I'm against this nerf (not that it matters; Blizzard have announced it and they're not going to change now), but what I really don't get is the line of talk in this thread about how the deck is "hard to interact with" or "boring to play with".
Quest Rogue, in its current form, is one of the most tricky decks to pilot I've seen in Hearthstone. Ok, you occasionally get the absolute nuts hand with both Shadowsteps, a Prep and stuff and go off on turn 4. That's no different from how often you got the Tunnel Trogg -> Totem Golem -> Totem Golem line in Shaman last year, and both of these could still lose games; I lost to Druid last night with a nuts hand because he had 10 power on board at the end of his turn 2. Most games though, you don't get these insane hands and you need to work how the path to victory, using your available resources (cards, health, mana) to slow down the opponent's board state long enough that you get to complete the quest and not die. Vanish acting as both a delayer and a "super Shadowstep" adds yet another layer to the strategy, and then there are those games that the only viable way you have to complete the quest is Panda your Panda to Panda your Panda. The deck has come so far since Dog's initial list with Moroes and Violet Teacher back when the set first came out, and 90% of the games I lose I see a better line I could have taken afterwards.
Playing against Quest Rogue as an aggro player is easy: you punch them in the face and they die horribly. My Druid story above isn't a one-of, it's happened a lot of times and even when I'm playing Standard Midrange Hunter or Wild Aggro Shaman, the plan is still the same for me: their most precious resource is time, and you just make sure they have as little of that as possible.
If you're the control deck though, it's a different story. Counterspell slows them down a lot (plus you get free wins because people take chances they shouldn't, even now that there are fewer spells in the deck than ever) but during my Reno Priest days playing against the deck, if they managed to go off then my plan immediately turns into "kill absolutely everything they play until they run out of cards". It's pretty intense and if your opponent plays perfectly and never overextends even slightly then it's one of the hardest matches you'll ever play, but they usually don't and you'll be just fine. :)
Nerfs are needed when the game gets unhealthy. Force/Savage needed to get nerfed: it was unfun to play (OMG ONE DAMAGE OFF LETHAL) and it was horrible to play against, especially with Shades and stuff too. Spirit Claws needed to get nerfed because the game could be won instantly off the back of a 25% random event, which just shouldn't happen. Undertaker needed to get nerfed because it made it impossible to catch up if it got too big (which I still maintain isn't true, not that it matters now). Quest Rogue doesn't do any of these things. You might feel that it's the modern day equivalent of Leeroy -> Shadowstep -> Leeroy -> Shadowstep -> Leeroy, but Quest Rogue needs the whole game and their draw to go a specific way to do powerful things, while the other things mentioned above just need you to draw two or three specific cards. To me, they aren't comparable.
My biggest pet peeve in Hearthstone is still the existence of the Jade Golem mechanic, which reminds me far too much of Slivers in Magic but without the inherent weakness to board clears, and Jade Idol specifically because LAWL FATIGUE. If you want to talk about uninteractive cards and unfun decks, I would say Jade Druid is far, far worse than Quest Rogue, but maybe I'm just biased.
Oh, and Pirate Warrior is fine. It still feels horrible when you get crapped on by the nuts hand or when you lose to someone who's absolutely dreadful but you had nothing to punish them with because you drew badly, but it's an aggro deck; survive until they're out of gas and they die. Welcome to Magic for the last 8 years.
Thanks for listening all, I'm going back to grinding Rogue wins until the nerf hits.
2
Unfortunately the Bomb Version get outvalued by the Banker/Youthful Versions or straight get killed by the Mechathun Version. But Probably this can win against Rogue, Druids and Hunters which are the Nightmares of the other Versions. I'll sure give it a try!
2
Unfortunately the Bomb Decks get outvalued by other Control Warrior with Banker/Youthful or get killed by Mechathun Warriors. But these might win match ups against Rogue, Druid and Hunter as well. I'll give the Bomb Version a try!
1
It really depends on your playstyle. If you are more control oriented player, than yes she would be a good craft to consider. But if you are more on aggro, midrange or combo oriented, then I would wait until the dust settles a bit.
As I'm rather playing control and the very long games, she was a save craft for me:)
2
Ok! I just tested the pacifism Warlock Deck and I won easyli against Spell Hunter and Odd Pala as well. Against Hunter I had to break the rule once to pop his secrets to make space for the 10/10 demon. But the Hunter didn't got hit by it;-).
So the point of the DMH Combo is, to reduce your hand size until you have 2x DMH, 1x Brawl, 1x Execute, 1x Bring it on and whatever card you received from Marin. And then go infinite? I can hear the explanation this evening, because I cannot listen to stuff during work;-)
2
Really fun deck to play and quite strong. I just managed to beat a Togwaggle Druid, Midrange Hunter and Odd Paladin with it. The last two are the Top 2 Deck of HS Replay. It's a niche Deck, but that is what makes this deck so cool to play. I highly recommend to give it a shot.
2
Well looks very interessting. Thanks for the Deck. DOG also posted a version with more cheap spells to dump hands faster. Time will tell which version will stand in the end:)
1
Maybe Floop into Poison Seeds. Deathrattle triggers bevor Treants appear...... oh.... It's Standard Version ^^ Reading helps:))))
1
Zalae used WPyromancer for his Deck in exchange for Keleseth! After testing both, Wpyromancer is superb against Odd Paladin, which is a very bad matchup for Shudderwock. Against Zoo and Rogue, it helps a bit more, because most Minions are 3+ health.
Keleseth on the other side also buffs your Acolyte and Mana Tide Totem. Buffing them to 4+ health (Yeah i sometimes bounce Keleseth with Zola if he's got not traded away T2) means, that Opponent needs more than just one card to get rid of it. Especially Acolyte then can draw two or more cards.
Beside this, the +1/1 Buff is crucial for trading off opposing Minions 2 for 1 to survive even a bit longer.
I stick with keleseth no matter what:)
4
Reached Legend also for the first time last month in Wild.
Well here are my advices:
- Stick to one or two decks and don't swap to often. So you'll learn to master your deck, and how to react on certain situations vs. different matchups.
- Be patient it may take a couple of days if not weeks to reach legend. It took 152 Games for me from Rank 5 to legend. And don't be mad if it is not happening this month. Had 3 months Rank 1 finish in a row until finally reached legend.
- Don't tilt. Maximum 3 loses in a row allowed, then quit or play another format or casual. It's a rule, that after third loss in a row if you continue things getting just more worse and you are at the beginning of the last 5 Ranks in no time.
- Don't count the stars (It's a psychological thing) just take one game on another as though there were any rankings at all. This helps play more concentrated and under less pressure. Especially from Rank 1-legend.
- Have fun at playing hearthstone.
That's it. Sometimes you just have to be lucky to get paired against the "right" archetypes;-)
So long,
TakenoKatana#2146
2
Well I can't live without Mossy Horror in this deck after a T10 poison seed. Especially if I'm already on the edge to death against swarming decks and where 7x 2/2 just are to much to handle and they can handle the 1/5 Taunts (I'm looking at you devolve and equality bitches;-).
So I made a mix of Sipiwi and Control F2K list with 1x Innervate, 1x Branching Path and the one Mossy Horror. Worked best for me now and the optimal build depend of your own micrometa.