That's kinda the point. The reward given is powerful, thus it should have a downside.
none of the quest are even doing well in the standard meta though
Shaman and Warlock will probably see a lot of play next expansion though and I love paladin quest so I still try to play it even though it sucks.
It’s because the cards are over a year old. Every expansion releases more powerful cards so the Quests aren’t needed anymore. It was the same with the Ungoro quests.
they are meant to hinder your turn 1, but no one forces you to play them on the first turn, like priest with the obelisk can just wait until a circle of healing heals enough and upgrade on one turn
They take up a deck slot and a slot in your hand and on top of that it cost you turn 1? So shouldn't it be 0 mana?
Yeah I really want to give an extra 0-mana spell to quest mages in wild.
To answer the question: no. That's the whole point, you hinder your deck (theoretically) by having to build around a quest and having your turn 1 used playing it is perfectly logical.
That's kinda the point. The reward given is powerful, thus it should have a downside.
none of the quest are even doing well in the standard meta though
Shaman and Warlock will probably see a lot of play next expansion though and I love paladin quest so I still try to play it even though it sucks.
It’s because the cards are over a year old. Every expansion releases more powerful cards so the Quests aren’t needed anymore. It was the same with the Ungoro quests.
I guess that's why people complain about Wild cards in Duels.
They wanted to buy some old stuff for the mode, but since the newer cards are always better, that's entirely pointless. Too bad that Open the Waygate is over 3 years old already as well. Seemed pretty cool, but it probably can't keep up with any of the newer stuff.
Yes, it struggles so hard to keep up with newer stuff that Quest Mage has been a tier-1/tier-2 deck since at least 6 months in wild to the point that it even got slightly nerfed recently....
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
They take up a deck slot and a slot in your hand and on top of that it cost you turn 1? So shouldn't it be 0 mana?
That's kinda the point. The reward given is powerful, thus it should have a downside.
none of the quest are even doing well in the standard meta though
Shaman and Warlock will probably see a lot of play next expansion though and I love paladin quest so I still try to play it even though it sucks.
It’s because the cards are over a year old. Every expansion releases more powerful cards so the Quests aren’t needed anymore. It was the same with the Ungoro quests.
Still no new shaman cards revealed, but I can imagine they are still somewhat careful with battlecries after Galakrond.
But should the current quests cost 0 now? no, Uldum would be 5 expansions ago.
Especially the paladin quest is limited to playing Uldum/reborn cards, but I don't think it should be changed to 0 just for that reason.
they are meant to hinder your turn 1, but no one forces you to play them on the first turn, like priest with the obelisk can just wait until a circle of healing heals enough and upgrade on one turn
Yeah I really want to give an extra 0-mana spell to quest mages in wild.
To answer the question: no. That's the whole point, you hinder your deck (theoretically) by having to build around a quest and having your turn 1 used playing it is perfectly logical.
Remember how good were chaman, druid, and maby priest quest when released
I guess that's why people complain about Wild cards in Duels.
They wanted to buy some old stuff for the mode, but since the newer cards are always better, that's entirely pointless. Too bad that Open the Waygate is over 3 years old already as well. Seemed pretty cool, but it probably can't keep up with any of the newer stuff.
Yes, it struggles so hard to keep up with newer stuff that Quest Mage has been a tier-1/tier-2 deck since at least 6 months in wild to the point that it even got slightly nerfed recently....