The choose one quest for druid is too EZ to execute

Why is druid able to reliably finish this quest every single time I play one by turn 4 and simultaneously play easily through the first 4 turns?

They might as well auto get the reward when the game starts. After the quest is done they have literally everything. They can fill the board with decent health/attack minions, they can heal, they can taunt, they can card draw, they can clear your side of the board and often still have minions. Who designed this?

edit: Keep in mind I said “it’s too ez to execute” I didn’t say " It’s unbeatable. " Some of you are responding to the latter…

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What’s wrong with quests being easy? It’s just a time-delayed effect, why is that bad?

You say “might as well get the effect when the game starts” - but that’s demonstrably worse, because it makes every game play out the same. See Genn and Baku. Having a delay on the effect changes the experience, as sometimes the druid can’t afford to trigger a quest tick on a turn.

If they really complete it in the first four turns every game, what are you doing in that time? If the answer is “nothing threatening” then the problem is not with the druid deck.

Your issue isn’t actually that the quest is too easy, but that the rewards feel too strong. If that were true, though, don’t you think that strength would be reflected in the deck’s win rates? It’s mediocre at best, by the numbers. How can that be, if post-quest choose cards are so strong?

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Previous quest was very bad. Of course that’s no excuse to make the next one OP.

But “Choose One” Druid Quest isn’t OP. It’s maybe polarizing. The deck you’re playing might be very weak against it. Other decks are stomping this Quest Druid.

They can do all those things, but they can’t reliably win enough games to be a good deck, so why do all of those things matter?

Mecha’thun warrior can otk you, but it’s not a very good deck so why does it matter?

Why does it matter how fast it completes if it’s not that good?

Quest Druids winrate has risen up to 53% now with Mage pretty much gone, the deck isn’t actually bad anymore it’s T2.

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1 not playing cards, or restraining yourself from contesting the board = a loss game.

  1. Playing Choose 1 cards eat away at your deck and if your opponent has decent board clear you will run out of cards

  2. Rouge quest can be Finished as early as turn 3, and turn 2 with coin.

  3. Get Gud

I think this might have been their reasoning. It’s kinda telling how meme the mage quest ist compared to that travesty that is Open the Waygate (aweful quest that basically invites you to stall the game until you finish it and then execute some boring OTK).

I just auto concede against quest druid now. There isn’t anything I have that can beat it. Interesting to see a lot more druids around now than there was before.

It comes quick but at the cost of tempo since you aren’t spending all of your mana on early game

Haven’t really noticed any drop in tempo to be honest. They seem to have found ways to compensate for that.

Druid’s rising win rate seems to be agreeing with you. It’s a very polarizing deck, indeed, but thankfully has more than one unfavored matchup.

You should see them against aggro. Doing almost nothing for 4 turns is game ending.

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Its literally not possible to “work around” the tempo loss. They have negative 1 mana each turn.

Your turn 2 can be a 2/3 minion. Theres will be a 1/3 at best…and they don’t run those.

Your turn 3 will easily be a 3/4. Theirs a 2/3.

Since they cant possibly use minions to survive early, as you can probably tell. Instead, they lean on wrath to clear 1 thing (inefficiently, since its off curve) and maybe a swipe. If they’re very very lucky, they might get a coin 1/4 on 1.

So leading up to turn 5, you only really have to worry about 1 removal if youre a good tempo deck. They 100% then have to have surger to not die immediately thereafter.

“But surger catches them all the way up!”

If they curve perfectly into early removals and a surger…yup. Of course, that play pattern is true for most decks and better for many. 5-6 are significant break points for slower decks. Its when they need to stabilize, or start to.

So surger hurts. Mass hysteria hurts. Dynomatic hurts. In the end, its all the same. Shut down the aggro, stabilize, win.

Or die.

There’s one reliable counter to it.

ME GO FACE!

To be fair, 4 first turns aren’t enough to put any pressure on the opponent. The total mana is just 10 which only enough to put a 8/8 on board. That 8/8 will be killed instantly next turn by druid with two 5/5 rush minions.

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Just been beaten yet again by a quest druid. Had a perfect starting hand as well, questing adventurer on turn 2 followed immediately afterwards with blessing of kings on turn 3 (with coin). This proves to me it is not even mathematically possible for me to win against quest druid.

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Well, of course you wouldn’t be able to win against a hacker who plays Paladin cards in their Druid decks, and advances their Untapped Potential despite using all their Mana.

Edit: I should probably clarify what I mean, before someone understandably points out that I misunderstood and to help rather than jest. :yum:

If you drew perfectly and lost, two things are likely:

  1. You did not actually draw the best possible hand you could have against that deck.
  2. Your opponent also drew their perfect hand. All decks have their ideal draws, which can be extremely powerful.

Quest Paladin can put down an absurd amount of value that Druid as a class simply cannot deal with. You have to survive Quest Druid’s explosive mid game and then start to whittle them down with what can easily become infinite value, and pressure them more intelligently in the first few turns.

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Uh

An aggro deck can kill by turn 4, when things go well. If you’re not putting out any pressure in 4 turns, either you’re also a slow deck and thus are going toe-to-toe in the lategame, or you’re doing it wrong.

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You have some funny stuff to say. The wit is almost too sharp, it cut me before i even saw it.

Except that lie needs to stop because it isn’t what the quest deck does. You play as if you went 2nd without the coin or the extra draw. That’s it. You’re not “playing nothing” as druid has many viable 1 and 2 drops to play on turn 2 and 3 and has innervate etc to help.

1 Like