3,5 mana minion, and two minions worth 2 or 2,5 mana. Overall 8 mana value split over multiple bodies (which can be both a good and a bad thing) with trivial condition. Seems good.
But that's only considering the original power level and curve of Hearthstone. From the very start expensive minions were understatted in Hearthstone as the developers were afraid that they'd be too game swinging and hard to remove, thus War Golem is missing a stat and taunt on Lord of the Arena costs not only 1 but 2 stat points. But it should be the exact opposite for two reasons: firstly, there's already the extra stat on each card to compensate for value loss of playing small minions, and secondly, big minions are slow and more situational as you need to have the mana to play them. The power creep and OP 1 drops don't really fix the situation.
So, I think this card will be playable, but crazy good is definitely an exxaggeration.
2
Agreed, I never see it anymore. I couldn't tell you the last time I played Quest Rogue, much less lost to one.
5
This won't matter. People who lose to Quest Rogue will still complain about it. The problem isn't the number of bounces, it's that the 5/5 effect cannot be overcome. You have 5/5 minions that are, with only a few exceptions, unremovable except by doing 5 damage to them.
All they had to do is change the card effect to: "For the rest of this game, your minions all have Battlecry: this minion is 5/5."
1
I am on a baaaaad losing streak. Got to 16, needed one win to flip to 15.
Been playing a basic taunt/control warrior deck and doing actually pretty well. Then I get an Aggro Druid who has over 40 damage on the board by turn 4. Well shit.
Then a Quest rogue who finishes the quest on turn 2, preps it out on 3, and has lethal on 5. Never stood a chance.
Then I switch to Midrange Paladin and draw another Quest Rogue. Finished quest on turn 4 and preps it out, finishes me on turn 5.
Then I switch to Quest Rogue and get utterly demolished by a Pirate Warrior.
Then I switch to Pirate Warrior and am up against a quest rogue. I NEVER DRAW ANY WEAPONS THE ENTIRE GAME. No upgrade, no Z'noth's first mate, no fiery win axe, no arcanite reaper, nothing. There's 8 out of 30 cards that can get me a weapon. I actually lasted in this game until turn 11. I also mulliganed 3 of my 4 cards to start and picked up two draws in there. That's 11 + 3 + 2 = 16 out of 30 cards I saw and not one was a weapon.
My luck can't be that bad twice, I'll just stick with Pirate Warrior. Another quest rogue. Oh sweet, I should crush this guy. He beat me on turn 6 without me ever drawing a weapon. Well shit!
Back to Quest Rogue then. Paired with Pirate Warrior, he plays N'Zoth and coins out Southsea on turn one, Fiery War Axe on turn two, the game is effectively over on turn 4. FACK!
Fuck it, back to taunt warrior, that was working. I draw elemental/token shaman. He loads the board, I brawl it away. The NEXT FUCKING TURN he loads the board with 5 more minions. I topdeck brawl and wipe it out. The next turn he LOADS THE BOARD with 4 more minions. I pay 3 taunts (Stonehill + Public Defender from Stonehill + Alley Armorsmith). He devolves them and clears with minions. I play another Alley Armorsmith and another Stonehill Defender, drawing another Alley Armorsmith. He devolves them again and clears. He's basicaly out of cards now, he's had 1 card he's been holdin on to, which I'm sure is either Hex or Bloodlust. I play the third Alley Armorsmith, he hexes it and he's now got a board full of totems and shit. I topdeck into nothing useful, he summons a totem and skips his turn. I again topdeck into nothing, he plays two blood lusts and finishes me off. FACK!
Ok let's try Aggro Druid again. Paired up with ... Warlock? Yes, Warlock. He soulfire/hellfires EVERYTHING I drop, then plays a Doomguard that summons TWO SILVERWARE GOLEMS. Fuck it. Concede.
Sticking with Aggro Druid, I'm up against a Quest Rogue. Ok, this should be good. He's sacrificed everything to keep my board clear, I topdeck into Living Mana on turn 5. Sweet! I play it. He topdecks Vanish on turn 6. FACK! I topdeck Innverate. FACK! He plays the quest. I topdeck another innervate. FAAAAAAAAAAAAACK!
I know I'm on tilt at this point, so I know I'm misplaying here and there, but Jesus H.
1
Mage is so easy to counter, they said.
Tech in Eater of Secrets, they said.
It's even easier with Midrange Paladin, they said.
Your Eye for an Eye will go right through Ice Block, they said.
Just get Jaina down to 1 hp and play Eye for an Eye, they said.
Unfortunately, they didn't say what to do when Jaina also runs Eater of Secrets and eats your secret.
3
3
I'm just not finding quest rogue that OP. The one oddity I have with it is that I still have a winning record vs. Pirate Warrior with Quest Rogue. I would chalk this up to playing against crappy Pirate Warriors, but I also having a losing record WITH Pirate Warrior vs. Quest Rogue. I don't get that. Pirate Warrior should maul quest rogue. I can't beat it. They just freeze the shit out of me with the damn glacial elemental until they finish their quest.
But other aggro decks melt my face with Quest Rogue. I dunno. I had fun playing it for a few weeks but I'm bored with it already and trying to rank up to 10 and it's just not that good after about rank 14. There's too many midrange decks that eat it up. I'm much more fed up with Secret Mage at this point.
1
2
My daughter just started playing. She's 9, and she's F2P of course. After she unlocked all 9 heroes, she used her free packs to pick up some cards, built a deck, and went straight to the standard ladder. She's been paired up against a bunch of jade druids who just crush her, but she's hanging in there. She's winning about 30% of her games, but you have to bear in mind she doesn't even have all the basic cards yet. She has reached rank 23, we'll see how far she gets this month.
1
1
True, but Hex and Poly (and devolve) are already all over the meta, it makes them more competitive and useful. And the margin on Quest Rogue is that thin. I don't think it's as overpowered as people think, but I do think it needs to be toned down a little. Going to 5 bounces isn't the answer, but a few more removal options would help. Quest ROgue is a "hold on for dear life" type of win in most cases, and adding just a few more ways to counter it is all that's really needed IMO.
It's taking fire because it's a deck that, when you lose to it, just feels so hopeless and stupid. If you're going to lose to it, there's usually nothing you can do about it, it's REALLY irritating.