Correct me if I am wrong but I don't understand why everyone is freaking out about the the Priest questline... First its too slow and second if you are playing against a Celestial Druid.. Good luck trying to complete the quests at 1 mana cards..... Or am I wrong here? (AND I AM NOT TRYING TO BURST A BUBBLE HERE... I LOVE PRIEST...)
Its autowin against control if Mutanus doesnt highroll xyrella. It means that this will be again aggro meta because control decks will be wrecked by this which sucks.
There is absolutely no reason to freak out over a 46 mana combo that rewards you with a 7/7 taunt, requires you to play cards in a specific order, to shuffle your win condition and to draw and play it manually.
It's a fun card, it will destroy bad decks and greedy bastards on expansion launch, and that's it.
I'm much more freaked out about the mage and warlock questlines, these are insanely easy to complete and the reward is incredible.
And yeah Celestial Druid messes with more game plans than you imagine.
Well, okay, celestial druid hard counters the quest, sure.
But other than that, it's nice to think that priest has a way to win games now other than some janky miracle combo or infinite resurrecting minions. It's not perfect, but it's something.
And it's not like it's impossible to counter, either, so there will still be some thought that goes into when you finish the quest, when you play Xyrella, if/when to play the shard.
But I think most priest decks will run this just because you generally aren't doing anything else on turn 1 anyway.
I think it is because playing against priest feels non interactive and unfun. This questline supports this "solo play" where the priest only needs to play on curve to win the game while they clean the board and heal themself.
So I think that's the reason, not the card itself, because it's too slow and can be countered with tickatus, mutanus, celestial...
The quest will be bad. Most quests are since losing a card from your opening hand and your T1 play is crippling. this is difficult to complete, and even the reward is slow
So what if one deck hard counters this questline? It's completely fine to have one deck that completely destroys another, as long as said deck is vulnerable to other decks (which celestial absolutely is).
But you're right, it's slow. But it has to be, since the culmination of the questline is an automatic win. Literally. At least it's a win condition, which is a step up for Priest.
OP's post summarize what is wrong with most of the playerbase... Fury83 do you really think that in a theorycal matchup between Quest Priest vs Celestial Druid the win condition is the quest reward?? do you really think that????
A good quest priest isn't going to rely solely on the quest reward as a way to win the game.
And the whole point of the quest is to force the priest player to play cards. Sitting back and playing solitare and not putting pressure on your opponent will cause you to lose.
OP's post summarize what is wrong with most of the playerbase... Fury83 do you really think that in a theorycal matchup between Quest Priest vs Celestial Druid the win condition is the quest reward?? do you really think that????
Great point. The questline is just the icing on an already pretty tasty cake. Control priest shell can take the druid on even if the quest is negated.
When the community says please give priest a win condition I don't think this is what they meant. That said, this doesn't help priest as much as people think it does.
While obviously curvestone could occur with a turn 10 kill, aggro has been rampant and not enough has been seen to show it going in a control direction. This card doesn't really help priest win the aggro matchup, it's obviously just in line in a combo matchup, and in theory this would win in a control matchup. However if the quest existed in a control matchup you'd save mutanus for the turn the quest ended to eat xyrella, or in warlocks case Tickitus could just burn the shard itself. While this could be good I don't see it being nearly the gamebreaker people think it is.
Honestly at best a 2 star with current kits, and i'd bet it gets nerfed if it is too strong anyway.
Seek Guidance is neither as strong as some people think nor as weak as others think. It's just a way to give Priest a solid midrange game plan instead of always being hard control/attrition. It can win a long game, but it doesn't have to win that way. The cards you play along the way will matter a lot.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
People keep using these perfect curve examples that complete the quest on turn 8. Can you imagine a situation where you get to do this and not be dead well before you draw your 10 mana win condition from your still-bloated deck? Can you imagine what happens when it's turn 4 and you haven't drawn a 2 cost card yet, so you can't play your 4/5/6 cards because you won't have enough of them left in your deck to progress your quest after a 2 cost is drawn?
My prediction is that people put up videos of their dream games showing the quest working. But the win-rate is going to be in the toilet because it forces when you play your cards and only works if you draw them in the perfect order.
I’m generally not a fan of any card design that reads “literally win the game” regardless of how competitively viable it is. It once more is a counter to control and there are some fun looking control quest decks with the new expansion that will get stomped by this card solo. At least with Ebon Uther we had to survive while piece 4 unique horsemen together…
I think this is going to be a strong build around quest, and probably not anything else. I’m trying to build the deck, and I’m thinking it’s going to be all minions except for the quest and a single copy of desperate prayer. Turn 10 should be Xyrella, high abbess alura, desperate prayer. Watch posts will be valuable, and kargal battlescar will be a good seven drop. Scorpid can discover spells for removal or for quest achievements. Devout dungeoneer can tutor the desperate prayer. Polkelt and taelen will be necessary to make sure the quest gets finished, since it should be Ghuun, kargal, mutanus, 2x lightshowers for the last quest. The big weaknesses will be mutanus hitting Xyrella and celestial alignment. I’m picturing it playing like spiteful summoner priest.
Correct me if I am wrong but I don't understand why everyone is freaking out about the the Priest questline... First its too slow and second if you are playing against a Celestial Druid.. Good luck trying to complete the quests at 1 mana cards..... Or am I wrong here? (AND I AM NOT TRYING TO BURST A BUBBLE HERE... I LOVE PRIEST...)
Celestial Druid.
OK
People are not happy because playing vs Priest will be uninteractive curvestone solitaire with a big FU in the end.
P.S.
Celestial Druid, lmao.
Its autowin against control if Mutanus doesnt highroll xyrella. It means that this will be again aggro meta because control decks will be wrecked by this which sucks.
There is absolutely no reason to freak out over a 46 mana combo that rewards you with a 7/7 taunt, requires you to play cards in a specific order, to shuffle your win condition and to draw and play it manually.
It's a fun card, it will destroy bad decks and greedy bastards on expansion launch, and that's it.
I'm much more freaked out about the mage and warlock questlines, these are insanely easy to complete and the reward is incredible.
And yeah Celestial Druid messes with more game plans than you imagine.
Many people care and get excited more about fun than pure viability
Well, okay, celestial druid hard counters the quest, sure.
But other than that, it's nice to think that priest has a way to win games now other than some janky miracle combo or infinite resurrecting minions. It's not perfect, but it's something.
And it's not like it's impossible to counter, either, so there will still be some thought that goes into when you finish the quest, when you play Xyrella, if/when to play the shard.
But I think most priest decks will run this just because you generally aren't doing anything else on turn 1 anyway.
Well, control warlock will be very happy if priest becomes a problematica deck, and i so
I think it is because playing against priest feels non interactive and unfun. This questline supports this "solo play" where the priest only needs to play on curve to win the game while they clean the board and heal themself.
So I think that's the reason, not the card itself, because it's too slow and can be countered with tickatus, mutanus, celestial...
The quest will be bad. Most quests are since losing a card from your opening hand and your T1 play is crippling. this is difficult to complete, and even the reward is slow
So what if one deck hard counters this questline? It's completely fine to have one deck that completely destroys another, as long as said deck is vulnerable to other decks (which celestial absolutely is).
But you're right, it's slow. But it has to be, since the culmination of the questline is an automatic win. Literally. At least it's a win condition, which is a step up for Priest.
OP's post summarize what is wrong with most of the playerbase... Fury83 do you really think that in a theorycal matchup between Quest Priest vs Celestial Druid the win condition is the quest reward?? do you really think that????
A good quest priest isn't going to rely solely on the quest reward as a way to win the game.
And the whole point of the quest is to force the priest player to play cards. Sitting back and playing solitare and not putting pressure on your opponent will cause you to lose.
Great point. The questline is just the icing on an already pretty tasty cake. Control priest shell can take the druid on even if the quest is negated.
When the community says please give priest a win condition I don't think this is what they meant. That said, this doesn't help priest as much as people think it does.
While obviously curvestone could occur with a turn 10 kill, aggro has been rampant and not enough has been seen to show it going in a control direction. This card doesn't really help priest win the aggro matchup, it's obviously just in line in a combo matchup, and in theory this would win in a control matchup. However if the quest existed in a control matchup you'd save mutanus for the turn the quest ended to eat xyrella, or in warlocks case Tickitus could just burn the shard itself. While this could be good I don't see it being nearly the gamebreaker people think it is.
Honestly at best a 2 star with current kits, and i'd bet it gets nerfed if it is too strong anyway.
Seek Guidance is neither as strong as some people think nor as weak as others think. It's just a way to give Priest a solid midrange game plan instead of always being hard control/attrition. It can win a long game, but it doesn't have to win that way. The cards you play along the way will matter a lot.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
People keep using these perfect curve examples that complete the quest on turn 8. Can you imagine a situation where you get to do this and not be dead well before you draw your 10 mana win condition from your still-bloated deck? Can you imagine what happens when it's turn 4 and you haven't drawn a 2 cost card yet, so you can't play your 4/5/6 cards because you won't have enough of them left in your deck to progress your quest after a 2 cost is drawn?
My prediction is that people put up videos of their dream games showing the quest working. But the win-rate is going to be in the toilet because it forces when you play your cards and only works if you draw them in the perfect order.
I’m generally not a fan of any card design that reads “literally win the game” regardless of how competitively viable it is. It once more is a counter to control and there are some fun looking control quest decks with the new expansion that will get stomped by this card solo. At least with Ebon Uther we had to survive while piece 4 unique horsemen together…
I think this is going to be a strong build around quest, and probably not anything else. I’m trying to build the deck, and I’m thinking it’s going to be all minions except for the quest and a single copy of desperate prayer. Turn 10 should be Xyrella, high abbess alura, desperate prayer. Watch posts will be valuable, and kargal battlescar will be a good seven drop. Scorpid can discover spells for removal or for quest achievements. Devout dungeoneer can tutor the desperate prayer. Polkelt and taelen will be necessary to make sure the quest gets finished, since it should be Ghuun, kargal, mutanus, 2x lightshowers for the last quest. The big weaknesses will be mutanus hitting Xyrella and celestial alignment. I’m picturing it playing like spiteful summoner priest.
A card suppoused to be a win condition for priest is annoying and uninteractive.
On another news, fire is still hot.
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