For players who prefer games without quests

Perhaps a new neutral card could be created for this. When played, the card prevents both players from using quest powers for as long as the card remains on the board.

The card would need to have some survivability built into it to remain on the board, perhaps make it a 0/3 stealth card or something.

I’d like to see something like this brought into the game and perhaps it can keep happy those players who are not currently happy with quests.

Has a glaring flaw… can you see it? The whole…quests are 1 mana…an start in hand hmm…

Basically you would need the card to be like Baku an Genn. It revels at the start of the game like Prince Malchezar. An it stops quests being played until you draw it.

Maybe treat the card as a candle from Darkness. At the start both decks have it shuffled in. When drawn you could play the quest cards. An you would redraw when you drew the start card.

Now that I described the situation, time to understand Blizzard is never gonna print a card to stop quests. Sorry dude, but it will never arrive, no matter the card.

There might be something in the next expansion that makes some attempt to weaken quest powers. This would be in keeping with blizzards tradition of obsoleting the previous meta each time.

I know quest seems to be powerful on theory, yes it apparently does on practice, but with the state of the meta nowadays the power level of the quest is necessary to keep another decks in check. Just look at highlander hunter, they have strong minions and spells on their arsenal and with Zul’jin at the very least they could play secrets against for free, when they are on highroll zul’jin feels deceptively unfair. Control warrior they are able to generate more cards later using assembly, boom’s drone and archivist, not to mention they have the best removals in the game (warpath, supercollider, shield slam, brawl, plague of wrath, omega devastator, restless mummy) and recently they received armagedillo + taunt packages. Mage have the best early game value+ tempo with spell cards in combination with cyclone, and highlander mage has kalecgos, lpg and reno they sure are really good stuff. Priest having consistent combo deck as well as more support for deathrattle mechanics and summoning wide board with spells need to be taken into consideration as well.
For shaman it is fine for them to take the spotlight right now they were unplayable in some expansions in the last 2 years.
For druid, they don’t have any solid deck right now besides some midrange token deck. The quest itself kinda resurrected ramp type of deck with slow early game and good tempo swings later on. Those quests might be unfair though(even to a certain extent paladin, rogue and hunter) but it is necessary for the 2 classes to survive on the current format if you want to play something slower than aggro or tempo decks

I just want to ask though which deck were you using against these quest decks? If your deck does not offer something “OP” it does not belong to be played on this big boys meta even zoolock has vulture/tekahn, aggro warrior with enraged supports and token druid has garden gnome and anubisath defender

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Sincerely…

Quests is just blizzard trying to appeal to nostalgy and it actually worked because people forget bad stuff really fast.

They could do quests even again in 2 years and there would still have someone trying to argument that they are good for the game.

With that said the entire SoU expansion is as bad as most hated expansions but since it is bad in a different way there still people who not notice.

And sincerely to OP

The entire point of build a deck(a.k.a. constructed format) is to use cards to create synergy that is stronger than just play on curve.

So your deck doing “something overpowered” is the game working as intended and not a design flaw like many fail to understand.

If someone not like this type of stuff said person not likes competitive environment of card games at all.

It isn’t a game problem. It is a taste problem.

Just as there is ability to destroy an opponents weapon, why should there not be ability to disrupt an opponents quest power, albeit temporarily.

I could take my time and argue or say something to back up my point but I won’t. This is one of the most stupid ideas I’ve ever seen regarding hearthstone.

Thank you for your useful insight into this topic. Can tell you are someone hiding behind another user name.

This card existed in standard during the Frozen Throne’s expansion
Rare · Minion · Knights of the Frozen Throne · Hero Powers are disabled.
And it card have a big problem, there aren’t enough decks with good hero power as to justify using this, even when decks with odd/even sinergy or with DKs were tier 1

Interesting, thanks. Shame there is no stealth on it, decent health though I suppose. Presumably something still available in wild but not standard.

Giving a card like this stealth would have to be 1 turn only, or have 1-2 health so it can realistically be removed by all classes. Better to give it high health for stickiness. They still need to sink resources into removing it, but it wont be near impossible for some classes to deal with.

They should have brought it back. The huge difference is that the quest rewards this time are all hero power based.

In this entire post you’re inferring Quests as bad in terms of overpowered. Int he first set of quests the only “OP” Quest was Rogue. None of the other ones were crazy powerful in their metas. Second best was probably, what, Warrior which came with a trade-off (no armor) and was needed as the class’s DK released the next expansion was underwhelming to a Control gameplan which Warrior has tended to favor over time

They’re like Planeswalkers in Magic. Sometimes they are good for the game and sometimes they are not. Explain to me how Quests are ‘inherently bad’ when some Quests offer good gameplay mechanics for their respective classes such as Amara pre-Seance (so most of it’s existence), Paladin’s current Quest, and Warlock’s old Quest all added good powerful mechanics that didn’t break anything crazy and were solid basis idea.

quest cards, Putting my biased aside… They suck! Not really. I just don’t have any, its a noob thing. But if I did I sure as hell would be using it. For now if I catch a match and they with a quest I count it as a loss and 90% of time it is. Still fun.

Could be more fun if there was some way to disrupt their quest powers, albeit temporarily.

Did you take a break friend? Haven’t seen you around. I’ve been offline as well. The meta is puke garbage.

Except it isn’t exactly about balance.

1.The gameplay is extremely linear making it get old really fast.
2.Quest that make into the meta in general represent insane spykes of power resulting at less interactive gameplay than most stuff at the game.

In other words they get old faster than normal cards and also dictate deckbuilding making they work like cake recipes that you can’t really tweak to much.

Really feels like to much waste of legendary card slots in a set for something that just isn’t fun unless you like games that repeat themselves far more consistently than normal decks(not that normal decks not repeat themselves a decent amount of time too).

Actually the entire last year was about telling how matches that played like that sucks but people apparently did forget that.