I have a new, slightly evil hobby these days.
After a match, I will send a friend request. If the person responds and says something nice like GG or well played or thanks etc, I’ll happily chat to them.
If they choose to be a d**k and start straight off with insults (even tho they won, which is comedy gold), I now proceed to write messages and omit some of the words by just writing random symbols.
For example: “Good job with the *{^{*+* deck you %]*%] there. I *^+% you could *[%{+ ** the deck +*]^”!
Translated: Good job with the awesome deck you made there. i wish you could send me the deck list!
That is most nicest evil thing I've read on this forum.
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For the record, I've been playing since Beta, and before that, since the inception of WoW TCG where I ranked 5th at the national level. But none of that matters and nobody really cares, so let's put our manhoods away and be grown ups, hey?
Ok, good. :-)
From the last end-of-season reward, I was ranked 7th (iirc) and was told that I was in the top 5% of players (or something). So let's be generous and say that rank 10+ is in the top 10% of players.
A much, much higher figure than the higher rank 45%.
And you implied I was new to the game... ouch! That's got to sting...
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And the fact it confers charge to the Hero makes it very powerful and uncounterable efficiently. The oozes are out too late to really have much effect on a 2-durability weapon after it swings.
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As you can see, my comment was more for effect than a direct quote. A paraphrase perhaps. I would probably be more embarrassed about writing a reply that proved I didn't bother to read the comments and information in the thread before leaping to that Reply button.
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The trick with the deck (I have found) is never to mindlessly play the quest on Turn 1.
It's a really bad tempo play.
You want to drop your Imp or Voidwalker out early on, to get teh early control. The mistake a lot of people seem to make with this deck is in thinking it should play like an early game aggro deck.It's not. It's early control with mid-game aggro.
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And when you look at the winrate for the actual Rogue decks that are built properly its a much more different story.
As yuo can see here, the better Rogue decks are closer to a 60% win rate!
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So, while this is not a complete analysis, these are my overall thoughts about the Quests so far and what's good / bad about them.
Rogue
At present, this seems to be seriously overpowered. It's no accident that every review is calling this one of the most overpowered HS decks OF ALL TIME! (Dun! Dun! DUUUUN! - Pause for dramatic effect...)
If for nothing else than the fact that there seems little that you can do about the health and attack of the minions.
Case in point: I just played a game against a Shaman and he devolved my board. Like that made a difference. I actually felt sorry for the guy, since this quest has nullified so many other cards: Polymorphs, Hex, everything like that. Kazakus' spells, etc.
While I believe that this will likely get changed soon, I think the core idea of the quest is a good one. It's easy enough to complete (for a Rogue), and I wouldn't change that part. But perhaps give all minions a "Battlecry: This minion has 5/5", or something. So it is able to be dealt with.
Shaman
I've not come cross anyone actually playing this deck (the Murlocs) so far, so I have very little idea as to how strong it is currently. I reserve judgment...
Warrior
I was in two minds about this quest originally. I loved the reward, especially.
But it also has occured to me that it stands out from the others in that the reward is (a) Cheaper to play than the others, and (b) Is a weapon, not a spell, so it has double the effect - giving a warrior 12 damage for 6 mana, which is immense!
Not to mention the fact that we were supposed to be getting rid of the Ragnaros card, so we... gave it to exclusive Warrior? What? How was that a good plan?
All that aside, though, I think this one is currently very strong. It's hard enough to break through countless Taunt minions and then having to deal with a ticking time-bomb at the end is terrifying.
It's a shame it's let down by Blizzard's seeming love-in with RNG mechanics which (as we all know) everybody loves so much... ahem!
Hunter
I have faced this deck perhaps half a dozen times. It has yet to win against me. But I think that's possibly because the opponent hasn't built it very well. I am sure that this deck could be really strong if built correctly. At present though, I always see the Hunter end up with the usual problem of running out of steam before it comes online. I think that's because people become much too greedy with the 1-drops. And there is so much board clear out there now that 1-drops are becoming a liability at times - especially in the mid-late game where this quest comes online.
Mage
An extra turn? How amazing is that? :-)
I've seen a couple of different variations of this deck - some going for the Alexstraza burst, and some for the infinite fireballs, etc.
I've tried the fireball one and while it is fun to pull it off, I find it a little hit and miss. I don't have Alexstrasza though, so couldn't test that one. Personally I think this is very strong and combined with Mage's "staying alive" abilities through Ice Block etc, this is intensely frustrating to play against. Not a bad thing per se (especially if you're the mage!) but I had hoped we would have seen less of that style of play in the new expansion personally.
Double Leeroy and Fireballs to the face though... o.O
Priest
I have always had some doubts about the whole Reno style of play. While the mechanic is really strong by itself (and in the right situation), most times you are near losing by that point anyway. Warlocks had a great use for Reno, simply by virtue of their board clearance abilities. Priest has little of that to fall back on, though. And most times I have played against this sort of Priest deck, they heal up only to take a huge swing of more damage to the face again.
The N'zoth variety of this deck can sometimes work, but I have noticed that the priest often has to fill his deck with less useful deathrattle minions that almost always come back - and seeing a priest mill himself to deck with card draw is a little pitiful.
Paladin
There's a Paladin Quest? Who knew...? XD
Druid
I've tried and tried to make this deck work. I really have! But you end up sacrificing far too much in the early game for it to be viable. By the time you get to play your quest reward, the tempo is so far against you that you can't really get back into it very easily. If the reward were a taunt, that would at least be some use.
Warlock
While I dont rate this deck as highly as some of the others, I do believe it is very strong. The discard mechanic is often underrated in this game unless employed properly. My most recent iteration (with the new Warlock Legendary Clutchmother (name?)) has had some particularly successful runs. They key though, seems to be in not relying opn that card since it will always get nullified or destroyed - but it should be there to make the opponent think and it's still only a 2-cost card that you can never accidentally lose.
The key to this deck, though, seriously lies in smart and logical play. Of all the quest decks, this is definitely the most intellectually challenging to play well, since you have to consider literally every card in your hand at all times and account different strategies based on whichever cards might be discarded.
EDIT: Added the current play stats for the classes.
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The biggest swing in comparison to the 4% of Paladin decks!
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As we see here, Rogue is curently third highest in the win rate statistics for Ranked.
Warrior is topping it (with Shaman close by - as I mentioned, I've not played against a Shaman deck yet).
So my analysis so far has been pretty close, even without the figures. The only real surprise is Mage - I thought deck had been performing a lot better than it apparently is.
What is worth noting though, is that Rogue has been played almost DOUBLE that of most of the other decks - hence why we are seeing so many of them right now...
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Well, in fairness I was recalling what was in this article here:
http://hearthstone.metabomb.net/game-guides/top-hearthstone-decks-april-2017-ung1
"Quest Rogue is not just your best option for the class right now, but perhaps the best deck in the entire game."
Perhaps the "of all time" comment is an overstatement - but it's no surprise that it is currently sitting at the top of the meta right now.
Sure, but I have yet to come across one of these that beats Quest Rogue consistently. Although Undertaker is not part of this meta? Or did you mean something else?
Sure, if the Rogue has a bad draw at the start, and you can somehow stretch out the game past turn 6-8, then I can imagine you would win. It's very similar to the Pirate Warrior problem last season.
I'm not saying PW is dead right now (at all), but it is seriously overshadowed by QR. A couple of Taunts and PW falls over flat. But QR just ploughs through them with 5/5s with Charge.