Quest priest is a control deck, rarely do they win by playing shard, the quest is in there for the tracking effect, with 40 health and many ways of healing, against demon hunter they win by turn 7 if they can get Lightshower's or Blackwater Behemeth, don't say the earliest they can win is turn 10
also i know this sounds weird but always hero power turn 1, you're never gonna progress the quest turn 2 unless you get exactly coin plus drew need for greed that turn
hero powering turn 1 gets your Kurtrus hero an extra 2 damage when it comes down, which is most games, there have been so many times where I wished my felbats with rush would have 1 more attack to trade but I mistakenly played quest turn 1 instead of hero powering
basically you will never play the 5 mana 7/7 Kurtrus, and if you are it means you always traded and never played your need for greed's, because if you did you would have nothing left in your deck for it to be worth it
also, trying to complete the quest is way too slow, your opponent would have to be a complete pacifist for you to actually live through and fully complete it
people! don't complete the quest, just treat it like a 1 mana Runed Mithril Rod, you only use it to get the discounts, and dont think it's a waste like I did to overdraw the requirement, if you drew 4 cards already that turn for example, on step 2 Gain Momentum, getting 4/5, and you have a need for greed, play it, to draw 7/5 cards but reduce all 7 of those cost by 1, it really helps with finding a way to S'theno combo and win
actually do not listen to my first two comments, you have to draw through your deck as fast as possible, my winrate lowered a lot trying the advice from my first two comments, if you draw through your deck as much as possible you will quickly try to find a way to win, either discounting a few spells with the Final Showdown and Gain Momentum cost reductions, discounting a few minions, or discounting either Brann or Jace by 1 to be able to play them in the same turn, and with the amount of fury's you've played, it will definitely give you 30+ attack, and even two taunts in the way wont save them, because of multi strike's "may attack again" effect
running two peddlers also allows you to trade both in one turn when you have already drawn your combo when you abyssal depths, essentially turning abyssal depths into "6 mana: draw 4 cards" with the bonus of not running through your deck too quickly because tradeable
feel like you need a second peddler, I know it doesn't make sense because you're never drawing both but it just increases the chance of completing quest quicker by giving you a tradeable instead of a draw
tradeable is op in this deck because drawing thins your deck too quickly and you wont have any spells left for the Stheno turn, trading just progresses quest, but doesnt decrease your deck size
I have had some games where I try to complete quest and win, this is usually when they have a board
and some games where I dont complete quest fully and rely on the discounts from the first steps when they dont have a board
I find it's rare they wont have a minion in play so I always need the extra spells cheapened by the final 7/7 quest reward
so overall I think completing quest is more important gameplan and for that the second peddler would help, replacing Jace or 1 Multi Strike, since it got nerfed after this post
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Quest priest is a control deck, rarely do they win by playing shard, the quest is in there for the tracking effect, with 40 health and many ways of healing, against demon hunter they win by turn 7 if they can get Lightshower's or Blackwater Behemeth, don't say the earliest they can win is turn 10
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also i know this sounds weird but always hero power turn 1, you're never gonna progress the quest turn 2 unless you get exactly coin plus drew need for greed that turn
hero powering turn 1 gets your Kurtrus hero an extra 2 damage when it comes down, which is most games, there have been so many times where I wished my felbats with rush would have 1 more attack to trade but I mistakenly played quest turn 1 instead of hero powering
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basically you will never play the 5 mana 7/7 Kurtrus, and if you are it means you always traded and never played your need for greed's, because if you did you would have nothing left in your deck for it to be worth it
also, trying to complete the quest is way too slow, your opponent would have to be a complete pacifist for you to actually live through and fully complete it
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people! don't complete the quest, just treat it like a 1 mana Runed Mithril Rod, you only use it to get the discounts, and dont think it's a waste like I did to overdraw the requirement, if you drew 4 cards already that turn for example, on step 2 Gain Momentum, getting 4/5, and you have a need for greed, play it, to draw 7/5 cards but reduce all 7 of those cost by 1, it really helps with finding a way to S'theno combo and win
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also I dont know what this deck would do without Abyssal Depths, it's just so good, it makes it very, very likely you have the combo in hand
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so only 1 peddler as the list says, I was wrong
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actually do not listen to my first two comments, you have to draw through your deck as fast as possible, my winrate lowered a lot trying the advice from my first two comments, if you draw through your deck as much as possible you will quickly try to find a way to win, either discounting a few spells with the Final Showdown and Gain Momentum cost reductions, discounting a few minions, or discounting either Brann or Jace by 1 to be able to play them in the same turn, and with the amount of fury's you've played, it will definitely give you 30+ attack, and even two taunts in the way wont save them, because of multi strike's "may attack again" effect
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running two peddlers also allows you to trade both in one turn when you have already drawn your combo when you abyssal depths, essentially turning abyssal depths into "6 mana: draw 4 cards" with the bonus of not running through your deck too quickly because tradeable
0
feel like you need a second peddler, I know it doesn't make sense because you're never drawing both but it just increases the chance of completing quest quicker by giving you a tradeable instead of a draw
tradeable is op in this deck because drawing thins your deck too quickly and you wont have any spells left for the Stheno turn, trading just progresses quest, but doesnt decrease your deck size
I have had some games where I try to complete quest and win, this is usually when they have a board
and some games where I dont complete quest fully and rely on the discounts from the first steps when they dont have a board
I find it's rare they wont have a minion in play so I always need the extra spells cheapened by the final 7/7 quest reward
so overall I think completing quest is more important gameplan and for that the second peddler would help, replacing Jace or 1 Multi Strike, since it got nerfed after this post
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against druid or warrior: concede
lol