It appears that it definitely will be strong in wild.
I thought it was pretty good in Duels so I think with the buffs and nerfs to priest there it might be strong there.
And in standard, it looks pretty good also.
Seems like this is going to be a good deck worth crafting no matter what mode I want to play. Just not sure I want to use dust on something like a ancharr.
What is your opinion on the deck? Will it be good in standard now?
It's already cracking in Wild, and I see it quite a lot in Duels.
In standard, I still think it might not be top of the meta as it just can't be as fast as in Wild to complete the quest, but it will definitely be playable and at least semi decent. Who knows it might even be better than that! Well worth a craft in my view.
Probably good in wild going forward, though you've missed the boat, really. Banhammer to QLock means that control shall reappear to some extent in Wild, and Pirate warr is always going to be disfavoured against control.
Probably good in wild going forward, though you've missed the boat, really. Banhammer to QLock means that control shall reappear to some extent in Wild, and Pirate warr is always going to be disfavoured against control.
Is it? I would think the quest reward would be pretty difficult for control. And you could always throw Dr. Boom or rattlegore in if it wasn't enough.
Probably good in wild going forward, though you've missed the boat, really. Banhammer to QLock means that control shall reappear to some extent in Wild, and Pirate warr is always going to be disfavoured against control.
This guy gets it. Demon Seed Warlock stymied all types of control: Not just the Reno decks, but also taunt walls and heals through deathrattle minions (which was shut right out by transferring fatigue damage starting at turn 7). My expectation is that taunt heavy decks and likely hand-buff Paladin will rise to slow down Quest Warrior. There is an Odd Quest Warrior deck I've played with a bit that may have the longevity to stand going forward.
The big unknown for me though is I am not sure what to expect to happen to Quest Hunter though, in its various forms
It appears that it definitely will be strong in wild.
I thought it was pretty good in Duels so I think with the buffs and nerfs to priest there it might be strong there.
And in standard, it looks pretty good also.
Seems like this is going to be a good deck worth crafting no matter what mode I want to play. Just not sure I want to use dust on something like a ancharr.
What is your opinion on the deck? Will it be good in standard now?
Anchar is really good and you will lose some% without it by replacing it with some other weapon but it won't destroy the deck, you may delay crafting Anchar for wild and play slightly suboptimal version before making a final decision
As for standard... It should be at least decent and we'll have 4 more sets and 5 more minisets to introduce new pirates (and only sword eater will rotate out, all other pirates will be there)
I got to diamond 5 in wild with 75% wr with a very budget deck pre nerfs. No patches, no legendary weapon, no epics, just the quest and a bunch of cheap pirates.
I use the 1 1/4 weapon that buffs a minion. It looks a bad weapon but you will equip it many times for 0 mana. I've tried a 3 and 4 mana weapon but most of the time it wasnt worth expending mana on them cause would complete the quest slower. The goal is complete the quest asap. I usually complete quest by turn 6 or 7 and sometimes 4 or 5.
Hardest matches are pirate warrior with legendaries and quest hunter. Paladin might be challenging sometimes. Warlock is free win, sadly they nerfed the quest... I didnt try now with the new changes but I assume the wr will be lower cause of less warlocks
Of course the leg weapon is insane and cannon + patches + parachute pirate is so good, that would increase the WR a lot
very safe. especially after todays nerfs....It does really well vs quest mage too cuz of how fast it is. You can also tech in your cards to adjust and still do well with it. I made a N'Zoth version, which is slower than the meta version, and I am currently at 71% winrate with it so far today.....
v### !!@ nerf N'Zoth/Quest (v1.0) # Class: Warrior # Format: Standard # Year of the Gryphon # # 2x (1) Bloodsail Deckhand # 1x (1) Raid the Docks # 1x (2) Bloodsail Raider # 2x (2) Harbor Scamp # 2x (2) Stage Hand # 2x (3) Cargo Guard # 1x (3) Rustrot Viper # 2x (3) Southsea Captain # 2x (3) Stormwind Freebooter # 2x (4) Circus Amalgam # 2x (4) Reaper's Scythe # 2x (4) Sword Eater # 2x (5) Cutting Class # 1x (5) Ringmaster Whatley # 2x (5) Stonemaul Anchorman # 2x (5) Tent Trasher # 1x (7) Mutanus the Devourer # 1x (9) N'Zoth, God of the Deep # AAECAQcGm9gDwN4Dpu8DmPYD0PkDraAEDOPMA/fUA7XeA8TeA/LfA/TfA/7nA9XxA5X2A5b2A8/7A6+gBAA= # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone # Generated by HDT - https://hsreplay.net
Probably good in wild going forward, though you've missed the boat, really. Banhammer to QLock means that control shall reappear to some extent in Wild, and Pirate warr is always going to be disfavoured against control.
Is it? I would think the quest reward would be pretty difficult for control. And you could always throw Dr. Boom or rattlegore in if it wasn't enough.
Juggernaut is annoying, speaking as a control player currently (reno hunter with Q, but often don't actually bother with the later parts). High variance, though - sometimes you'll get 13 to the dome, sometimes you'll get a rush/draw and a good weapon; other times you get a 1 attack weapon and a 1/1 rush on an empty board. If Juggernaut poops out 7/4s for a few turns and arcanite reapers, I'll struggle if I don't draw enough of my topend. Favoured even for control hunter, though, can't see any way to win past a bloodreaver gul'dan for controlling locks, or other topend for other decks.
Just to throw a contrary voice in, I'm still not 100% convinced that the Pirate Warrior deck in wild really needs the quest. Drawing the weapon and dealing two damage twice are great rewards for doing what your deck wants to do anyway. But for tempo decks, giving up a mulligan slot, and also your turn 1 play are both big punishes.
I wonder if the Pirate Warrior without the quest could do better in wild? It may not last as long against control, but some control decks can completely bury a tempo deck by the midgame anyway (the current celestial alignment/mecha'thun druid for example). Normally you can check whether a card is a low performer in a good deck by looking at the difference between the deck's winrate and the card's played winrate, but it doesn't work for quests because you always play the quest on 1.
I checked HSreplay, but they only have 1 pirate warrior in wild for the last 30 days without the quest, and it has a really low sample size. The winrate is 52% against the other pirate quest warriors which are 62%-ish. The meta has a way of figuring things out over time. Maybe this is all a sign that the quest is really good and it's a safe craft after all. I'm just saying I wouldn't be surprised if it drops off eventually as better and better tempo pirates get printed over time.
Just to throw a contrary voice in, I'm still not 100% convinced that the Pirate Warrior deck in wild really needs the quest. Drawing the weapon and dealing two damage twice are great rewards for doing what your deck wants to do anyway. But for tempo decks, giving up a mulligan slot, and also your turn 1 play are both big punishes.
I wonder if the Pirate Warrior without the quest could do better in wild? It may not last as long against control, but some control decks can completely bury a tempo deck by the midgame anyway (the current celestial alignment/mecha'thun druid for example). Normally you can check whether a card is a low performer in a good deck by looking at the difference between the deck's winrate and the card's played winrate, but it doesn't work for quests because you always play the quest on 1.
I checked HSreplay, but they only have 1 pirate warrior in wild for the last 30 days without the quest, and it has a really low sample size. The winrate is 52% against the other pirate quest warriors which are 62%-ish. The meta has a way of figuring things out over time. Maybe this is all a sign that the quest is really good and it's a safe craft after all. I'm just saying I wouldn't be surprised if it drops off eventually as better and better tempo pirates get printed over time.
I honestly feel that it was a better deck without the Q until yesterday, now swinging to being better with the Q. The Q gives extra reach against control, saving a fair amount of those matches, as well as just winning against midrange or similar, I'd expect. Probably pushes them into a control role against other aggro. It's good topend for them, IMO.
Having tried both I strongly believe that Pirate Warrior is much stronger with the quest. Drawing Ancharrr is of course huge, and the 2x2 damage more than make up for the t1 tempo loss. Also the quest reward itself matters a lot. The optimized Quest Pirate Warrior builds are now cutting all the expensive Pirates (anything that costs 3+ that is not Southsea Captain) , don't waste time buffing Ancharrr too much (drawing 2 is more than enough) and aim to drop the Juggernaut down by t6 the latest.
I've been playing a lot of wild this week and keep getting pummeled by everyone with the pirate warrior questline, whether it's the control flavour or the face flavour. I remembered this thread and I just want to go on the record saying "I was wrong". The questline is absolutely owning wild right now, especially since the buffs to warrior's pirates, and it looks like the miniset that's about to drop is going to make it even better. No regrets if you crafted this one.
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It appears that it definitely will be strong in wild.
I thought it was pretty good in Duels so I think with the buffs and nerfs to priest there it might be strong there.
And in standard, it looks pretty good also.
Seems like this is going to be a good deck worth crafting no matter what mode I want to play. Just not sure I want to use dust on something like a ancharr.
What is your opinion on the deck? Will it be good in standard now?
It's already cracking in Wild, and I see it quite a lot in Duels.
In standard, I still think it might not be top of the meta as it just can't be as fast as in Wild to complete the quest, but it will definitely be playable and at least semi decent. Who knows it might even be better than that! Well worth a craft in my view.
Looks nuts in wild with the buffs
Probably good in wild going forward, though you've missed the boat, really. Banhammer to QLock means that control shall reappear to some extent in Wild, and Pirate warr is always going to be disfavoured against control.
Is it? I would think the quest reward would be pretty difficult for control. And you could always throw Dr. Boom or rattlegore in if it wasn't enough.
This guy gets it. Demon Seed Warlock stymied all types of control: Not just the Reno decks, but also taunt walls and heals through deathrattle minions (which was shut right out by transferring fatigue damage starting at turn 7). My expectation is that taunt heavy decks and likely hand-buff Paladin will rise to slow down Quest Warrior. There is an Odd Quest Warrior deck I've played with a bit that may have the longevity to stand going forward.
The big unknown for me though is I am not sure what to expect to happen to Quest Hunter though, in its various forms
quest warrrior in wild was insane befor buffs...+ the nerf make the deck even better... i thing its gonna be number 1 deck in wild for sure...
Anchar is really good and you will lose some% without it by replacing it with some other weapon but it won't destroy the deck, you may delay crafting Anchar for wild and play slightly suboptimal version before making a final decision
As for standard... It should be at least decent and we'll have 4 more sets and 5 more minisets to introduce new pirates (and only sword eater will rotate out, all other pirates will be there)
I got to diamond 5 in wild with 75% wr with a very budget deck pre nerfs. No patches, no legendary weapon, no epics, just the quest and a bunch of cheap pirates.
I use the 1 1/4 weapon that buffs a minion. It looks a bad weapon but you will equip it many times for 0 mana. I've tried a 3 and 4 mana weapon but most of the time it wasnt worth expending mana on them cause would complete the quest slower. The goal is complete the quest asap. I usually complete quest by turn 6 or 7 and sometimes 4 or 5.
Hardest matches are pirate warrior with legendaries and quest hunter. Paladin might be challenging sometimes. Warlock is free win, sadly they nerfed the quest... I didnt try now with the new changes but I assume the wr will be lower cause of less warlocks
Of course the leg weapon is insane and cannon + patches + parachute pirate is so good, that would increase the WR a lot
very safe. especially after todays nerfs....It does really well vs quest mage too cuz of how fast it is. You can also tech in your cards to adjust and still do well with it. I made a N'Zoth version, which is slower than the meta version, and I am currently at 71% winrate with it so far today.....
v### !!@ nerf N'Zoth/Quest (v1.0)
# Class: Warrior
# Format: Standard
# Year of the Gryphon
#
# 2x (1) Bloodsail Deckhand
# 1x (1) Raid the Docks
# 1x (2) Bloodsail Raider
# 2x (2) Harbor Scamp
# 2x (2) Stage Hand
# 2x (3) Cargo Guard
# 1x (3) Rustrot Viper
# 2x (3) Southsea Captain
# 2x (3) Stormwind Freebooter
# 2x (4) Circus Amalgam
# 2x (4) Reaper's Scythe
# 2x (4) Sword Eater
# 2x (5) Cutting Class
# 1x (5) Ringmaster Whatley
# 2x (5) Stonemaul Anchorman
# 2x (5) Tent Trasher
# 1x (7) Mutanus the Devourer
# 1x (9) N'Zoth, God of the Deep
#
AAECAQcGm9gDwN4Dpu8DmPYD0PkDraAEDOPMA/fUA7XeA8TeA/LfA/TfA/7nA9XxA5X2A5b2A8/7A6+gBAA=
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
# Generated by HDT - https://hsreplay.net
Juggernaut is annoying, speaking as a control player currently (reno hunter with Q, but often don't actually bother with the later parts). High variance, though - sometimes you'll get 13 to the dome, sometimes you'll get a rush/draw and a good weapon; other times you get a 1 attack weapon and a 1/1 rush on an empty board. If Juggernaut poops out 7/4s for a few turns and arcanite reapers, I'll struggle if I don't draw enough of my topend. Favoured even for control hunter, though, can't see any way to win past a bloodreaver gul'dan for controlling locks, or other topend for other decks.
Wish Silas could steal dorment minions, like the Juggernaut.
Just to throw a contrary voice in, I'm still not 100% convinced that the Pirate Warrior deck in wild really needs the quest. Drawing the weapon and dealing two damage twice are great rewards for doing what your deck wants to do anyway. But for tempo decks, giving up a mulligan slot, and also your turn 1 play are both big punishes.
I wonder if the Pirate Warrior without the quest could do better in wild? It may not last as long against control, but some control decks can completely bury a tempo deck by the midgame anyway (the current celestial alignment/mecha'thun druid for example). Normally you can check whether a card is a low performer in a good deck by looking at the difference between the deck's winrate and the card's played winrate, but it doesn't work for quests because you always play the quest on 1.
I checked HSreplay, but they only have 1 pirate warrior in wild for the last 30 days without the quest, and it has a really low sample size. The winrate is 52% against the other pirate quest warriors which are 62%-ish. The meta has a way of figuring things out over time. Maybe this is all a sign that the quest is really good and it's a safe craft after all. I'm just saying I wouldn't be surprised if it drops off eventually as better and better tempo pirates get printed over time.
I honestly feel that it was a better deck without the Q until yesterday, now swinging to being better with the Q. The Q gives extra reach against control, saving a fair amount of those matches, as well as just winning against midrange or similar, I'd expect. Probably pushes them into a control role against other aggro. It's good topend for them, IMO.
Having tried both I strongly believe that Pirate Warrior is much stronger with the quest. Drawing Ancharrr is of course huge, and the 2x2 damage more than make up for the t1 tempo loss. Also the quest reward itself matters a lot. The optimized Quest Pirate Warrior builds are now cutting all the expensive Pirates (anything that costs 3+ that is not Southsea Captain) , don't waste time buffing Ancharrr too much (drawing 2 is more than enough) and aim to drop the Juggernaut down by t6 the latest.
I've been playing a lot of wild this week and keep getting pummeled by everyone with the pirate warrior questline, whether it's the control flavour or the face flavour. I remembered this thread and I just want to go on the record saying "I was wrong". The questline is absolutely owning wild right now, especially since the buffs to warrior's pirates, and it looks like the miniset that's about to drop is going to make it even better. No regrets if you crafted this one.