I really don't like cubelock, just because sometimes you feel powerless against the onslaught of Doomguards. The deck is cool, but it's sometimes too easy to get the Lackey combo. I think nerfing Dark Pact by increasing its mana cost would be a nice way of nerfing the deck, so that warlocks can't recruit a demon on their turn six. One less healing card in warlock won't really hurt their long game, as they already have so much heal and removal. If warlocks had to wait for a deathrattle to pop like every other class, I think the power level of the deck would decrease so that other classes have a shot at killing warlocks.
At the very least, it fattens Raza decks and forces them to draw at least 3 more cards before Raza is active. Assuming Raza DK priest is still competitive, which it probably will be.
Warlock can clear the board for 8 mana. Priest can clear the board for 7 mana now. Warrior can clear most of the board for 5. If they want to push a control-hunter deck, why are the cards so underrated compared to other cards out there? I don't think crushing walls will see much play, and even if it did, it's one removal card. Priest, mage, even rogue can remove minions for days, hunter just doesn't have the ability right now.
I don't think having any minons at all is viable, even with the new wolves. But even if you were to limit minions to 2 or 3, say a Kathrena combo, you still have to wait to play her before you play the stupid weapon. Running one putricide only doesn't work, where are the cloaked huntresses?
And even if you get the battlecry off, what hunter spells will honestly win you the game? Kill command? Call of the Wild? Kill command needs beasts to work, and your 3/3 generated wolves aren't going to last until turn 7 when you play this card. Call of the Wild has been too slow since Gadgetzan, that's not gonna help. And what are the rest of the hunter spells? Dinomancy, bad secrets, and crushing walls come to mind. This weapon is just stupid, all I wanted was a weapon with poisonous to actually be able to remove threats but nooooooo, please fill my hand with random hunter spells.
I'm plowing through opponents with N'zoth Hunter and I think it's because no one between rank 15 and 10 knows how to play decks other than jade druid and pirate warrior, because my opponents haven't really done anything and they're using actual decks. One Raza priest played six cards on his turn but voidformed once (He'd already played Raza)
The downside with Pirate warrior was that if you drew Patches, it was just a 1/1 with charge. Now Rogue runs Stonetusk Boar already, they almost WANT to draw Patches
It's not that good to draw patches for the Quest rogue. Ideally they don't use pirates until the quest is completed, and have a 5/5 deckhand pull a 5/5 patches from their deck. That's infinitely better than another stonetusk boar in hand.
Still not nearly as punishing to draw Patches though as it was last meta
what makes quest rogue powerful is not the quest ..its the quest working in conjunction with the early aggressive board state ''pirate package'' so you preserve the board state in the early game and just let ur opponent deal with ur minions while ur boucning urs ..thats the main problem imo ... i ran the deck without pirates ..its really inconsistent and its not that op ..still might be wrong
The downside with Pirate warrior was that if you drew Patches, it was just a 1/1 with charge. Now Rogue runs Stonetusk Boar already, they almost WANT to draw Patches
Blizzard wants Hearthstone to be fun and interactive, so they take any stealth generating cards out of standard. Then they give you an insane reward for bouncing minions back, which means your opponent can't attack them anyway. I've tried using snipe and dirty rat against quest rogue, and neither work. There's just no way to prevent your opponent from completing the quest, which I guess is true of all quests. Still, I don't think they'll fix it until everyone plays it at a major tournament, like what happened with Yogg and Small-Time Buccaneer. If there comes a day when rogues are instantly banned by opponents, I think there would be a change.
I can't stand quest rogues, but a few days ago I lost three games in a row to them. Enraged more than normal at the deck, I teched in a dirty rat, thinking if I can get a south sea deckhand or firefly out of his hand, I'd have an advantage...
Full mulligan, no dirty rat. Opponent plays quest.
Draw on turn one is useless
Opponent must not have a bounce, and daggers up. It's now my second draw
And THERE IT IS, THE DIRTIEST RAT
Pulls a firefly, opponent concedes instantly
He probably could have recovered, and dirty rat doesn't really counter rogue, but damn did it feel good to make a quest rogue concede
Ive noticed a few streamers running this card and just dont get it. Actually i thought it was dumb when i saw trump put it in his deck but then he wound up whooping me with it.
id understand if you were running quest, but it kind of seems like garbage. Its not a beast so you lose synergy, and then you just draw to one drops? Someone explain the value to me.
I run it in a N'zoth deck as a means of drawing one mana 4/3's from the tiny raptors. Not a bad card imo
I genuinely don't know. I've been playing "midrange" hunter these past few weeks, but either my games end on turn 5 because my opponent didn't draw any removal for my hyena or I lose because there are 7 taunts on the board. In a metagame that is so polarized, I feel like midrange decks on ladder just can't win, despite theoretically being the most well-rounded decks.
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I really don't like cubelock, just because sometimes you feel powerless against the onslaught of Doomguards. The deck is cool, but it's sometimes too easy to get the Lackey combo. I think nerfing Dark Pact by increasing its mana cost would be a nice way of nerfing the deck, so that warlocks can't recruit a demon on their turn six. One less healing card in warlock won't really hurt their long game, as they already have so much heal and removal. If warlocks had to wait for a deathrattle to pop like every other class, I think the power level of the deck would decrease so that other classes have a shot at killing warlocks.
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Warlock plays voidlord at 4 health. No big, I'll kill him next turn. I am a hunter
Warlock topdecks Gul'dan. Ok, I can still win this, at least I didn't kill the voidlord last turn
Warlock topdecks Second Voidlord. Well, shit
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At the very least, it fattens Raza decks and forces them to draw at least 3 more cards before Raza is active. Assuming Raza DK priest is still competitive, which it probably will be.
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Hunter is stuck between them
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Warlock can clear the board for 8 mana. Priest can clear the board for 7 mana now. Warrior can clear most of the board for 5. If they want to push a control-hunter deck, why are the cards so underrated compared to other cards out there? I don't think crushing walls will see much play, and even if it did, it's one removal card. Priest, mage, even rogue can remove minions for days, hunter just doesn't have the ability right now.
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I don't think having any minons at all is viable, even with the new wolves. But even if you were to limit minions to 2 or 3, say a Kathrena combo, you still have to wait to play her before you play the stupid weapon. Running one putricide only doesn't work, where are the cloaked huntresses?
And even if you get the battlecry off, what hunter spells will honestly win you the game? Kill command? Call of the Wild? Kill command needs beasts to work, and your 3/3 generated wolves aren't going to last until turn 7 when you play this card. Call of the Wild has been too slow since Gadgetzan, that's not gonna help. And what are the rest of the hunter spells? Dinomancy, bad secrets, and crushing walls come to mind. This weapon is just stupid, all I wanted was a weapon with poisonous to actually be able to remove threats but nooooooo, please fill my hand with random hunter spells.
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I'm plowing through opponents with N'zoth Hunter and I think it's because no one between rank 15 and 10 knows how to play decks other than jade druid and pirate warrior, because my opponents haven't really done anything and they're using actual decks. One Raza priest played six cards on his turn but voidformed once (He'd already played Raza)
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Blizzard wants Hearthstone to be fun and interactive, so they take any stealth generating cards out of standard. Then they give you an insane reward for bouncing minions back, which means your opponent can't attack them anyway. I've tried using snipe and dirty rat against quest rogue, and neither work. There's just no way to prevent your opponent from completing the quest, which I guess is true of all quests. Still, I don't think they'll fix it until everyone plays it at a major tournament, like what happened with Yogg and Small-Time Buccaneer. If there comes a day when rogues are instantly banned by opponents, I think there would be a change.
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Got two Ragnaros, Lightlords from one Servant of Kalimos that got getaway kodo'd
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I can't stand quest rogues, but a few days ago I lost three games in a row to them. Enraged more than normal at the deck, I teched in a dirty rat, thinking if I can get a south sea deckhand or firefly out of his hand, I'd have an advantage...
Full mulligan, no dirty rat. Opponent plays quest.
Draw on turn one is useless
Opponent must not have a bounce, and daggers up. It's now my second draw
And THERE IT IS, THE DIRTIEST RAT
Pulls a firefly, opponent concedes instantly
He probably could have recovered, and dirty rat doesn't really counter rogue, but damn did it feel good to make a quest rogue concede
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I genuinely don't know. I've been playing "midrange" hunter these past few weeks, but either my games end on turn 5 because my opponent didn't draw any removal for my hyena or I lose because there are 7 taunts on the board. In a metagame that is so polarized, I feel like midrange decks on ladder just can't win, despite theoretically being the most well-rounded decks.