I really don't like the quest priest in standard, in Wild is awesome.
I think priest have better chances playing control with the new legendary + cheap spells and Dragon Potion become a lot better with Azure Drake going to Wild.
The problem with priest quest is slow to complete, if you playing vs other quest decks probably opponent complete first and if you playing vs aggro 1 card less in your starting hand reduces your chance of victory and if you survive enough to complete the quest you already win anyway.
Traditional zoo can return full force, don't have strong tech cards like pirates and so many decks are losing your first turn and starting the game with one card less because the quests..
Really bad? I don't know, with this you can run 1 Silence for counter some cards and don't forget Mind Vision have potential in the new expansion if opponent cannot play the reward in same turn he complete the quest.
Seems Mukla would be a great card for this right? That's 2 1 mana spells right there and he has a respectable body for a 5 mana minion.
Then u have your staples Babbling Book/Primordal Glyph Shimmering Tempest and Cabalist's Tome. Shouldn't be "that" hard to set up.
I think is the more easy quest to complete, rogue maybe able to complete first but with GOD hand, the mage it is only a question of time, the entire deck feeds the quest.
The Priest quest was the first revealed and it seemed like many people thought it was OP, or at least very good. But now that we've seen the other quests, I'd say Priest got the weakest one. The reward gives almost no board presence. It's a stronger Reno, but Reno delayed your loss by about 2 turns when the opponent had dominant board control. What good is 40hp when the opponent gets a ton of value or burst damage from their quest? It would make more sense if Priest was getting a strong AoE, stronger deathrattles or more burst damage, but we didn't. The Priest combo in the extra clip at the end didn't even make sense because Raza wouldn't allow you to have two of the same minion in your deck.
I'm not asking for Priest to be ladder competitive. My main Priest deck for a while now has been a Purify/Revive deck. I've had some fun games, but it doesn't climb the ladder. Getting crushed by other quest rewards just doesn't sound fun.
I think the paladin quest is the weakest one, because buff minions have a lot of problems, you need minions to survive, comeback from card advantage, etc... doing this 6 times will be very hard.
This idea of "losing turn 1" really isn't that huge of a downside for most decks. I'd say at least 50% of my games begin with a pass on T1 unless I'm playing Pirate Rogue. Even then, I sometimes opt for holding my Swash in hand and skipping T1 so that I can use Patches to clear my opponent's minions. With all the new anti-aggro tools and very few aggro additions (only ones I can think of is the buff murloc, hunter minions and 8/8 for 5 that damages you when it takes damage) I can't really see pirates getting out of hand. Sure being down one card can be painful but the benefits you can get from the quests might outweigh the loss of one card.
If you complete the quest the loss of one card is fully compensated with a lot of advantages, if your opponent kill you before complete the loss of one card is critical, how many times pirates was able to kill you with all your resources in start of the game? How many games this starting hand with one card less can make the work more easy? With no techs the one card less really matters.
The new good taunts only helps warrior quest, the other decks will have a bad time to find slots to put them instead quest relation minions/spells.
The decks are about quests, you start with a card less and if you spend resources with no relation with your quest you will complete later than your opponent and lose.
But if no one run the techs pirates eats all decks alive because they lose turn 1 and start the game with one card less, in other words, less aswers for the absurd early agression.
Primordial Glyph is in "Consider Crafting" instead "High Priority"? Really?
This is the most powerful mage card ever, x2 stable in all mage decks (x1 in Reno Wild) and possible the most powerful card if you don't count the nerfed ones.
Good catch, I did move it up after this comment. It is significantly better than Babbling Book and so it will see a fair amount of play, although I'm not sure I'd go so far as to say it's the most powerful mage card ever 0.o
There aren't a lot of dump mage spells, but there are some that can clog your discover choices.
But is really unlikely you get 3 bad choices from discover a mage spell, a least one good, not optimal, is easy to find.
The mage secrets make this card great, Ice Barrier for example, is great vs aggro decks but useless vs control and midrange, you don't want to spend a slot in deck and a critical draw in so situational card but discover it from Glyph vs aggro solves all the problems, the same for Mirror Entity, great vs the new druid deck awful vs hunter, Tome is bad vs aggro because the tempo loss but is awesome vs control and the list goes on...
Versatility + 0 tempo loss + enable powerful spells 2 turns early + feed the quest and minions with spell synergy.
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I really don't like the quest priest in standard, in Wild is awesome.
I think priest have better chances playing control with the new legendary + cheap spells and Dragon Potion become a lot better with Azure Drake going to Wild.
The problem with priest quest is slow to complete, if you playing vs other quest decks probably opponent complete first and if you playing vs aggro 1 card less in your starting hand reduces your chance of victory and if you survive enough to complete the quest you already win anyway.
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Traditional zoo can return full force, don't have strong tech cards like pirates and so many decks are losing your first turn and starting the game with one card less because the quests..
Control without Healbot/Reno is impossible.
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Really bad? I don't know, with this you can run 1 Silence for counter some cards and don't forget Mind Vision have potential in the new expansion if opponent cannot play the reward in same turn he complete the quest.
Not amazing but better than he looks.
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Mage, too much good cards for support and the new glyph is OP.
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We have good tech cards vs pirates but...
Who will run it?
The decks are about quests, you start with a card less and if you spend resources with no relation with your quest you will complete later than your opponent and lose.
But if no one run the techs pirates eats all decks alive because they lose turn 1 and start the game with one card less, in other words, less aswers for the absurd early agression.
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