The problem is that quest mage is a counter to quest warlock. The only deck I've seen that consistently does well against both of them is a well-piloted garrote miracle Rogue, but that sounds like it's also a deck you don't like. Quest Druid is solid against Quest mage and has a 40ish percent against quest warlock. Outside of that, three decks have been trying to take over the Varden/Tamsin behemoths, and that's Doomhammer Shaman, bubble paladin, and quest Rogue. All three of these decks are relying on finding the turns of false sense of security to burst down with windfury, though they all have enough raw stats to just win with large pressure.
Another important element to a lot of these decks is proper counterplay/hosing. You can't just think "oh, they're gonna clear my board, bluh". Which cards? How much stats? What can you expect to have after? How many cards will it cost them? Did you actually present enough threat that they /need/ to clear it? The use of cult neophytes and far watch posts can ruin the days of both quest warlock and mage.
Personally I think the trick to the meta is "get better at quest mage than everyone else" because people make a LOT of mistakes piloting that deck, and it's easier to play against them if you really know their deck, whether or not you're also playing Quest Mage.
I'm extremely happy, and extremely surprised, to say that the best quest I've played and seen so far is the sorcerer's gambit. Way easier to complete than expected, wins games super reliably, and only slightly changes a very strong existing deck rather than needing a whole new deck around it. A+++ day 1 quest for me.
This is, in my opinion, the most powerful card they've ever printed. This ruins mulligans and a lot of turn 1-2 plays, and often has the potential to give you actually useful hero powers (life tap comes to mind). One slot in your deck to ruin your opponent's mulligan is an absurd advantage. The only rogue decks that won't be running this are odd rogues, I guarantee it.
One of the skills in any card game is to learn how to try and make the best decisions to turn a 4% chance to win into a 5% chance to win. What you're suggesting is that people just fish for their best match ups inherently. No lmao.
Fresh account to legend speedruns are definitely a cool idea, and that deck is pretty doable on a new account with how many freebies they give you nowadays. Nice! I think most of the freebie decks would probably be easier to run with though.
Wow, just like Standard! And Wild! And the primary constructed modes of any card game. It's almost like metas exist in most of these spaces and the primary skills involved in maneuvering them involve either mastering the subtle differences in play to a greater degree, or finding enough of a pocket meta to abuse with a surprise choice of deck. Who knew?
Classic was within the better part of a year essentially the same format of decks. But there was a pretty wide variety. No single deck really shined as the best, and so there's always going to be a variety of options to climb. It being an incredibly cheap and permanent mode also helps that.
There is crazy RNG and infinite value in classic too. I do agree that plays were more tactical and meaningful back then.
There was much less infinite value in Classic. An unhandled Ysera or Jaraxxus were as far as it went, and both were slow (one extra big of value per turn), predictable (1 of 5 dream cards, or a 6/6 hero power) and came late (9 mana). Grind Midrange Paladin had an advantage against Warriors because of its Hero Power, a concept that has been entirely forgotten. Nothing else even compared, and few decks ran either of those cards. It was a lot more card-for-card, or about efficiently using burn resources. RNG decided draw and decided a few early game board engages (storm, knife juggler) but wasn't overbearing, and the ranges were tighter. The concept of "one card plays other cards" was very, very rare if at all there. No massive 8-10 that replay all of x card you've played. No soularians. No discover.
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The problem is that quest mage is a counter to quest warlock. The only deck I've seen that consistently does well against both of them is a well-piloted garrote miracle Rogue, but that sounds like it's also a deck you don't like. Quest Druid is solid against Quest mage and has a 40ish percent against quest warlock. Outside of that, three decks have been trying to take over the Varden/Tamsin behemoths, and that's Doomhammer Shaman, bubble paladin, and quest Rogue. All three of these decks are relying on finding the turns of false sense of security to burst down with windfury, though they all have enough raw stats to just win with large pressure.
https://www.hearthstonetopdecks.com/decks/questline-guff-druid-14-legend-oyatsu-united-in-stormwind/
https://www.hearthstonetopdecks.com/decks/questline-si7-rogue-top-100-legend-mullahoo-united-in-stormwind/
https://hearthstone-decks.net/hand-buff-paladin-2-legend-往昔/
https://www.hearthstonetopdecks.com/decks/aggro-elemental-shaman-1-legend-norwis-united-in-stormwind/
Another important element to a lot of these decks is proper counterplay/hosing. You can't just think "oh, they're gonna clear my board, bluh". Which cards? How much stats? What can you expect to have after? How many cards will it cost them? Did you actually present enough threat that they /need/ to clear it? The use of cult neophytes and far watch posts can ruin the days of both quest warlock and mage.
Another deck to try is this: https://www.hearthstonetopdecks.com/decks/secret-paladin-47-legend-duelist-united-in-stormwind/
Ohmyyogg has a lot of potential against important turns (countering the big draws from either deck, or if they're stupid enough, countering their quest lmao).
Personally I think the trick to the meta is "get better at quest mage than everyone else" because people make a LOT of mistakes piloting that deck, and it's easier to play against them if you really know their deck, whether or not you're also playing Quest Mage.
Edit: Hunter also does well. https://www.hearthstonetopdecks.com/decks/face-hunter-27-legend-hattrik-united-in-stormwind/ It ruins quest warlock in particular, but I feel like mage has more even chances than spell mage did against face hunter.
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I'm extremely happy, and extremely surprised, to say that the best quest I've played and seen so far is the sorcerer's gambit. Way easier to complete than expected, wins games super reliably, and only slightly changes a very strong existing deck rather than needing a whole new deck around it. A+++ day 1 quest for me.
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It releases on the 3rd.
The content in the bundles stacks. You'd get the added bonus of all the packs and all the legendries.
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This is, in my opinion, the most powerful card they've ever printed. This ruins mulligans and a lot of turn 1-2 plays, and often has the potential to give you actually useful hero powers (life tap comes to mind). One slot in your deck to ruin your opponent's mulligan is an absurd advantage. The only rogue decks that won't be running this are odd rogues, I guarantee it.
And if I'm wrong, it'll be really funny :D
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As proof, even classic has more!
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One of the skills in any card game is to learn how to try and make the best decisions to turn a 4% chance to win into a 5% chance to win. What you're suggesting is that people just fish for their best match ups inherently. No lmao.
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Yes, they've been returned to legacy packs, same with Leeroy, Edwin, and Velen.
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This post was an error due to website lag, please delete
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Done
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Fresh account to legend speedruns are definitely a cool idea, and that deck is pretty doable on a new account with how many freebies they give you nowadays. Nice! I think most of the freebie decks would probably be easier to run with though.
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Done
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Wow, just like Standard! And Wild! And the primary constructed modes of any card game. It's almost like metas exist in most of these spaces and the primary skills involved in maneuvering them involve either mastering the subtle differences in play to a greater degree, or finding enough of a pocket meta to abuse with a surprise choice of deck. Who knew?
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Go aggressive, save shadowstep for earthen ring farseer.
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Classic was within the better part of a year essentially the same format of decks. But there was a pretty wide variety. No single deck really shined as the best, and so there's always going to be a variety of options to climb. It being an incredibly cheap and permanent mode also helps that.
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There was much less infinite value in Classic. An unhandled Ysera or Jaraxxus were as far as it went, and both were slow (one extra big of value per turn), predictable (1 of 5 dream cards, or a 6/6 hero power) and came late (9 mana). Grind Midrange Paladin had an advantage against Warriors because of its Hero Power, a concept that has been entirely forgotten. Nothing else even compared, and few decks ran either of those cards. It was a lot more card-for-card, or about efficiently using burn resources. RNG decided draw and decided a few early game board engages (storm, knife juggler) but wasn't overbearing, and the ranges were tighter. The concept of "one card plays other cards" was very, very rare if at all there. No massive 8-10 that replay all of x card you've played. No soularians. No discover.