They can nerf it to 10 spells and it would still be op.
I think the issue is not about how many spells, it is about the reward.
Making the reward cost like 7 or something would stop the double turn play and make it less likely to be hugely discounted by Sorcerer's Apprentice
Then its unconsistent with the other quest rewards. Warlock's imp portal or paladin's galvadon, rogue's core are 5 mana cost. Except for Warrior's reward but it needs 3 mana to play the weapon and 2 for press the hero power, so its 5 anyway
The good thing about quest mage is that you see that the opponent is one on turn one. Then you understand the match is not going to involve any fun at all and you can just concede and start a new match.
The nerf made the deck WAY weaker against anything agressive. Demon hunter, Mech AND Odd paladin and especially pirate warrior are all eating quest mages for breakfast.
thats why i save the quest to get an extra spell cast in when they go off you can lure them into thinking they're going to have a fun game
Nah, by doing that you just telegraph that you have Flamewaker in hand and you are planning a greedy combo. Your turn 2 play will show if you play quest or secret mage every time.
If you don't like quest mage, remember to play this guy at the right time:
I'll repeat what I've said before; Change the quest to read "Spend X mana on spells that didn't start in your deck". That way they can't complete it with Ray of Frost + Sorcerer's Apprentice and Magic Trick.
That's actually a good idea. And make X big enough to give the opponent a chance to react.
The problem is they have too many ways to win. Old Exodia requires drawing the exact cards to win. But this deck all you need is a couple of giant and reverse imagesearch email checkerport checker maybesome more minions .
Then its unconsistent with the other quest rewards. Warlock's imp portal or paladin's galvadon, rogue's core are 5 mana cost. Except for Warrior's reward but it needs 3 mana to play the weapon and 2 for press the hero power, so its 5 anyway
how i feel rn
The good thing about quest mage is that you see that the opponent is one on turn one. Then you understand the match is not going to involve any fun at all and you can just concede and start a new match.
thats why i save the quest to get an extra spell cast in when they go off you can lure them into thinking they're going to have a fun game
The nerf made the deck WAY weaker against anything agressive. Demon hunter, Mech AND Odd paladin and especially pirate warrior are all eating quest mages for breakfast.
Nah, by doing that you just telegraph that you have Flamewaker in hand and you are planning a greedy combo. Your turn 2 play will show if you play quest or secret mage every time.
If you don't like quest mage, remember to play this guy at the right time:
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
That's actually a good idea. And make X big enough to give the opponent a chance to react.
The problem is they have too many ways to win. Old Exodia requires drawing the exact cards to win. But this deck all you need is a couple of giant and reverse image search email checker port checker maybesome more minions .