It’s just a bit too much of a stretch, especially since we already had KotFT and the Death Knights rotate.
And necromancy is not too… heroic.
If this were DnD, I could argue for this theme, but in WoW, one of the paladin’s main duties is to purge the undead.
Arthas took it just a bit too far.
But it underlines the level of devotion a paladin is to some degree expected to have.
And no.
He lost his title as paladin, once his soul and mind became scrambled, rotten eggs.
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i dont have the warrior quest but you may be able to test this on wild
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I would not even be mad, if the quest somehow fits perfectly into a version of Pirate Warrior and turns it into a tier 0 deck.
I don’t know about warrior,it feels like it has some potential if warrior would have better weapons. Boom will rotate eventually and then this is a value option for control maybe but 5 weapon attacks for control is quiet a bit.
Maybe later in season or next year some quests might become better,some of them have potential but giving up the card in opening is so big.
Quest decks…
You mean highlander decks. Those are doing work. And cost some 15-25k dust. And the best decks on top over the last week have been neither quest or highlander …but tempo decks.
Well, and control warrior obviously.
Clearly decks with quests and hero cards are on a higher level than “regular” decks because of the massive tempo and value boost they confer when it comes to control decks.
But the question is why are you not playing those cards in your control deck then.
Otherwise, play arggo, no need for quests. Aggro warrior or rogue or hunter can get the job done before the quests or hero cards matter.
Control warrior is skewed due to people wanting to only have sub 5 minute matches and auto concede because it’s easier for them to just rush face against other decks then have a 40% chance to lose after 10 minutes.
If Sulthraze was cheaper it would be easy.
Rogue quest is ridiculously viable. Tempo rogue can run it since tempo rogue already runs cards that fuel it. It turns tempo rogue into odd rogue on steroids.
I agree with some of the quest cards being way too strong. I don’t auto-concede but I find the biggest issue is that they aren’t really balanced when compared to each other. For example, you could complete the Druid quest by the end of round 5. That’s so easy to get compared to the Mage’s 10 spells or the Hunter’s 20 minions. And the power of the Druid quest is really strong for being able to get it by round 6.
And the Hunter one doesn’t make much sense compared to lots of the other cards released for the Hunter. Play 20 minions when many of the new Hunter cards are about secrets and spells?
Anyway, the quests are neat, but I’m disappointed that they will be in standard until Jan. 2021. I hope they balance them out.
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The new quests are overly flashy, but you do have counterplay. It’s far from a “lost game” if your opponent happens to have one.
That being said, the Paladin one is far too much sticky compounding value, you basically have to go face and end the game to win (with minimal trades) before they pop all their Eggs and Whelps. Yes, it’s held back only by the fact that each minion can only attack 1 of your minions per turn.
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Pally is pretty hard done by against a priest running mass dispel and plague
Haha what?
I’m ONLY playing Rogue Quest right now and I’m having the time of my life. If anything this might be the only deck right now that looks like fun to me.
hunter have UTH which can summon alot minon from 3 mana, the new 6 mana spell is 1 card and do 6/20 of the quest. They also have their loa which can give the hunter perhaps 5-6 minion played, some minions like the new 4 mana 7/7 1 3. There are many ways to do it. And since the deck focus on swamp. Once the minion sticks or just a UTH on full board + heropower is 21 damage burst.
Playing against rogue I don’t even know what’s going on anymore with cards flying around all over the place and my minions and main character taking damage from spells and other things I don’t even know. Thought this was supposed to be a game of strategy not a first-person shooter game. Lackeys upon lackeys upon lackeys. I just auto concede against quest rogue now.
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Their solution is part of their problem, though.
Hunter needs to stuff his deck with token generators that mostly put 1/1 on the field - which die to a sneeze from Garrosh. Coming turn 7-9, quest completed, and what board does he have to put his +2 attack on?
- UtH needs an ememie’s board to be any good, said board will (have) hurt Rexxar, too
- Tundra Rhino into Swarm of Locust + hero power over 2 turns is a pipe dream
- Tundra Rhino +Hyena alpha+ hero power needs the coin
- using the mech synergy for quest collides with UtH and SoL being beasts, no magnetizing there
- any other ideas?
Quest Hunter is pretty much crap currently, IMHO.
I think the existence of UTH will stop people from willing to extend their board. Scarlet webweaver can turn rhino to 0 + locust + hero power could potentially be a 22 damage finisher. i am not saying its a great quest, but i do see potential for this to work even with 20 minions condition (which can be lowered)
Do you really wanna try to compare wild with standard? lol create a standard deck and try to play against paladin quest XD
Paladin Quest should be something at least harder to complete, and not just ‘play 5 good cards and receive a stupidly good new hero power’… people say that paladin quest struggles against aggro, but paladin deck is always with the board full on turn 5 against me… wtf is it just happening with me really? but actually I think we have some others most impotants problems than quests, like Dr Boom (play and win the game) and murloc paladin (1 mana fulfill your board twice and if it doesn’t work play Nomi, and if it still doesn’t work wish the perfect card to finish your opponent), like come on guys, my 4 years old brother could get legend with this decks!!!
Quests are not strong except paladin, so no