Quest Warlock Is The Best Deck Ever?

I see a lot of decks doing crazy things very fast with a GODLY starting hand, but quest warlock do this every game with no exception, it is able to eliminate any random aspect of their game, complete the quest pretty fast and ending every game in turn 4 or 6 (7 maximum) I never see something like this before and was able to completely destroy Wild format.

Sometimes a very strong deck arises with a new expansion no one predicts, like Galakrond shaman, but usually only happens in Standard, the same deck don’t break the Wild or not is competitive there at all, but quest warlock put the set of all cards release in many years of the entire history of this game at your knees without any hope.

This is the absolutely more strong and broken deck ever made?

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Maybe not in standard but the Apothacary ± crystalizer Interactions are obviously broken in the 70-83% gold/all wr wild deck variants on hsreplay. and the deck can just too much value to the point im pretty sure if you had to put a mana cost on what it would cost like… three pyroblasts of damage, and 18/18 of minions you’d be at 40-48 mana. literally 3 to four alexstrazas… For what they can do for 6 mana and 1 drops that otk with a 3 mana card… It’s just broken.

Remember all those design spaces, where they talked about how even if stuff wasn’t 40% winrate, it was restricting design space? And like printed skulking geist for control warrior in a meta control warrior could handle pirate warrior, but aggro was at a all time high since you can’t have a 60% winrate against one deck and a like 10% against the other. Well the 70-83% winrates on questlocks from any to gold don’t look the most promising. maybe there’s 1 counter deck like a pirate warrior, but aggro or dealing 20 damage before turn 4 before just dying or taking 40-50 mana’s worth of effects to a 3 mana imp with raise dead + free quest combos is just ridic.

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Turn 4? Wtf were they playing :joy:

You can turn 4 OTK for 36 damage in STANDARD for 3 mana. Wild is worse and more consistent.

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highrolls vs 80% rolls matter though. a deck that combos 2%-30% of the time with godlike rng, vs 90% of the time is a huge change for a 40-60% winrate with rare t4 otks vs consistent otks at 70-83% wr though.

I mean yeah, it’s like saying. You could walk outside and be killed at any time by lightning or buy a lotto ticket and win, but a mcJob would prob be more consistent if you’re looking to make a few bucks though. But when you hit the lotto, things go big.

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Lol, how can you do that if the quest reward costs 5; i am curious :joy:

I was playing dh earlier vs quest warlock.

After my turn 6 he had 10 health and had not completed stage one of quest. I had 3x 7 cost 10/10 illidari Inquisitors in hand, 30 health, and a marrowslicer equipped.

On his turn 6 he coined, played stealer of souls, darkglare X 2, and then completed 3 stages of the quest, healed to 21 health. I couldn’t close it out and then he did 30 odd damage the following turn.

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Which card do you think will be nerfed?

The Questline itself? Darkglare? SOS? Something else?

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Darkglare was troublesome in Wild (where there’s no SoS) before Stormwind. The Questline just made it even easier to exploit.

But Darkglare and SoS are massive mana cheats, both of them will almost certainly need to be hit with the nerf hammer at some point.

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https://www.twitch.tv/videos/1109535001

I don’t know really, because it’s not just 1 card that’s a problem, it’s the entire premise that you can play cards for health that is the underlying problem. I think it’s a combination of all the cards that creates a tremendous synergy. A SoS nerf seems like the most likely where you make it so only the first card you draw each turn changes to health but I don’t even know if they’ll nerf it because the deck sucks in standard (for now, likely to get better) and for wild they likely just need to ban the quest.

Or make the quest where it says your opponent takes damage when you take damage on your turn and remove the part where the warlock cannot take damage.

It’s just a really bad idea. The underlying problem is really that the cards end up costing 0, which is always a problem in Hearthstone. Other than cards that start out costing 0, no cards should ever be able to be dropped to 0 except for maybe some extreme circumstances. It’s really bad design and always causes problems.

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Quest Fatigue Warlock Deck. You don’t need to worry about fatigue. You can just draw endlessly.

Man… That’s so lame. Had 2 of them finish quest turn 4 recently and blow me out the same way. Yay Stealer of Souls!!

so now jungle giants is a problem along with bog beam…
no idea why you are saying this
dont even remember the deck being that strong compared to others back then and the deck didnt show up on the wild vs report…

so putting your opponent to 10 health and having insane load of value and finisher is fine,

but being able to combo before eating all the illidari inquisitors isn’t?

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I think you misread what I’m saying. Or you purposefully didn’t pay attention when I said:

no cards should ever be able to be dropped to 0 except for maybe some extreme circumstances.

Jungle Giants is one of those rare occasions where it’s ok because it takes a lot of work to get to that point. These other zero cost cards always cause chain reactions and broken interactions, especially when those zero cost cards allow for a deck cycle of drawing.

You don’t have to act like I’m making this up. Go look at the nerf history of Hearthstone and you’ll see the correlation. Cards that create zero cost cards, powerful zero cost cards, and discounts get nerfed so often that it’s practically predictable at this point. Skull of Gul’dan, Innervate, etc for example.

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I didn’t comment on the fairness or unfairness of the game.

what was your point, then? What did you want to hightlight, exactly, by describing a losing game against quest WL in a thread that complain about warlock?

I was agreeing that the warlock quest deck is powerful.

Actually now that I re read the OP, he asked if this was the best warlock deck ever. I didn’t know the answer to that, but I did have a recent example of a game where it was very powerful, and I thought oh I’ll share that if might help decide the answer, so that’s pretty much it.

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I don’t know about EVER - I personally believe that whoever masters Shudder Shaman for the disruption would probably be the best player ever, but yeah…this is now two decks in a row in Wild, and even in Standard, where Warlock is just breaking the game, blatantly. Stealer of Souls, barring rotation and HoF/Classic/Wild format splits, is the only Standard card to straight up be banned in Wild. And now it’s not even run in high legend and the best lists of Standard Questlock? I think the playtesting and design balance of the game were really, really off for this expansion, and I’m hoping we can all return to a game where control is a valid archetype, and turns don’t end by 6/7 mana consistently with board negligence so high. I don’t know what the solution is, but I hope Questlock decks, and in general Standard and Wild, are addressed soon bc the game is wonky right now.

I agree heavily with Schyla; I did not play in the expansions, but I do recall that Bloodboom and Darkest Hour were also hit with the nerf, and were broken back a few years ago? The draw of Warlock’s hero power, the rez effect (of raise dead now, although Warlock has “resurrected” minions to board before Raise Dead does to hand now), and spending health and mana interchangeably and at will has been broken for too long. I imagine they release a massive nerf soon, targeting SoS, DG, and the Questline, and honestly, a few other things; multiple cards are broken, in my opinion, in both Wild and Standard, but I will keep it to the Warlock cards for the sake of the thread.

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