The quest is stupidly easy to complete and is almost always done by turn 5
Draw power. Mages draw is absolutely ridiculous. The card that draws and then restores all mana is the most broken thing in HS.
Cheap spells that duplicate. Not only do the fire spells replicate in hand but they’re cheap and have tools to be made even cheaper
An infinite combo at the end of the deck that vomits face damage. Made worse by the fact that mage can cycle and draw so easily and the quest rewards permanent +3 damage.
OP early game removal. Even aggro won’t keep this in check because mages early spells are cheap easy control tools. Brain freeze, ignite, the flame spell that duplicates itself.
Mage does all of this without ever playing a single minion on board.
It’s another solitaire deck where mage just vomits out cheap spells then refills their hand.
Board is irrelevant because mage can clear it easily.
This needs a nerf. Preferably targeting mages ability to draw so easily to force interaction.
I mean thing is, the quest doesn’t HAVE to be a solitaire deck. It’s just built that way because people threw it into the spell mage deck more or less.
Or they’re using gadgetzan to make it a sort of miracle mage-style deck like miracle rogue of old.
If you cut down on mage’s ability to cycle/draw and HoF Auctioneer, it forces the mage to actually engage.
Do people actually think they should keep Auctioneer in the core set…?
I don’t think mage’s early game removal is OP or that First Flame (WTF) is a problem card. But to think Refreshing Spring Water, Auctioneer, Invoker’s Flow are fine is… uh…?
i mean i donßt think it´s that hard to beat with some imagination, but i really still want them to kill flow.
The problem with the Quest is not the powerlevel per se but that it is the exact same deck as last season, just with a quest.
Everybody else gets fun new archetypes and mage is forced to play the same flow on 2 style deck two expansions in a row? that just sucks.
It actually kills all mage archtypes together if cut their draw hability.
Some that aren’t even alive get incredible extra dead.
That to not even talk about the implications of a mage nerf in the actual state of the game.
There are 4 things that should be check nowadays:
Incanters flow always was overpowered and did a good job maintaining mage in a living line when necessary.
Time to nerf it.
Gadgetzan auctioneer isn’t being used only by mage and got too annoying in standard in many classes.
Just get it out of the core set.
Look both at warlock and paladin together if mages get nerf.
If you don’t nerf warlock the solitaire metagame not gonna even change.
And if you not nerf paladin after nerfing those two we gonna end with a tier S deck with more than 60% Winrate in the form of handbuff paladin.
While we are at it make flurry and brain freeze able to hit heroes even if brain freeze does without damage.
Having people literally refusing to play as an “strategy” is just a recipe for non games and this is bad on both sides of the board and not only when mage does.
So the summary here is basically:
Weak the deck so it gives more space for others to play minions and in exchange give it a little more decision making.
By all means nerf the card but you need to give Mage something is return like reverting the Refreshing Spring Water nerf(that got the hammer instead of Incanters Flow last time).
specifically with the flurry nerf: this just locks the spell into just the quest because of how awful that feels hitting face outside of niche situations.
Quest Mage is currently losing to (at diamond through legend):
Quest Lifesteal DH (44.1% WR)
Quest Druid (39.3% WR)
Anacondra Druid (39.6% WR)
Miracle Druid (18.1% WR, but only 220 matches)
Face Hunter (38.4% WR)
Non-Quest No Minion Mage (43% WR)
Poison Rogue (20.2% WR)
Miracle Rogue (40.8% WR)
Aggro Ele Shaman (40.5% WR)
Zoo Warlock (46.3% WR)
An insanely OP class would not have these win ratios.
Edit: This does not count the 50/50 match-ups to which there are several. It does, however, absolutely demolish warrior, non-zoo lock and priest (although everything does).
Get out of here with data and facts …You should know by now that none of that matters in this forums ,Mage has a playable deck that alone is enouth to nerf back to the stone age.
One more thing on this bullet - the data shows that, in fact, aggro is punishing quest mage handily. The problem with the first few days is that quest mage was going up against other greedy solitaire decks so they can efficiently complete their quest (without wasting good spells/resources) even on their own minions if need be. If you constantly throw threats at it, it needs to use its fireball and use Ruined Orb to produce answers, not necessarily the frost spell that it needs for the quest.
The data never was accurate, it just represents people who submit replays of games they mostly win not the majority of the player base only thin %. Ofc people who like to cheat will defend this broken archetype. I bought two preorders but I’m not hypocritical to defend something that is clearly broken. Quest mage is much worse than control warlock even been because warlock can’t freeze board, his mass removal cost 8 mana, he doesn’t have single target removals with the power of pyroclasts for 1 mana and doesn’t have direct spells that in one turn kill 80% of your total health pool. Sometimes I wonder if the devs are even playing this game. If the deck of lunacy was nerfed this is going to bite nerf as well, hopefully, they won’t wait long with it, since I’m starting to lose interest in this game slowly.
Aggro is punishing quest mage? Quest mage is relying on destroying aggro deck minions with his spells that’s how he progress in quest. If you don’t have minions on board then it’s problem for him but aggro ain’t problem.