically, I think if they change it I think it would be in one of two ways.
1) Increase the number of copies you need to cast to 5 or 6. I think bumping it to 5 should slow it down enough. Some of the concern is in how quickly it assembles so forcing an additional iteration should buy a turn or two.
2) Decrease the power / toughness to 4/4. This decreases the output of it especially when you start charge looping. 30 life with 5/5s is 6 but with 4/4s its 8 attacks.
I could see increasing the number of copies required or shrinking the size setting a little. Just keep in mind, you could always be worse off even if they do nerf it because look at pally quest.... its unplayable.
Nice meme, but I've got one better: the Quest turns every minion into a 5/1. That way, the deck can fulfill its purpose of being a fast Aggro/Combo deck without having any chance of establishing a board. Because 1 Mana 5/5s when you already have a board is broken.
If you want a serious suggestion, I would prefer if the Quest buffed all minions to 5/5. That means it could more transparently interact with other mechanics (like stolen hand buff cards) and, more importantly, the buffed minions could be silenced or transformed. Oh well. As it is, the deck is annoying and powerful if it completes its Quest, and the Quest is a bit too easy to complete, but changing the requirement makes it too slow. With Prep in mind, perhaps the reward could just cost more Mana.
I have this deck in my collection. First off its not always an easy deck to play. I agree sometimes you hit the dream mulligan and you just destroy your opponent , but if you don't then it requires some strategy to get the W. Grinding ladder with this deck is just as difficult as with other top tier decks. Its not just free wins.
" We're gonna be rich " !!!!
A deck with ~50% winrate doesnt need a nerf. Yes, it might seem broken if you accomplished it before turn 5 but imagine the tempo lost in bouncing a 1 mana minion on turn 3 and you can't play anything on the next turn. Bad draws and faster decks can fuck up quest rogue.
Who am I ? I'm Stob.
The only thing I can say is, Kappa :D
I know it was just a joke, but talking seriously, I don't think the quest needs a nerf... People usually run 6 cards that return minions to hand, so you need to get at least 3 of them to activate it (or duplicate + 2 "return to hand cards")... It's highly dependent of luck and good mulligan/draws...
Maybe it only needs more counter cards to deal with the 5/5's , but not a nerf on the quest itself...
Realistically, I think if they change it I think it would be in one of two ways.
1) Increase the number of copies you need to cast to 5 or 6. I think bumping it to 5 should slow it down enough. Some of the concern is in how quickly it assembles so forcing an additional iteration should buy a turn or two.
2) Decrease the power / toughness to 4/4. This decreases the output of it especially when you start charge looping. 30 life with 5/5s is 6 but with 4/4s its 8 attacks.
I could see increasing the number of copies required or shrinking the size setting a little. Just keep in mind, you could always be worse off even if they do nerf it because look at pally quest.... its unplayable.
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Nice meme, but I've got one better: the Quest turns every minion into a 5/1. That way, the deck can fulfill its purpose of being a fast Aggro/Combo deck without having any chance of establishing a board. Because 1 Mana 5/5s when you already have a board is broken.
If you want a serious suggestion, I would prefer if the Quest buffed all minions to 5/5. That means it could more transparently interact with other mechanics (like stolen hand buff cards) and, more importantly, the buffed minions could be silenced or transformed. Oh well. As it is, the deck is annoying and powerful if it completes its Quest, and the Quest is a bit too easy to complete, but changing the requirement makes it too slow. With Prep in mind, perhaps the reward could just cost more Mana.
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/190922-the-rogue-quest-the-caverns-below-is-op-nerf-it