Is the rogue quest self defeating?

The quest reward is to spam ninjas out of your deck as much as possible to overwhelm your opponent. But your quest is to flood your deck with random stuff by shuffling things in making it less likely to get your ninjas. That seems directly counter productive. What am I missing?

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it would be cool if each of the ninjas spawned with 1 of 4 random effects, like red = rush
blue = windfury
oh hey i know a mechanic that would be great for these ninjas, give them a random bonus effect on summon

heck adapt them on summon

maybe the miniset will solves the issues

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The synergy is definitely weird. Normally, Rogue gets all the synergy in the world. This time, they get the weird one.

I’m sure it will get buffed. The question I have for Rogue players who are playing this is what buff suggestion would you support?

Do the Ninjas need rush? Is that even good enough?
Do the Ninjas need Deathrattle: draw a card?
What does it need besides more card support?

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Honestly I think it would be cool to have a bit more ways to get ninja into the deck and then an effect of “if no more ninjas can be played (board is full) give all ninja on the board xyz effect and shuffle the extra copy into your deck at end of turn.” Would scale heavily as your deck empties but not prevent fatigue and keep you on a timer.

I’m not the best with rogue so my balance suggestion may be wildly ridiculous for all I know.

…on second thought I suppose that makes me exceptionally qualified to join Blizzards Hearthstone team! :grin:

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The ninja shuffle card isnt redeemable. The only way i see it being good is by making the stats bigger, but you make the stats bigger and its just an annoying uninteractive face deck.

Stealth as a mechanic is only good if you get to be the beatdown. Usually either paired with early aggression or using stealth for chip damage with a burn finisher. When you have a bunch of shuffles, but none of them do anything to fight for board in the early game, you are almost always the player on the backfoot. Taunt would be a better keyword than stealth for ninjas. I find illusory greenwing shuffles much more effective than ninjas for doing what the quest wants to do.

The deck desparately needs “cast when drawn” on a minion with decent stats in the early game. It relies so heavily on moonstone mauler because thats as close as it comes and it is understatted for the cost. Plus you dont really want to just play it on 2, you wanna combo with stepping it.

It needs good shuffles and a 2 mana spell that creates no immiediate impact on the board just isnt going to cut it

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Would it be broken if the Ninjas popped on board from deck, attacked a random enemy, and then went back into the deck?

That seems like something a Ninja would do, afterall.

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I think you buff merchant by letting it discount the minions that it shuffles to offset the downside of it handicapping your draw. Then wait to the miniset and print some good shuffles lol

The 2 mana ninja shuffle isnt salvagable. Its too bad. If it was a 2 mana minion and not a spell, maybe you could save it

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One way to make it better,trying to be positive lol, “shuffle 3 ninjas, draw a ninja” plus maybe one of the other suggestions you had like rush

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You’re missing the part where you steal Kil’Jaeden and then draw only really big minions

Why do the ninjas have stealth but Opu doesn’t?

Opu the UNSEEN

My turtlemans the Shaquille O’Neal standing behind the tree. We see you brother :turtle: :deciduous_tree: :eyes:

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Change Cultist Map to only discover minions in your deck and fix Opu’s cost and combo bug. I think that would do it.

Any change on the ninja’s is going to be overpowered. You can get a full board of them fairly effectively and cycle that. That is the continuous 21/21 worth of stats. As rogue can do many other things I think that’s more than enough stats.

The issues come down to tutoring and the value they get from their new class legendary.

Doesn’t need to draw a ninja. Just drawing a card would be good. Though drawing a ninja would be better, of course.

If you shuffle a bunch of ninjas into your deck its self-defeating because they board lock you. The “shuffle 3 ninjas” spell is actually bad because you don’t want to have a board full of ninjas and be unable to play any other creatures. You lose the aggro matchup because they don’t contest the board right away, and you lose to combo and control because they aren’t powerful enough to win the game on their own and prevent other things from developing.

Your best win condition is probably espionage after completing the quest because you get a ton of discounted stuff into your deck and a lot of tools to draw into them. Espionage requires a pop off turn where you flood the board with all the discounted stuff, and this can happen immediately after quest completion or the next turn. The hero power and a couple of cultist maps let you draw a hand full of 1 costed things. If you have a bunch of ninjas on board this locks you out of the power spike.

The discover legend shuffler is unplayable because it dilutes your deck with full costed random legendaries, and it should probably work like espionage by discounting to 1 the cards that shuffle into your deck. You can build a deck that completes consistently and plays the quest reward turn 6, but you die to jug or murlocs on that turn.

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Im running Escape Pod to give ninjas rush, unfortunately, getting ninjas into deck and than out and to give them rush is Disneyland… Whole process is kind of impossible and too slow to match any meta deck. I was trying to lean away from 1/2 shuffle legandary by going more into cycle rogue but whats the point of running quest in cycle rogue if cycle rogue just doing it better… its similar story to DH quest. Why run quest, if DH without it kills you faster…
Rogue quest is great - flavour wise… but in current meta its just handy-cap on its own. I would call it that if quest would have draw 1 when played - it would make it much more doable - but yet again, why run -1 mana card if you cant use it efect before you are dead?

Great combo for quest rogue, that makes “1/2 shuffle legendary” card not that bad is to quasar on 4 out of 5 quest completion or after quest is played. One condition - you have to be alive and it seems like mission impossible… that makes all cards cheaper - including espionage cards going down to zero as its reset only mana cost of things in hand.

Maybe if quest had - when you shuffle, create 3/3 ninja with stealth or 2/2 with rush (so its not too powerful winning games on its own…) and remove 2 ninjas when quest is played.

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You can’t remove the two ninjas. They’re the only thing preventing you from completely skipping your turn when you play Dusk. 6-mana draw 2 is horrible. 6-mana draw 2 with a couple of 3/3s attached ain’t amazing but at least you’re still fighting for board.

I almost wish the ninjas didn’t have stealth. Then maybe the opponent would trade into them. LOL

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I don’t think you read whole post → get ninja each time you shuffle = you get board every turn to live to turn when you play hero. Ok it makes turn 6 worst, but your earlier turns are at least remotely playable → completing quest, same time build any board vs copleting quest, dying for free to get 2 3/3 on board for turn after.

After you complete the quest you don’t want to be shuffling. You want to be drawing the payoffs you already shuffled. Barring cards like Incindius or the guy that gives asteroids, of course.

What the quest needs is early survivability which it lacks because the shufflers are understatted except for the taunt dragon. It then needs inevitability. Give us decent shuffle minions or board control cards for the early game. Give us Gang Up and Lab Recruiter for the late game. Then we’d be in business.

Thats exactly what i wrote. You get minions as you complete quest, I would even agree them to be weaker cause you get totally 5 in the proces. but when you complete quest, quest is gone so shuffling condition does not apply anymore. At this point you draw what you got in deck.

The 1 drop discover card should probably shuffle ninjas in instead of the reject legendaries.

But other than that the deck just struggles with the fact that normal tempo overruns it before turn 5, and rogue is limited by combo cards which hate the loss of a card in the mulligan.

How it is right now the hero power from the quest reward is worth more than the ninjas.

And don’t knock neutral legendaries, some aren’t trash