To beat quest rogue you have to basically maintain a strong board presence and have a solid supply of removal. Rogue doesn't have any real healing, so feel free to SMOrc em down. Another way to try beat them is to use Counterspell and/or Mana Bind immediately after they complete the quest. Depending on the level of player, they might not test the secret and play the quest anyway, which will be their downfall if you have board presence.
Let's be honest, mobile innkeeper would be a shit idea. Mobile hearthstone on its own is a casual setting. You don't get as much of the game in art and detail. So the idea that enough mobile-only players would want an app that will do basically nothing but take up limited memory, data, and bandwidth and not have any real visual feedback in app (no deck tracker or importer) to make it worth the developer's time is kinda absurd. They also wouldn't be able to openly alpha/beta test the app because the average interested person would not have the drive to properly test the app in all its features, which would not be as easy to do as it is on PC.
The problem IMO is that because there are 9 extra legendaries via Quests, the rate of legendaries aught to have increased
Actually, there are only a couple more legendaries than usual. They made up for the quests by making fewer neutral legendaries. If you want a breakdown per set, I have a quote from the wiki.
Sorry sir, but this is not an attempt at a meta deck and I understand that it wouldn't work very well. If you must know, this was a first attempt that I made without referencing my then-current discolock deck, which is why this has the removal spells rather than more aggressive minions. The real issue is that I added all the new shiny things, rather than some of the old, more proven zoo minions. As to having 10 chances for discard; I don't think I need to complete the quest to win, so having too much more doesn't seem needed.
If you really do care, I will eventually be updating this when I can sort out everything.
Well yeah, you trigger the quest quickly but Mill Rogues generally don't run a ton of minions that could really abuse the power of being 5/5s. That is, unless the deck was optimized a bit more to that extent.
tbh, mill rogue needn't have things that abuse the 5/5 stats. 3 turns of fatigue damage is better than 5 turns of fatigue damage.
What did it for me with Scavenging Hyena was the thought of T1 Alleycat, T2 him and trade with the 1/1s to create a 6/4. I know you're skipping playing the quest T1, but since it's not an aggro deck it's not as important.
That is a fair point. And it's not like you're hurting on one-drop potential. You can play it on turn 3 and probably have 4 of 7 by turn 5.
I like it although I think Raptor Hatchling is quite overhyped. I also think Swamp King Dred is going to be a card that people will be able to remove easily by adapting into poisonous.
I feel in my deck that Raptor Hatchling will be the better choice when focusing on beast synergy. The only reason Fire Fly is included is because it gives immediate 2 procs on the quest, otherwise I would have something that works with beasts.
As for Swamp King Dred, he really is an optional inclusion. I decided to use him rather than something else because I felt he fit the theme of the deck. In case you were wondering, the decks you would have to worry about adapting into poisonous are token and quest Druid, any Hunter, silver and quest Paladin, possibly some Zoolock, taunt warrior, and any murloc deck. Though the token Druid, Paladin, and murloc decks won't actually summon a minion with poisonous, but rather give current minions poisonous to quickly kill Dred (which isn't as easy). If I find that enough people are adding adapt minions as tech choices and it is interfering with Dred, I would elect to swap him out for something else.
Much better play against a wider variety of decks.
I'm glad you enjoyed the Scavenging Hyena inclusion. What solidified it for me is just throwing the hyena down if I need to smash some raptors into the opponent's board. Why not get free buff for cheap? If Tundra Rhino is down too, I don't see how a 10/7 is that difficult to build and your opponent shouldn't have much board left to retaliate with. :)
Not really a proposed change, more of a suggested budget adaptation, but if you don't have all the legendaries swapping 2 of them for 2 Stonehill Defenders could still be viable. As it is, I don't see anything wrong: a sufficient amount of taunts to complete the quest (10), board control (plenty), sustain (infinite), card draw (6), and solid finishers (5).
The preorder will fulfill basically all of the commons and rares, plus 1 or 2 legendaries. Epics are usually the optional cards, but this set looks pretty strong in the epic rarity, with 16-18 of the 27 being craft worthy. That might make the set more expensive, but that's up to your deck styles.
You cancerous bastard. I love this. I didn't even think of using the Flame Elementals for the quest. Well played. I will say you forgot to include Biteweed vanCleef which would probably be better than Patches the Pirate. A second Shadowstep is also probably better value than Leeroy Jenkins(I never thought that was possible)
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To beat quest rogue you have to basically maintain a strong board presence and have a solid supply of removal. Rogue doesn't have any real healing, so feel free to SMOrc em down. Another way to try beat them is to use Counterspell and/or Mana Bind immediately after they complete the quest. Depending on the level of player, they might not test the secret and play the quest anyway, which will be their downfall if you have board presence.
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The Quest does track every minion you play, but it only updates when you play more than the current max.
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Sorry sir, but this is not an attempt at a meta deck and I understand that it wouldn't work very well. If you must know, this was a first attempt that I made without referencing my then-current discolock deck, which is why this has the removal spells rather than more aggressive minions. The real issue is that I added all the new shiny things, rather than some of the old, more proven zoo minions. As to having 10 chances for discard; I don't think I need to complete the quest to win, so having too much more doesn't seem needed.
If you really do care, I will eventually be updating this when I can sort out everything.
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Fairly similar to mine. I more focused on strong beast synergy than intertwining synergies.
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Not really a proposed change, more of a suggested budget adaptation, but if you don't have all the legendaries swapping 2 of them for 2 Stonehill Defenders could still be viable. As it is, I don't see anything wrong: a sufficient amount of taunts to complete the quest (10), board control (plenty), sustain (infinite), card draw (6), and solid finishers (5).
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The breakdown of the set is as follows:
- 23 legendaries (36,800)
- 27 epics (21,600 total)
- 36 rares (7,200 total)
- 49 commons (3,920 total)
The preorder will fulfill basically all of the commons and rares, plus 1 or 2 legendaries. Epics are usually the optional cards, but this set looks pretty strong in the epic rarity, with 16-18 of the 27 being craft worthy. That might make the set more expensive, but that's up to your deck styles.
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You cancerous bastard. I love this. I didn't even think of using the Flame Elementals for the quest. Well played. I will say you forgot to include Biteweed vanCleef which would probably be better than Patches the Pirate. A second Shadowstep is also probably better value than Leeroy Jenkins(I never thought that was possible)
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Will use on patches. Just one giant FUCK YOU