There is no downside to the quest anymore, now with warlock having a 0 mana card healing all the damage taken during the turn making the downside pointless, The Demon Seed is and has always been a frustrating card because it not only is broken in it’s concept, it also kills any possibilities of slow decks existing, the quest card destroys the entire meta by forcing only aggro/otk to exist to be able to deal with it, it is impossible to have fun or face different decks in the ladder, it is so overpowered that it shapes the entire meta around it.
No nerf fixes this problem because the quest’s reward is broken itself, it should never have been unbanned and that’s exactly what needs to happen, either ban this quest or make it’s reward different overall, because as I said before the entire concept is overpowered (Broken), I also had this same discussion with other people and not a single one of them disagree, enough trying to force this kind of deck to exist it is unhealthy for the entirity of wild, it is essentially killing the format.
i felt that all of the questline cards should have been based off of the use of the hero power, with the reward being some form of “upgraded” power & not the direction they took
How you dare say its a weak deck? It is a deck that can do EVERYTHING at the same time, and its great doing everything, it can be agro, it can be anti-agro, it can be control a little, and there is NO counter play, i repeat, no counter play against it, even if he finishies the quest and dont play the reward, he makes a gigantic board, so you cannot just play a dirty rat or theotar or mutanus, oh boy, and when you can’t even try to be agro because there is a 0 mana cost card that heals always 20 healt at minimum? Sounds very fair to me, there is no pay by playing the quest, you lose nothing to gain a power that is ridiculous, and that makes decks on wild goes crazy, trying to beat the seed even early than it could be finished, if that card don’t getba change or a nerf in at least 6 months, i am quiting that game, there is no fun at all, its juts disgrace
I don’t like the Darkglare Questlock too (i liked to play the Fatique Version, but this is too slow since MassProduction and Pirat DH), but it’s only one of the damn toxic Decks atm.
most quest cards are strong and the irritating part is how easy it is to complete them.
Oh no a mage has to cast spells, a priest has to heal?!
supreme archaeology, plot twist, gaslight keeper, low costs and pretty much takes care of the quest. Now add a kil’jaeden, 2 twisting nethers and other board damage cards.
It’s uncanny how 1 cost quest cards always seem to be in the starting hands to play on turn 1.
Ive done this little play so many times against people that have their decks based around quests/questlines. most of the time once they see they lost out on their main theme of how they play their deck, they just bail right away. lol.
Many folk just arent expecting it, it would appear lol. At least in my experiences, and I put all the qualifiers up front about it, gotta have it in starting hand, and gotta be the one that gets to go first. Getting both of these prerequisites to be true for someone is already a tall order, but if the stars align and so on, I think most folk just dont expect a turn 1 paladin secret to be THAT secret, especially if they are queued up for their turn 1 to play their quest/questline, which for a lot of folk, they seem to forget they have a coin in their hand to be able to play around it. But so many just dont lol.
I chalk it up to muscle memory of how they’ve played that deck’s first turn for however many times theyve played their deck. Combined with the usual desire to get thru turn 1 with the only thing they ever planned on doing in their turn 1 so they can hit end turn.
i dont know who made you supreme arbiter over everyone else’s experiences and can therefore judge everyone based on only your own views instead. I know I didnt vote for that… never seen you pull any swords out of a stone or been gifted one by a lady in a lake… nor witnessed any gungans move to give you emergency powers…