After watching some of the theorycrafting streams I am even more convinced that the Hunter questline is bait. Hunter doesn't have enough draw (or even enough spells) to support it and by the time they complete all 3 steps they will probably sit with an empty hand (and board)
Hunter: So you can use a card like Kolkar Pack Runner to try and get some board presence/control as you complete the first part of the quest line. Afterwards your hero power helps with that too. But what is the deck's actual win condition? To hit the enemy in the face 15 times with the hero power? That needs a ton of cheap spells and Hunter is not a class that has a lot of card draw/generation to support such a play. And adding some high impact minions to help you close out the game means you have to cut some of those cheap spells, which might lead to longer quest completion times. My guess is that Questline Hunter will be playable, but typical aggro Face Hunter will be stronger
Demon Hunter: First of all this questline is really hard to complete. Even the first step, drawing 4 cards in one turn, requires either a 2-card combo or a Skull. In a deck like lifesteal OTK Demon Hunter, cards drawn by an outcast Skull anyway cost 0 (or you hit 1-mana Il'Gynoth in which case it is gg anyway), so the 1st reward will often be negated by the Skull discounts anyway. Then afterwards you need to draw 5 cards in a single turn. This means that you need 2nd Skull + another card or you need to Glide. Glide means you end up with only 4 cards in your hand, which is not what a deck like OTK DH wants to do (they usually have a full hand). Same applies to any slow DH deck that plays the questline. And finally, what is the big payoff? You've probably drawn your whole deck by the time you complete the quest, so what is left to be discounted by 2? The only archetype where the questline might make sense would be a C'Thun DH (as you run more + more expensive cards in your deck and you can actually benefit from all steps of the quest - including an 8-,mana C'Thun that can be bounced back to hand with a Brewmaster perhaps) and I doubt any C'Thun deck will be ever top tier
Paladin: To consistently finish the quest quickly you need to run and play ton of 1-cost cards, which means you will often run out of gas as Paladin doesn't have the best card draw in the world. Also this questline would only make sense in decks that run cards that summon dudes and cards with dude synergy and guess what...none of them costs 1-mana.
Shaman: 'Your spells cast twice' is a powerful effect, but the spells you'd like to use with that reward are mostly damage spells that have overload (like Lightning Bolt or Serpentshrine Portal). So if you save those spells for once the quest is completed, what do you use to complete the quest in the first place? There isn't a ton of good overload cards in standard
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After watching some of the theorycrafting streams I am even more convinced that the Hunter questline is bait. Hunter doesn't have enough draw (or even enough spells) to support it and by the time they complete all 3 steps they will probably sit with an empty hand (and board)
Just my 2c about the most overhyped quests:
Hunter: So you can use a card like Kolkar Pack Runner to try and get some board presence/control as you complete the first part of the quest line. Afterwards your hero power helps with that too. But what is the deck's actual win condition? To hit the enemy in the face 15 times with the hero power? That needs a ton of cheap spells and Hunter is not a class that has a lot of card draw/generation to support such a play. And adding some high impact minions to help you close out the game means you have to cut some of those cheap spells, which might lead to longer quest completion times. My guess is that Questline Hunter will be playable, but typical aggro Face Hunter will be stronger
Demon Hunter: First of all this questline is really hard to complete. Even the first step, drawing 4 cards in one turn, requires either a 2-card combo or a Skull. In a deck like lifesteal OTK Demon Hunter, cards drawn by an outcast Skull anyway cost 0 (or you hit 1-mana Il'Gynoth in which case it is gg anyway), so the 1st reward will often be negated by the Skull discounts anyway. Then afterwards you need to draw 5 cards in a single turn. This means that you need 2nd Skull + another card or you need to Glide. Glide means you end up with only 4 cards in your hand, which is not what a deck like OTK DH wants to do (they usually have a full hand). Same applies to any slow DH deck that plays the questline. And finally, what is the big payoff? You've probably drawn your whole deck by the time you complete the quest, so what is left to be discounted by 2? The only archetype where the questline might make sense would be a C'Thun DH (as you run more + more expensive cards in your deck and you can actually benefit from all steps of the quest - including an 8-,mana C'Thun that can be bounced back to hand with a Brewmaster perhaps) and I doubt any C'Thun deck will be ever top tier
Paladin: To consistently finish the quest quickly you need to run and play ton of 1-cost cards, which means you will often run out of gas as Paladin doesn't have the best card draw in the world. Also this questline would only make sense in decks that run cards that summon dudes and cards with dude synergy and guess what...none of them costs 1-mana.
Shaman: 'Your spells cast twice' is a powerful effect, but the spells you'd like to use with that reward are mostly damage spells that have overload (like Lightning Bolt or Serpentshrine Portal). So if you save those spells for once the quest is completed, what do you use to complete the quest in the first place? There isn't a ton of good overload cards in standard