Do your own research. It’s all over HSreplay, VS and numerous pro Twitter accounts. Warlock and mage both get destroyed by face hunter. Tech against them, any deck running cult neophyte, far watchpost, ogremancer and robes will do much better than a counterpart not running them. If you are going against the more aggro or combo version of warlock, shadow priest destroys them. I’m not posting deck lists because deck lists are far from being settled, but for these decks are only oppressive against bad decks and decks that let them play solitaire until the quest is done.
Yeah, that's exactly how HS works. Just play a deck or a style you absolutely don't like, just to beat certain decks. In the old days you could tech against combo decks and still play what you wanted, because you had a chance to win. That wouldn't work today, because how fast combo decks draw their cards. A DH can draw his entire deck by turn 7-8 and kill you next turn. Mage can kill you easily at turn 8. It's not just me, when you read the forum, many other people think exactly the same way. You either play fast in order to win, or you just lose. Horrible meta imo and something needs to be done
Do your own research. It’s all over HSreplay, VS and numerous pro Twitter accounts. Warlock and mage both get destroyed by face hunter. Tech against them, any deck running cult neophyte, far watchpost, ogremancer and robes will do much better than a counterpart not running them. If you are going against the more aggro or combo version of warlock, shadow priest destroys them. I’m not posting deck lists because deck lists are far from being settled, but for these decks are only oppressive against bad decks and decks that let them play solitaire until the quest is done.
Yeah, that's exactly how HS works. Just play a deck or a style you absolutely don't like, just to beat certain decks. In the old days you could tech against combo decks and still play what you wanted, because you had a chance to win. That wouldn't work today, because how fast combo decks draw their cards. A DH can draw his entire deck by turn 7-8 and kill you next turn. Mage can kill you easily at turn 8. It's not just me, when you read the forum, many other people think exactly the same way. You either play fast in order to win, or you just lose. Horrible meta imo and something needs to be done
Always been that way to some extent. Not as much, but Freeze had legitimately approximately 95% WR against zoolock, even with techs. On the flipside, with techs the CW matchup could get up to a whopping 25% for me.
Tech cards are good, speaking as someone who enjoys playing combo, as playing around techs is where the skill/enjoyment often is.
And yes, currently STD is a mess. No real space for control or midrange to exist.
Do your own research. It’s all over HSreplay, VS and numerous pro Twitter accounts. Warlock and mage both get destroyed by face hunter. Tech against them, any deck running cult neophyte, far watchpost, ogremancer and robes will do much better than a counterpart not running them. If you are going against the more aggro or combo version of warlock, shadow priest destroys them. I’m not posting deck lists because deck lists are far from being settled, but for these decks are only oppressive against bad decks and decks that let them play solitaire until the quest is done.
Yeah, that's exactly how HS works. Just play a deck or a style you absolutely don't like, just to beat certain decks. In the old days you could tech against combo decks and still play what you wanted, because you had a chance to win. That wouldn't work today, because how fast combo decks draw their cards. A DH can draw his entire deck by turn 7-8 and kill you next turn. Mage can kill you easily at turn 8. It's not just me, when you read the forum, many other people think exactly the same way. You either play fast in order to win, or you just lose. Horrible meta imo and something needs to be done
>DH can draw his entire deck by turn 7-8
Then tech Far Watchpost.
>Mage can kill you easily by turn 8
Then tech heals, counterspells, Ogremancer, Cheesemonger, or just put out things that they have to deal with. Or, again, Far Watchpost.
They literally put the card in the game specifically to counter fast draw decks. Use it.
Far watch post is barely a speed bump at this point. Also investing in more passive recovery tools against quest mage is a bad idea. They have inevitability on their side.
I have said this before: I think the outrage about over powered design is BY DESIGN
they used to never nerf anything, and now every expansion gets nerfed two to three times? This is t some accident, they play tested this stuff and knew it would be OP. Then streamers, youtubers, Reddit and all begin to talk about it again and again. This is intentional, it’s happened too many times for it not to be. Outrage drives interest in your 7 year old card game and then you can “fix it” which generates more interest. You repeat this a few times per expansion and the next thing you know, nobody got bored of your game and they are ready to buy the next expansion 4 months later.
Honestly, I think they should unnerf Watch Posts. I think it was a mistake to nerf them in the first place; they were just reacting to the community hissy fit, not thinking about balance at all.
If they were to increase the costs of quest rewards (which I think is a terrible idea that would make many of them unplayable), they should also give them a keyword like Rush at the very least.
The problem is that all these OTK decks shit on anything that isn't optimized. You can't even win one game with some random homebrew even at the bronze ranks.
My kids account has very few cards and they still run into full netdecks even at bronze
The problem is that all these OTK decks shit on anything that isn't optimized. You can't even win one game with some random homebrew even at the bronze ranks.
My kids account has very few cards and they still run into full netdecks even at bronze
Rank doesn't matter until you get out of bonus star range. Until then, you get matched with people who have the same number of bonus stars as you.
Far watch post is barely a speed bump at this point. Also investing in more passive recovery tools against quest mage is a bad idea. They have inevitability on their side.
Not at all. As long as you knock them down into the danger zone where you force them to continue to remove your minions, you can run them out of resources. The only cards they have that can hit face are Runed Orb, Fireball, Ignite, and Apexis. If they actively save all 8 it's 54 damage, and there's no way they'll ever have all 8 if you're playing cards.
Far Watch Post is great since a bunch of their stuff is 0 and 1 cost, pushing it all up by a couple cost slows them down enough that they can't complete the quest until turn 7 or 8 at least.
Same with Cultist, if you get down a Watchpost and a Cultist you can grab board control and win before quest completion.
If you can survive their initial set of burst and they have to wait for their Ignite refills then you basically win at that point. Handbuff pally is especially good since they dont run devolve or ping
I have said this before: I think the outrage about over powered design is BY DESIGN
they used to never nerf anything, and now every expansion gets nerfed two to three times? This is t some accident, they play tested this stuff and knew it would be OP. Then streamers, youtubers, Reddit and all begin to talk about it again and again. This is intentional, it’s happened too many times for it not to be. Outrage drives interest in your 7 year old card game and then you can “fix it” which generates more interest. You repeat this a few times per expansion and the next thing you know, nobody got bored of your game and they are ready to buy the next expansion 4 months later.
The problem is that all these OTK decks shit on anything that isn't optimized. You can't even win one game with some random homebrew even at the bronze ranks.
My kids account has very few cards and they still run into full netdecks even at bronze
Rank doesn't matter until you get out of bonus star range. Until then, you get matched with people who have the same number of bonus stars as you.
Actually it is the opposite. While at bonus stars you get matched by MMR. Once you are done with bonus stars (let's say you reached d5) then you get matched with people of the same rank (other d5 players). Once at legend this switched back again
Far watch post is barely a speed bump at this point. Also investing in more passive recovery tools against quest mage is a bad idea. They have inevitability on their side.
Not at all. As long as you knock them down into the danger zone where you force them to continue to remove your minions, you can run them out of resources. The only cards they have that can hit face are Runed Orb, Fireball, Ignite, and Apexis. If they actively save all 8 it's 54 damage, and there's no way they'll ever have all 8 if you're playing cards.
Far Watch Post is great since a bunch of their stuff is 0 and 1 cost, pushing it all up by a couple cost slows them down enough that they can't complete the quest until turn 7 or 8 at least.
Same with Cultist, if you get down a Watchpost and a Cultist you can grab board control and win before quest completion.
If you can survive their initial set of burst and they have to wait for their Ignite refills then you basically win at that point. Handbuff pally is especially good since they dont run devolve or ping
i see it like ShadowAldruis, Far Watch Post makes 1 card cost 1 more mana. There's just no way a mage can't remove it instantly. Cult Neophyte is the same, it delays everything one turn and that's it. These cards are tech for faster decks, but they are anyways favoured against Mage. The thing with board control is, that when you play minions, the Mage freezes the shit out of your board and complete the Quest fast.
When i play Mage i normally OTK my opponents on turn 8 or 9. You can easily hit ~30 at that point.
Overall the deck is pretty strong and can beat every deck out there. The worst matchups are aggro, but even they are >=40%, except Aggro Shadow Priest.
Far watch post is barely a speed bump at this point. Also investing in more passive recovery tools against quest mage is a bad idea. They have inevitability on their side.
Not at all. As long as you knock them down into the danger zone where you force them to continue to remove your minions, you can run them out of resources. The only cards they have that can hit face are Runed Orb, Fireball, Ignite, and Apexis. If they actively save all 8 it's 54 damage, and there's no way they'll ever have all 8 if you're playing cards.
Far Watch Post is great since a bunch of their stuff is 0 and 1 cost, pushing it all up by a couple cost slows them down enough that they can't complete the quest until turn 7 or 8 at least.
Same with Cultist, if you get down a Watchpost and a Cultist you can grab board control and win before quest completion.
If you can survive their initial set of burst and they have to wait for their Ignite refills then you basically win at that point. Handbuff pally is especially good since they dont run devolve or ping
i see it like ShadowAldruis, Far Watch Post makes 1 card cost 1 more mana. There's just no way a mage can't remove it instantly. Cult Neophyte is the same, it delays everything one turn and that's it. These cards are tech for faster decks, but they are anyways favoured against Mage. The thing with board control is, that when you play minions, the Mage freezes the shit out of your board and complete the Quest fast.
When i play Mage i normally OTK my opponents on turn 8 or 9. You can easily hit ~30 at that point.
Overall the deck is pretty strong and can beat every deck out there. The worst matchups are aggro, but even they are >=40%, except Aggro Shadow Priest.
"Can beat every deck out there" That is incorrect, friend.
Waiting for VS data because I'm not paying for HSR Premium, but Quest Mage gets annihilated by Spell Druid, Poison Rogue, Shadow Priest (those 3 put Quest Mage in a <40% win range), and any aggro deck. Basically, either decks that don't rely on minions, or decks that can get enough minions on the board to kill them fast.
If they're freezing your board, put out more minions. It's cool that you can OTK enemies on turn 8, I had a game where they left Dawngrasp on the board and I Potion of Illusioned him for lethal. But that doesnt mean good players will let you do that.
If you can put out enough pressure to bait them into having to use their Fireballs and Apexis, you win. They generally only run 2 single + 2 or 3 wide freezes, and a total of 8 direct damage spells (although of course they can generate a couple off Runed Orb).
Sure, Neophyte only delays them by one turn, but that's significant because it means that you gain board presence that they can't stop.
Far Watch is the same; if you drop it say T3, it stops them from being able to AI because they HAVE to kill it first, which again delays them a turn.
There are 8 decks right now that have a higher winrate than Questmage. It's annoying that it's not interactive and I think that needs to be addressed, but it's not some invincible powerhouse. Handbuff pally is the OP deck that needs to be nerfed first.
Far watch post is barely a speed bump at this point. Also investing in more passive recovery tools against quest mage is a bad idea. They have inevitability on their side.
Not at all. As long as you knock them down into the danger zone where you force them to continue to remove your minions, you can run them out of resources. The only cards they have that can hit face are Runed Orb, Fireball, Ignite, and Apexis. If they actively save all 8 it's 54 damage, and there's no way they'll ever have all 8 if you're playing cards.
Far Watch Post is great since a bunch of their stuff is 0 and 1 cost, pushing it all up by a couple cost slows them down enough that they can't complete the quest until turn 7 or 8 at least.
Same with Cultist, if you get down a Watchpost and a Cultist you can grab board control and win before quest completion.
If you can survive their initial set of burst and they have to wait for their Ignite refills then you basically win at that point. Handbuff pally is especially good since they dont run devolve or ping
i see it like ShadowAldruis, Far Watch Post makes 1 card cost 1 more mana. There's just no way a mage can't remove it instantly. Cult Neophyte is the same, it delays everything one turn and that's it. These cards are tech for faster decks, but they are anyways favoured against Mage. The thing with board control is, that when you play minions, the Mage freezes the shit out of your board and complete the Quest fast.
When i play Mage i normally OTK my opponents on turn 8 or 9. You can easily hit ~30 at that point.
Overall the deck is pretty strong and can beat every deck out there. The worst matchups are aggro, but even they are >=40%, except Aggro Shadow Priest.
"Can beat every deck out there" That is incorrect, friend.
Waiting for VS data because I'm not paying for HSR Premium, but Quest Mage gets annihilated by Spell Druid, Poison Rogue, Shadow Priest (those 3 put Quest Mage in a <40% win range), and any aggro deck. Basically, either decks that don't rely on minions, or decks that can get enough minions on the board to kill them fast.
If they're freezing your board, put out more minions. It's cool that you can OTK enemies on turn 8, I had a game where they left Dawngrasp on the board and I Potion of Illusioned him for lethal. But that doesnt mean good players will let you do that.
If you can put out enough pressure to bait them into having to use their Fireballs and Apexis, you win. They generally only run 2 single + 2 or 3 wide freezes, and a total of 8 direct damage spells (although of course they can generate a couple off Runed Orb).
Sure, Neophyte only delays them by one turn, but that's significant because it means that you gain board presence that they can't stop.
Far Watch is the same; if you drop it say T3, it stops them from being able to AI because they HAVE to kill it first, which again delays them a turn.
There are 8 decks right now that have a higher winrate than Questmage. It's annoying that it's not interactive and I think that needs to be addressed, but it's not some invincible powerhouse. Handbuff pally is the OP deck that needs to be nerfed first.
First of all, i don't think Mage is OP and needs a nerf. If i would change one card, then it's Incanter's, but i think they won't touch it. Then i said it can beat every deck out there and it simply can. 35% against Shadow Priest is still 35% of the time a win. For me it always feels like i have a chance to win. Not so much when i play a Control deck and face OTK DH or Warlock. Poison Rogue doesn't matter for me, because i've never seen one, same goes for Spell Druid
And hand all the last remaining power to Aggro decks ? LuL, Quest decks are already unfavoured against Face Hunter, Aggro Priest and Token Druids ....I guess Quests need a BUFF, instead ? :P
This has nothing to do with aggro. If you nerf quest decks, aggro automaticly gets weaker because ppl. can finaly play control again. Thats a basic thing in HS
Control - beats > Aggro
Aggro - beats > Combo
Combo -beats> Control
I like aggro the most but in the current state Control is realy !!unplayable!! (I tested control warri) witch is very bad for the game. It should be kinda balanced between these 3 Archtypes. BC i also dont want a control meta happening again where i have to sit 20 minutes in every single game. Its still a fast pace game but the current meta is boring even for me and i love playing aggro decks (main hunter since blackrock <3).
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Yeah, that's exactly how HS works. Just play a deck or a style you absolutely don't like, just to beat certain decks. In the old days you could tech against combo decks and still play what you wanted, because you had a chance to win. That wouldn't work today, because how fast combo decks draw their cards. A DH can draw his entire deck by turn 7-8 and kill you next turn. Mage can kill you easily at turn 8. It's not just me, when you read the forum, many other people think exactly the same way. You either play fast in order to win, or you just lose. Horrible meta imo and something needs to be done
Always been that way to some extent. Not as much, but Freeze had legitimately approximately 95% WR against zoolock, even with techs. On the flipside, with techs the CW matchup could get up to a whopping 25% for me.
Tech cards are good, speaking as someone who enjoys playing combo, as playing around techs is where the skill/enjoyment often is.
And yes, currently STD is a mess. No real space for control or midrange to exist.
I have golden mage and warlock quests. Happy with the refund.
Take a walk on the wild side...
>DH can draw his entire deck by turn 7-8
Then tech Far Watchpost.
>Mage can kill you easily by turn 8
Then tech heals, counterspells, Ogremancer, Cheesemonger, or just put out things that they have to deal with. Or, again, Far Watchpost.
They literally put the card in the game specifically to counter fast draw decks. Use it.
Far watch post is barely a speed bump at this point. Also investing in more passive recovery tools against quest mage is a bad idea. They have inevitability on their side.
the problem is idiot designers that apparently are capable only to make good game worse expansion after expansion.
Literally everything have been shit since shudderwok. Seems like Blizzard is only good at ripping off female employees.
I have said this before: I think the outrage about over powered design is BY DESIGN
they used to never nerf anything, and now every expansion gets nerfed two to three times? This is t some accident, they play tested this stuff and knew it would be OP. Then streamers, youtubers, Reddit and all begin to talk about it again and again. This is intentional, it’s happened too many times for it not to be. Outrage drives interest in your 7 year old card game and then you can “fix it” which generates more interest. You repeat this a few times per expansion and the next thing you know, nobody got bored of your game and they are ready to buy the next expansion 4 months later.
Honestly, I think they should unnerf Watch Posts. I think it was a mistake to nerf them in the first place; they were just reacting to the community hissy fit, not thinking about balance at all.
If they were to increase the costs of quest rewards (which I think is a terrible idea that would make many of them unplayable), they should also give them a keyword like Rush at the very least.
"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
Raise the cost of the quest reward to 11 mana, that might fix the meta.
The problem is that all these OTK decks shit on anything that isn't optimized. You can't even win one game with some random homebrew even at the bronze ranks.
My kids account has very few cards and they still run into full netdecks even at bronze
Rank doesn't matter until you get out of bonus star range. Until then, you get matched with people who have the same number of bonus stars as you.
Not at all. As long as you knock them down into the danger zone where you force them to continue to remove your minions, you can run them out of resources. The only cards they have that can hit face are Runed Orb, Fireball, Ignite, and Apexis. If they actively save all 8 it's 54 damage, and there's no way they'll ever have all 8 if you're playing cards.
Far Watch Post is great since a bunch of their stuff is 0 and 1 cost, pushing it all up by a couple cost slows them down enough that they can't complete the quest until turn 7 or 8 at least.
Same with Cultist, if you get down a Watchpost and a Cultist you can grab board control and win before quest completion.
If you can survive their initial set of burst and they have to wait for their Ignite refills then you basically win at that point. Handbuff pally is especially good since they dont run devolve or ping
This. And only this.
Take a walk on the wild side...
Actually it is the opposite. While at bonus stars you get matched by MMR. Once you are done with bonus stars (let's say you reached d5) then you get matched with people of the same rank (other d5 players). Once at legend this switched back again
i see it like ShadowAldruis, Far Watch Post makes 1 card cost 1 more mana. There's just no way a mage can't remove it instantly. Cult Neophyte is the same, it delays everything one turn and that's it. These cards are tech for faster decks, but they are anyways favoured against Mage. The thing with board control is, that when you play minions, the Mage freezes the shit out of your board and complete the Quest fast.
When i play Mage i normally OTK my opponents on turn 8 or 9. You can easily hit ~30 at that point.
Overall the deck is pretty strong and can beat every deck out there. The worst matchups are aggro, but even they are >=40%, except Aggro Shadow Priest.
"Can beat every deck out there" That is incorrect, friend.
https://hsreplay.net/archetypes/142/quest-mage#tab=matchups
Waiting for VS data because I'm not paying for HSR Premium, but Quest Mage gets annihilated by Spell Druid, Poison Rogue, Shadow Priest (those 3 put Quest Mage in a <40% win range), and any aggro deck. Basically, either decks that don't rely on minions, or decks that can get enough minions on the board to kill them fast.
If they're freezing your board, put out more minions. It's cool that you can OTK enemies on turn 8, I had a game where they left Dawngrasp on the board and I Potion of Illusioned him for lethal. But that doesnt mean good players will let you do that.
If you can put out enough pressure to bait them into having to use their Fireballs and Apexis, you win. They generally only run 2 single + 2 or 3 wide freezes, and a total of 8 direct damage spells (although of course they can generate a couple off Runed Orb).
Sure, Neophyte only delays them by one turn, but that's significant because it means that you gain board presence that they can't stop.
Far Watch is the same; if you drop it say T3, it stops them from being able to AI because they HAVE to kill it first, which again delays them a turn.
There are 8 decks right now that have a higher winrate than Questmage. It's annoying that it's not interactive and I think that needs to be addressed, but it's not some invincible powerhouse. Handbuff pally is the OP deck that needs to be nerfed first.
First of all, i don't think Mage is OP and needs a nerf. If i would change one card, then it's Incanter's, but i think they won't touch it. Then i said it can beat every deck out there and it simply can. 35% against Shadow Priest is still 35% of the time a win. For me it always feels like i have a chance to win. Not so much when i play a Control deck and face OTK DH or Warlock. Poison Rogue doesn't matter for me, because i've never seen one, same goes for Spell Druid
This has nothing to do with aggro. If you nerf quest decks, aggro automaticly gets weaker because ppl. can finaly play control again. Thats a basic thing in HS
Control - beats > Aggro
Aggro - beats > Combo
Combo -beats> Control
I like aggro the most but in the current state Control is realy !!unplayable!! (I tested control warri) witch is very bad for the game. It should be kinda balanced between these 3 Archtypes. BC i also dont want a control meta happening again where i have to sit 20 minutes in every single game. Its still a fast pace game but the current meta is boring even for me and i love playing aggro decks (main hunter since blackrock <3).