Thank you for teaching guys. I don’t theory craft. I never know what a card will do until I have played it lol
Why? Fireballs and Spell Damage exist.
So wild perspective here…
Goodbye warlock quest line, which was fun, and yes overpowered, but come on! Make some adjustments instead of straight ban…
They destroyed one of my favorite decks, even hero power mage.
Even warlock now can use mithril rod, cool.
And goodbye shaman quest line deck. It already struggled in wild and has no chance now.
Oh, and they gave a tiny buff to pirate warrior lol
I guess I get a ton of dust for losing 3 of my decks…
Thats the thing you mostly play Fireballs after him to close the game , you wont get a chance to do so.
And before that you will be to busy doing other things to even think about wasting 4 mana on face damage.
I dont see the deck breaking 40% win rate in this meta and i did pilot the deck to legend when he was 10 mana but this are different times.
I think you’re spot on. I don’t play warlock, but I do notice they go over on damage consistently. I bet in most games they won’t even notice. It’s also the fatigue that is the killer, so it probably still ices out control decks (helps aggro a bit).
And Chandler. Wildfire can draw wildfire.
I supposed we’ll have to wait and find out, but I think there’s definitely potential for it.
You make a piece of crap out of ILLUCIA and you forget to at least return her BACK to 2 MANA?
You guys are TERRIBLE, nothing else to say. A kindergarten of leftover developers, after all the good guys are gone.
I at least I’m not buying your newest mode anymore (what a crapy presentation you did, lol?) until you guys grow up … But it will take a lot of time I guess.
And I’m much more infuriated, but hey, who am I … And why I do even thing, that you guys will read this?
So long
gotta disenchant all these nerfed card.
they are underperforming and 5000 dust seems more worth while.
i already consider them to be average without the nerf.
I think a lot of people are underestimating hitting your opponent for 10, essentially wiping their board and then placing down an 8/8 for 8 mana. It really is a big deal and a lot of times the damage to face kills you anyway.
If they don’t have an immediate answer to the 8/8 from hand they’ll be in trouble.
I doubt it will be Tier 1 status, but it’s definitely stronger than people are giving it credit for.
Indeed i could be wrong but i just dont see it.
I just dont get it this will do nothing to Quest Mage play rate, no one will craft Mordresh when you can just play the Quest and win the game 1 turn early.
Only mage players that keep the card will try it.
I don’t like this. They are just kicking the can down the road.
still the control dead
…
just delete fatigue damage imunnity from quest ! oh come on !
Damn you for being so smart and rational.
That’s actually one of the past priest themes, seeing whats in your opponents hand.
Part of any praise Chameleos was ever given. Even if u never played him, he could show you your opponents hand.
Wildfire Now 1 ??? What what? As if no minion quest mage didn’t have enough cheap fire spells they now give them the ability to double their damage from their hero power if they are waiting on cards. Incredible.
Mordresh Fire Eye…literally have no clue about this one
what is this hunter buff … just make it one minion dead draw card make hunter new decks
My take:
Quest shaman is really highrolly now. It was often taking ages (aka 8-9 turns) to finish the quest. One extra overload might not sound like much, but even before you could desperatelly wait for overload for 2-3 turns, now it can be even longer. Perpetual… I would say OK nerf, was strong, will be strong. Just more fair.
Quest Warlock is hit hard. I would say this will drop it to T3. It takes 4 hero powers instead of 3 to finish first one. That is big - it takes longer, you might need extra 1 mana for giants. Not even talking about weapon, which will be kinda dead. You cant coin-weapon-backfire into mass discount, which will make it much weaker to any fast deck.
DH - it will be fine. It was 1 in 10 autowin turn 3-4, now it will be 1 in 20. Nothing really changed, it should have been nerfed by 1 card drawn in 1st questline.
Illucia is dead… I liked the card in control, when you could disrupt OTKs… This aggro priest just killed the control, which could counter OTKs somehow.
Buffs:
Beast hunter - still unreliable.
HP Mage - I will try it, but dont think it will be any good, sadly. autolose to any questmage.
Quest Warrior - significant buff, I think it can move the class into T2…? Still will suffer, as the quest reward is not so rewarding as others permanent rewards.
It makes sense, it will be easier to keep it fair for 1 format. For 3 (duels, standard, wild) it is just way too complicated.
I think the change should be that wild is only “all rotated cards, which are not standard”.
That way it will make it easier to work around cards, that are problematic in one, but not that much in other.
Which they will once the quest rotates out. They can’t put in two different versions of the same card. Either it’s balanced in wild and completely dead in standard, or they balance it for standard and ban it in wild. You can’t have both.