Quest Mage In Wild Might Get Another Nerf in the Future
If you are playing Wild mode, you might've come across a lot of Quest Mages, who are really annoying to play against, mainly because of the Flamewaker and Sorcerer's Apprentice combo, but the Sorcerer's Apprentice alone can cause a lot of problems and create a huge tempo swing in early/mid rounds.
A Twitter user asked a Hearthstone developer (Cora) about her opinion about this problematic combo or deck in general and she replied with the following answers.
Q: What do you guys think about Sorcerer's Apprentice shenanigans' in wild? Do you think its acceptable the way it is now? (Talking about giants quest mage)
A: It's definitely on our radar. We hit Open the Waygate a while back, but we're very aware that it's a volatile situation and a few new cards could make things really unpleasant. SOURCE
A: We're not just going to leave Wild out to dry. If changes are necessary then we'll make them. SOURCE
You are ruining the quest for any other deck, like apprentice exodia mage, and the real problem is that these guys get a Vargoth Time warp, there needs to be another way to solve this - by either slowing mages down in playing spells or reducing the impact they have with it, which includes both Apprentice and Flamewanker into the issue.
The quest is not essential for Exodia Mage in wild since they are allowed to use Emperor Thaurissan instead of the quest. Nerfing the quest makes the minimal impact to other decks and directly hits Quest Mage hard enough (both highlander and flamewaker version), which should be considered the best nerf comparing to other cards.
giants still cost 0 so not really.
Fundamentally skipping your opponents turn is just fucking bad. There is no way to not make it stupid.
I am more annoyed by secret mage tbh, but As a wild player, wouldn't mind sorcerer's apprentice at least taking a stat hit. Same with flamewaker.
Stats hits are pointless, they aren't tempo cards, they are 1 turn play 20 spells shenanigans cards. They need higher cost or weaker effects.
i said at least. and yes, stats do matter if you have to trade into them or remove them against a secret mage. sure it doesn't matter much if you are a quest mage, but did you not read the rest of my comment?
Nerf Quest Rogue again!
after nerfing a card or two (quest, giants, apprentices etc.) because of a single meta deck, we should have chance to refund all dusts of that deck not one card only. I ve crafted some kind of reno quest mage 2 months ago and spent lots of dust as u imagine. now if they nerf the quest to 12 spells or something what i m gonna get? 1600 dusts...
nerfing timewarp is completely understandable but only one card refunds is annoying
I hope my exodia mage won't get hurt.
But honestly, Sorcerer's Apprentice is a very strong card. IMO, it should not be 3/2 for 2 mana. If we want to keep exodia mage alive (but nerf mage's tempo), Blizzard should change Sorcerer's Apprentice's attack to 1 or 2 or Flamewaker's HP to 3 or its cost to 4.
The problem with sorcerer was not the stats it had,but the effect of discounting spells in that deck which paired with flamewaker effect caused disaster,stat nerfs are irrelevant these are purely combo cards.
Just nerf flamewaker allready, Its been a pain in the ass in wild for an eternity.
A good nerf for Sorcerer's Apprentice would be to give it the same restriction as Summoning Portal. This would stop Mages from filling up their hands on turn 5 with spells while clearing your board with Flamewaker. Another thing they could do is simply make Time Warp cost 7 mana so Archmage Vargoth can't cheat out an extra turn without mana reductions.
Noice
Nerf giants to have minimal cost of 3 and problem solved...