I know it seems weird, but this is a complete greed priest. The ability to keep setting yourself to 40 (at a tempo loss) can be game winning against slow control decks and fast aggro decks, but it does make for a poor play against midrange. Also, brewmaster can bounce deathrattle minions in a pinch to trigger the quest.
As for thoughtsteal, it's a solid midgame play to get information on your opponent and fill your hand
Hello everyone. My name is Mchalo3a, and I'm curious as to why Quest priest isn't seeing more coverage as a competitive deck.
I've been laddering exclusively with Quest Priest, and am currently around rank 12 and climbing. This may not sound impressive, but please consider the fact that I'm a college student who not only has very little time to play, but also started this season below rank 20. The deck I use has an incredible win percentage, and has been able to stand up to Pirate and Taunt Warriors, Crystal Rogue, and Murloc Shaman/Paladin. Surprisingly, I haven't seen much Hunter or Miracle Priest/Rogue, and my matchup vs Quest Mage can be a bit challenging, but the deck works well.
So am I missing something? Is the deck worse than what I've experienced? Is it being covered and I'm just ignorant? And, most importantly, do you think it has a chance to be a major ladder contender?
I made a deck similar to this, substituting out Flamewaker and Arcane Blast as I don't have those cards. Yogg-Saron, Hope's End singlehandedly won me the game when he cleared my opponent's board, gave himself blessing of might and charge, healed me up from 2 hp, and played a spellbinder so he wouldn't get mind controlled. Love this deck, all praise Yogg!
People may disagree with me, but I don't think that taunt is a mechanic that needs a direct counter, as it itself counters aggro. It is the only way to keep your opponent from repeatedly hitting you in the face, and allows you to play slower, frailer minions as they can hide behind taunt.
'Frisk, a child hero. Or a killer, honestly. It depends on how they feel that day.'
Frisk is the silent protagonist from the game 'Undertale'. Throughout their journey, Frisk met and befriended many different monsters, many of which will appear as cards!
'Knowing you can use your hero power fills you with determination.'
I thought a lot about this hero power, but seriously? Doesn't this seem brokenly OP? Well, I knew I wanted 'determination', as that's where Frisk draws power from. Is it balanced? I honestly don't know. However, it can give this effect to enemy minions as well as your own, making it a more 'risk vs. reward' style hero power, and we all know how much Blizzard loves RNG.
Class Mechanics
-Shuffling cards into your deck to prevent fatigue.
-Neutralizing attacks with armor
-Keeping your friends alive!
1. Temmie:
'Hoi! I'm Temmie!'
Hoi! If you haven't played Undertale, Temmie is a goofy character that loves Temmie flakes and humans. She even goes as far as to pet Frisk (who is allergic), which is the theme of this card. When she's played, she 'pets' another minion, who is 'allergic' to her and can't attack. Once she's removed, the minion is fine.
2. Bow:
'If you're cute, monsters won't hit you as hard!'
I felt like this class needed a different style of weapon. The bow appears in Undertale as the first armor you can use, and I tried to bring the concept to Hearthstone. The next three times you would take damage, you subtract three.
3. Papyrus:
Most legendary concepts I have involve shuffling token cards into your deck. I originally posted one, but I was worried about breaking the rules and replaced it.
Behold, the Great Papyrus! Puzzle master, and lover of spaghetti. His ability is based around his love for cooking! As said in Undertale, Papyrus doesn't have a mean bone in his body. So when it comes to his cooking, he's going to share! He encourages smart trading (on both sides), and can singlehandedly win you the board. However, if you don't play him at the right time it could benefit your opponent more than you, and thus lose you the game instead! This is powerful effect, but I believe that it's balanced on a legendary.
All in all, the class seems to favor control or fatigue currently. However, I do have an idea of where I want it to go in the future. If you like my idea, please vote for me!
Thank you for your suggestions again! My goal is to release 12-14 cards on this idea. I'll make the changes you suggested when I upload a few more cards.
First: all of my discover cards say 'Discover a secret', not 'Discover a Trap'. While your point is still valid, there are 7 secrets to pick from instead of 5 traps.
Now, I too was worried about Goblin Hunter's price drop, but I decided to drop it now and raise it if need be. Here it is now:
Second, I hadn't considered the ambiguity of discovering two secrets currently. I changed 'It's a Trap' to be worded in a clearer manner, albeit a bit redundant.
Third, I can see your concerns with 'Tracker' (especially its name). So I made the effect a battlecry, but I can't think of a better name currently. Help would be appreciated here.
Finally, thank you all for your ideas and help balancing these cards. You have no idea how much I appreciate it.
So I've remade most of the old cards, and I have 3 new ones to show you all! The only card I decided not to remake currently is 'Camouflage Master', but that may change. Here are the remade cards first:
I reduced the cost by 1, and now it discovers a secret instead of just adding an explosive trap to your hand.
Compare to: King's Elekk. Both offer a form of draw, this card is more reliable but doesn't have the beast tag.
This card underwent the most drastic change, and with that change I decided new art was in order. The cost is down from 8, and it still summons two bears, but now it only gives you one secret.
Compare to: Sludge Belcher and Bear Trap.The first costs 1 less mana, and I'd argue is better for taunt value. The second has the same effect as the first half of this card, but now you can choose when the bears enter the field.
Now a 2/4, this card only adds 1 tracking to your hand, which can be used for rounding out some of the later turns or drawing for lethal.
Compare to: Flamewaker and Imp Gang Boss. These cards have the same statline, and incredibly useful or powerful effects. This card is less threatening the turn it's played, but can be useful even after it's dead with the tracking it gives you.
Now, for the new cards!
'You've just activated my trap card!'
'Explosive Traps aren't supposed to explode, and he was this close to fixing it.'
'In a rare twist, all he was guarding was the secret to the Krusty Krab formula.'
0
I know it seems weird, but this is a complete greed priest. The ability to keep setting yourself to 40 (at a tempo loss) can be game winning against slow control decks and fast aggro decks, but it does make for a poor play against midrange. Also, brewmaster can bounce deathrattle minions in a pinch to trigger the quest.
As for thoughtsteal, it's a solid midgame play to get information on your opponent and fill your hand
0
Hello everyone. My name is Mchalo3a, and I'm curious as to why Quest priest isn't seeing more coverage as a competitive deck.
I've been laddering exclusively with Quest Priest, and am currently around rank 12 and climbing. This may not sound impressive, but please consider the fact that I'm a college student who not only has very little time to play, but also started this season below rank 20. The deck I use has an incredible win percentage, and has been able to stand up to Pirate and Taunt Warriors, Crystal Rogue, and Murloc Shaman/Paladin. Surprisingly, I haven't seen much Hunter or Miracle Priest/Rogue, and my matchup vs Quest Mage can be a bit challenging, but the deck works well.
List:
So am I missing something? Is the deck worse than what I've experienced? Is it being covered and I'm just ignorant? And, most importantly, do you think it has a chance to be a major ladder contender?
6
"Everyone expects him to watch for ways to spread his influence. In reality, he's making sure that no one steals his last Twinkie."
3
I made a deck similar to this, substituting out Flamewaker and Arcane Blast as I don't have those cards. Yogg-Saron, Hope's End singlehandedly won me the game when he cleared my opponent's board, gave himself blessing of might and charge, healed me up from 2 hp, and played a spellbinder so he wouldn't get mind controlled. Love this deck, all praise Yogg!
8
People may disagree with me, but I don't think that taunt is a mechanic that needs a direct counter, as it itself counters aggro. It is the only way to keep your opponent from repeatedly hitting you in the face, and allows you to play slower, frailer minions as they can hide behind taunt.
1
I made quite a few cards with the aim of making control hunter viable. Here they are!
'Taming the wild isn't that hard, if you brought enough traps.'
The general basis of these cards are to add secrets to your hand. This will make the decks more unpredictable without buffing Mad Scientist
'Goblins don't have the patience to hunt things. Rumor has it a goblin caused 'Bambi'.'
'Sometimes, stealth is as easy as hiding behind a bigger beast.'
'Rexar doesn't do his own tracking anymore. He's paid someone to do it ever since his song made it big.'
'He was THIS close to fixing Explosive Trap! It's not supposed to explode!
'I was going to make a pun here, but it seemed fishy.'
'He and Harrison Jones have a tense friendship.'
4
Class: Human
Hero:
'Frisk, a child hero. Or a killer, honestly. It depends on how they feel that day.'
Frisk is the silent protagonist from the game 'Undertale'. Throughout their journey, Frisk met and befriended many different monsters, many of which will appear as cards!
'Knowing you can use your hero power fills you with determination.'
I thought a lot about this hero power, but seriously? Doesn't this seem brokenly OP? Well, I knew I wanted 'determination', as that's where Frisk draws power from. Is it balanced? I honestly don't know. However, it can give this effect to enemy minions as well as your own, making it a more 'risk vs. reward' style hero power, and we all know how much Blizzard loves RNG.
Class Mechanics
-Shuffling cards into your deck to prevent fatigue.
-Neutralizing attacks with armor
-Keeping your friends alive!
1. Temmie:
'Hoi! I'm Temmie!'
Hoi! If you haven't played Undertale, Temmie is a goofy character that loves Temmie flakes and humans. She even goes as far as to pet Frisk (who is allergic), which is the theme of this card. When she's played, she 'pets' another minion, who is 'allergic' to her and can't attack. Once she's removed, the minion is fine.
2. Bow:
'If you're cute, monsters won't hit you as hard!'
I felt like this class needed a different style of weapon. The bow appears in Undertale as the first armor you can use, and I tried to bring the concept to Hearthstone. The next three times you would take damage, you subtract three.
3. Papyrus:
Most legendary concepts I have involve shuffling token cards into your deck. I originally posted one, but I was worried about breaking the rules and replaced it.
Behold, the Great Papyrus! Puzzle master, and lover of spaghetti. His ability is based around his love for cooking! As said in Undertale, Papyrus doesn't have a mean bone in his body. So when it comes to his cooking, he's going to share! He encourages smart trading (on both sides), and can singlehandedly win you the board. However, if you don't play him at the right time it could benefit your opponent more than you, and thus lose you the game instead! This is powerful effect, but I believe that it's balanced on a legendary.
All in all, the class seems to favor control or fatigue currently. However, I do have an idea of where I want it to go in the future. If you like my idea, please vote for me!
0
Next: A Shaman totem that costs 7 or more mana.
0
1
A card that summons a minion. Does this count?
Next: A legendary with a battlecry and a deathrattle. (Ex: Toshley)
0
A minion with a random effect.
Next: A Hunter minion with discover. (Can't discover a beast)
2
I disagree. Sylvanas fills a role that no other card can. It forces weird trades for your opponent, and will make sure that you always win brawls!
0
Thank you for your suggestions again! My goal is to release 12-14 cards on this idea. I'll make the changes you suggested when I upload a few more cards.
0
First: all of my discover cards say 'Discover a secret', not 'Discover a Trap'. While your point is still valid, there are 7 secrets to pick from instead of 5 traps.
Now, I too was worried about Goblin Hunter's price drop, but I decided to drop it now and raise it if need be. Here it is now:
Second, I hadn't considered the ambiguity of discovering two secrets currently. I changed 'It's a Trap' to be worded in a clearer manner, albeit a bit redundant.
Third, I can see your concerns with 'Tracker' (especially its name). So I made the effect a battlecry, but I can't think of a better name currently. Help would be appreciated here.
Finally, thank you all for your ideas and help balancing these cards. You have no idea how much I appreciate it.
1
So I've remade most of the old cards, and I have 3 new ones to show you all! The only card I decided not to remake currently is 'Camouflage Master', but that may change. Here are the remade cards first:
I reduced the cost by 1, and now it discovers a secret instead of just adding an explosive trap to your hand.
Compare to: King's Elekk. Both offer a form of draw, this card is more reliable but doesn't have the beast tag.
This card underwent the most drastic change, and with that change I decided new art was in order. The cost is down from 8, and it still summons two bears, but now it only gives you one secret.
Compare to: Sludge Belcher and Bear Trap.The first costs 1 less mana, and I'd argue is better for taunt value. The second has the same effect as the first half of this card, but now you can choose when the bears enter the field.
Now a 2/4, this card only adds 1 tracking to your hand, which can be used for rounding out some of the later turns or drawing for lethal.
Compare to: Flamewaker and Imp Gang Boss. These cards have the same statline, and incredibly useful or powerful effects. This card is less threatening the turn it's played, but can be useful even after it's dead with the tracking it gives you.
Now, for the new cards!
'You've just activated my trap card!'
'Explosive Traps aren't supposed to explode, and he was this close to fixing it.'
'In a rare twist, all he was guarding was the secret to the Krusty Krab formula.'