Brian Kibler breaks down the real issues with Standard meta

Heaven forbid players change up their play style to take on new challenges.

People play what they like for a reason. They change if they want to, not because some incompetent fool trashed his gamestyle because he dislikes it or because he listens to whiny streamers way too much.

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There’s essentially no way to interact with these quest win conditions and combos. Control can’t change things up to have an even fair matchup. You literally have no option but to play an aggressive deck.

Killer even pointed out that the matchup winrates for control vs these decks is so dire as to indicate the combo player basically has to flub and make enormous errors to lose.

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it’s a game not a job, if we just wanted winrate we’d play rock paper scissors without all the fun and game.

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Rush warrior is not playable because it cannot ever sustain a win streak high enough to help you climb in any meaningful way. I agree control died before the meta even started 100% and that was something i still think they did for financial reasons.

Their biggest error with this set is still introducing those new quests without thoroughly testing them. We know from past experience the Quests can be wildly powerful or bad. They should have approached each one and designed them in a way that they all played out to the end in the same fashion. Instead we have wildly powerful ones and useless ones and one that honestly you never want to complete unless your hand is setup in a way that you want to complete a portion of it(Meanwhile the end reward is a throw away).

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There has never been one expansion in which every Legendary is equally powerful.

To set that argument is to setup a straw man. We can criticize that some are boring (Priest).

But we can’t point at them as the killers of Control because it was already dead beforehand.

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I finally got quest priest to work in wild!
80% of the time i won… it was… by putting a battlemaster down and killing people as midrange… Including other quest priests or aggro… My win rate went up, never trying to get the quest reward… Even with the 7 and 8 cost cards in hand…

Even in wild… but just the discover 2 cards and then killing people with a battlemaster when i was ahead on tempo… or aoeing boards when they were aggro.

And… also conceding every match against warlock and just saying yolo, already star bonus to d5, lets just play for fun even if it’s not perhaps 50% winrate and just screwing around for fun.

Honestly if questlock was dead in wild, the game seems pretty fun. Minus i guess quest pirate warrior is actually a force to be reckoned with for both early aggro and nonstop infinite pirate weapon + face dmg value in wild. Though a couple renos can very easily go 50 50.

Still though, it’s more fun having a game you played rather than just won or lost mindlessly on the mulligan. Real games are more fun than non games.

Don’t care if it’s as good as it needs to be or 50% wr with 40% of the wild meta is wild questlocks with like 0% wr matchups since you die if you don’t do 20 damage by t4 and priest isn’t the right class for that. all i want is the gameplay.

Kinda sad that this quest would… delete controll… if it wasn’t already all dead and aggro… i do wish sometimes it just counted 2/3/4 5/6 7/8 cost cards played at any time of the game… since even with like 4-7x copies of 2, 3, and 4 cost cards… you have to dedicate nearly every slot to trying to contain redundant copies and it’s just so easily redundant to only get 7/8 of the cards you need, and miss 1-2… Or get stuck needing a 3 or 2 cost card forever and never drawing it, or leapfrogging a step to 5/6 mana before the 2/3/4 part is done… and whoops, now you need another…

Honestly, the priest quest does seem decent, but, not really best designed. it’s still a shame it ended up so weak though. Probably would be bad if it was strong, but ‘play a card on curve’… being 36% wr… or finding even just… dropping a battlemaster is a faster win condition in the current one… just feels. off… Not sure if it’s ever gonna be meta, i’ll try to make it work. it feels stronger as a discover 2 than a win condition with just how much weaker 1 card curve plays are vs 7-8 mana combos though… And how easy it is to miss a singular card unless you’re running nonstop discover packages on it. It would be really nice if it just counted the 5/6 and 7/8 cost cards having been played any time during the game… But i suppose.

A t10 instawin card being powerful should be bad… but it just feels so strange it’s one of the weakest standard decks you could make. Might have potential in wild in a slower meta… Just… i’m finding the wins due to tempo and killing people with battlemaster 80% of the time even in a priest before i ever play the thing… or dying if i go for it… 50% of the time… just going for the on curve card is a death sentence. playing answers, even off curve, is better.

I just put it in Razakus as a control killer, bc for some reason, even pre-nerfs, people were playing control…it seems cool. I want to test Shadow and Control Razakus now that the nerfs are live, although I haven’t been able to play much since they took effect :frowning:

I think i had a control raza and lots of tempo variants, you could do a little damage, but the warlock matchup was pretty bad. Just can’t have a deck that goes for singleton 1 of copies with 5 and 8 mana costs and a third card combo that need to be specific, while they play any 3 drop imp and otk you while also having 1 mana draw 3s while the same draw 2-3 card in priest would be something you’d happily pay for 5 without any mana discounts with .

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