1/ Hunter: this quest is win condition, Hard to imagine it not work when even the processing reward already huge value (0 mana hero power), I expected this will be tier 2 deck at least
2/ Shaman: also a win condition ( or at least could create new archetype)
3/ Warlock: this probably the hardest quest so at first i dont really rated it but after watch Regis play it, i'm convinced this could be a new archetype. The reward is insane at late game
4. Mage: similar to warlock quest (hard work but big reward)
5/ Warrior: honestly, i dont know. Like we have so many pirate warrior version through hs history but most of them are aggressive while aggro definitely wont use this quest so a mid-tier place probably the safest bet.
6/ Paladin: while this infinity better the Marsh Queen (hunter queen in ungoro), it still has same issue: you can put too much 1 cost card it you deck because they will hurt you late game. Also if you just want to upgrade the dude, there are much better options.
7/ Priest: look very similar to the current cthun priest, you definitely build a slow deck for it but it either you already won (and dont need it) or you die before can use it
8/ Demon Hunter: uhm, the effect is strong but only apply for half of you deck so not worth it.
9/ Rogue: parasitic card like this need more support to be good and sadly, there aren't enough of SI: 7. The reward also doesn't look exciting
10/ Druid: the processing reward is bad and also the final reward so yeah, its just bad.
i usually welcome mana nerf because it still lower card power but also keep it see play but with Kealthas that not big deal, druid already reach 7 mana when use him and DH also dont card about mana because they just kill you (mabe at least Kayn cant be play in same turn now)
Same with Altruis, he should not hit face or at least undirect nerf Twin Slice
i could understand this kind whining in other time but atm gala warlock literally tier 1 (and highlander mage also solid tier 2 deck) and you still think control is dead ? wtf ?
Plague of Flames : Yes, this was fine without Galakrond but with these invoke stuff it two efficient like 3 (or 4) mana can destroy a big board. Insane
This card, apart from the Galakrond Warlock, wasn't used at all (maybe except some T3 - T4 meme decks like Quest Warlock), so by "fine" you mean useless, right?
Also, Warlock has 4 invoke cards, the cheapest costs 3 mana, the most expensive 5. Each of them spawns 2 imps, and 3 of them gives you additional minion, so you might have 2 or 3 minions in total for 3 to 5 mana. PoF itself costs 1 mana. So can you please explain how "3 (or 4) mana can destroy a big board"?
i mean with hero power, not just about invoke cards
My main point here is it just too cheap so very flexible and easy to setup with Galakrond, i'm pretty sure it still good at 2 mana
Altruis : a kind of Van Cleef, favor the class exclusive mechanic and really annoying sometimes but if Blizz let Van Cleef survive for a long time so also Altruis
Plague of Flames : Yes, this was fine without Galakrond but with these invoke stuff it two efficient like 3 (or 4) mana can destroy a big board. Insane
Pact : weird one. Just the name itself already suggest it should only works on your demon (how destroy enemy called "sacrificial" ? lol) but i dont think this card is problem. Sure, thats 0 mana card but class card suppose to be better neutral and current meta make it relevant, no one care about it before
i cant believe someone complaint about mogu nerf because it could evolve into 10 drop ?
Seriously, stat doesn't mean much at later game because opp has more card and mana to deal with it. Remember Conjurer's Calling ? just 1 mana more but its power went down significantly
you know something wrong with this xpac when a 1 mana 2/2 probably not see much play
i mean 1 mana 2/2 is strong but what deck need it ? Enchanted Raven, Alley cat saw play because beast tag, if you want to play aggro current mech package (and pirate in DoD) is much better. The only exception is Dire Mole but 1/3 is better 2/2 imo
at the moment, in current meta it is fine but i'm really not sure in future (1 next year or in wild) how non aggro warrior (and maybe druid) will deal with this card because literally hard counter warrior class identity
the worst (or best?) thing here is unlike other tech card you need to draw it in right time, this card can be draw very late and still pretty useful with even bigger impact when you destroy even more armors
i play quest hunter deck enough to realize what problem with this card :
1/ this probably only good for midrange/token deck and skip turn 1 is such a huge disadvantage
2/ you either win by the time you complete this quest or you minion just to easy to clear and the reward became useless, it exactly like the old Canassa issue when 1 mana 3/2 draw card sound bonker but at turn 7+ it just too fragile. Basically a win more card
3/ hunter has very limited card draw, how could you play a deck require some deck building/synergy without card draw ?
Vereesa Windrunner : spell damage always dangerous but not in hunter,especially at turn 8+
Daring Escape : i dont see anything rogue can combo with this card (beside the pogo hopper),you need a wide board (2 or more minions) to get value otherwise shadowstep always better
Underrated :
Unleash the Beast : because of Zuljin. After rotation hunter need something can summon minion to refill the board with Zuljin and this card is excellent
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1/ Hunter: this quest is win condition, Hard to imagine it not work when even the processing reward already huge value (0 mana hero power), I expected this will be tier 2 deck at least
2/ Shaman: also a win condition ( or at least could create new archetype)
3/ Warlock: this probably the hardest quest so at first i dont really rated it but after watch Regis play it, i'm convinced this could be a new archetype. The reward is insane at late game
4. Mage: similar to warlock quest (hard work but big reward)
5/ Warrior: honestly, i dont know. Like we have so many pirate warrior version through hs history but most of them are aggressive while aggro definitely wont use this quest so a mid-tier place probably the safest bet.
6/ Paladin: while this infinity better the Marsh Queen (hunter queen in ungoro), it still has same issue: you can put too much 1 cost card it you deck because they will hurt you late game. Also if you just want to upgrade the dude, there are much better options.
7/ Priest: look very similar to the current cthun priest, you definitely build a slow deck for it but it either you already won (and dont need it) or you die before can use it
8/ Demon Hunter: uhm, the effect is strong but only apply for half of you deck so not worth it.
9/ Rogue: parasitic card like this need more support to be good and sadly, there aren't enough of SI: 7. The reward also doesn't look exciting
10/ Druid: the processing reward is bad and also the final reward so yeah, its just bad.
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i usually welcome mana nerf because it still lower card power but also keep it see play but with Kealthas that not big deal, druid already reach 7 mana when use him and DH also dont card about mana because they just kill you (mabe at least Kayn cant be play in same turn now)
Same with Altruis, he should not hit face or at least undirect nerf Twin Slice
All other nerf looks good to me
1
i could understand this kind whining in other time but atm gala warlock literally tier 1 (and highlander mage also solid tier 2 deck) and you still think control is dead ? wtf ?
0
i mean with hero power, not just about invoke cards
My main point here is it just too cheap so very flexible and easy to setup with Galakrond, i'm pretty sure it still good at 2 mana
0
Altruis : a kind of Van Cleef, favor the class exclusive mechanic and really annoying sometimes but if Blizz let Van Cleef survive for a long time so also Altruis
Plague of Flames : Yes, this was fine without Galakrond but with these invoke stuff it two efficient like 3 (or 4) mana can destroy a big board. Insane
Pact : weird one. Just the name itself already suggest it should only works on your demon (how destroy enemy called "sacrificial" ? lol) but i dont think this card is problem. Sure, thats 0 mana card but class card suppose to be better neutral and current meta make it relevant, no one care about it before
0
10/10 art
0
strong at first glance but then most of time this probably is 2 mana +3/+3, which is fine. Mutate still much better
0
i cant believe someone complaint about mogu nerf because it could evolve into 10 drop ?
Seriously, stat doesn't mean much at later game because opp has more card and mana to deal with it. Remember Conjurer's Calling ? just 1 mana more but its power went down significantly
0
you know something wrong with this xpac when a 1 mana 2/2 probably not see much play
i mean 1 mana 2/2 is strong but what deck need it ? Enchanted Raven, Alley cat saw play because beast tag, if you want to play aggro current mech package (and pirate in DoD) is much better. The only exception is Dire Mole but 1/3 is better 2/2 imo
0
at the moment, in current meta it is fine but i'm really not sure in future (1 next year or in wild) how non aggro warrior (and maybe druid) will deal with this card because literally hard counter warrior class identity
the worst (or best?) thing here is unlike other tech card you need to draw it in right time, this card can be draw very late and still pretty useful with even bigger impact when you destroy even more armors
0
this card just single handedly make quest priest viable,even if it health 3 this still very good
0
"paladin got the worst quest"
hunter : hold my bow
i play quest hunter deck enough to realize what problem with this card :
1/ this probably only good for midrange/token deck and skip turn 1 is such a huge disadvantage
2/ you either win by the time you complete this quest or you minion just to easy to clear and the reward became useless, it exactly like the old Canassa issue when 1 mana 3/2 draw card sound bonker but at turn 7+ it just too fragile. Basically a win more card
3/ hunter has very limited card draw, how could you play a deck require some deck building/synergy without card draw ?
0
82 packs and 3 legs : togwaggle, catrina and khadgar
this is my lowest drop rate all time :/
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Overrated :
Mysterious Blade : a situational FWA isn't big deal imo
Vereesa Windrunner : spell damage always dangerous but not in hunter,especially at turn 8+
Daring Escape : i dont see anything rogue can combo with this card (beside the pogo hopper),you need a wide board (2 or more minions) to get value otherwise shadowstep always better
Underrated :
Unleash the Beast : because of Zuljin. After rotation hunter need something can summon minion to refill the board with Zuljin and this card is excellent
Faceless Rager : even at a 5/2 it already decent,also fit the curve with Upgradeable Framebot
Desperate Measures : we need to see twinspell in real work but i feel combine 2 cards into 1 always good enough to see play
0
it has mech tag,deathrattle,double taunt and imo that is enough to see play (at least in some budget deck)