Having Rush makes this way better. It means it's not awful to just include in a deck not specifically built for it, with the idea that occasionally you can pop in an extra 5 damage to something while making trades.
Question is, does Hunter really want to be trading that much?
Super good card for the Questline, but also just solid in other decks. Essentially has "Battlecry: Deal 3 damage" on top of the Rush, with potential for more if it lives.
I don't think this is ever worth running. If you didn't include a spell in your deck, why would you specifically want to Discover it? Why not just run a card that could Discover it, but can also get you cards good enough that you included them, like Venomous Scorpid?
I mean, at least you get the Coin first? I'd rather play cards that don't give my opponent things though, as has been the case with pretty much every similar card that wasn't stupid aggressive (or combo material).
I'm not big on this, mainly because I think you'd rather be playing better aggressive cards than diluting your deck down a bit to make absolutely sure you can complete this. Yes, First Day of School completes an entire phase by itself, but having to rely on that seems sketchy.
The only two other examples I can think of thats damage done with the 'cast when drawn' mechanic, bombs and Iron Juggernauts burrowing mine, and those doesn't work with spell damage.
Pure speculation, but it could be because the bleeds come from drawing from your deck on your turn, whereas the bombs/mines come from your opponent's deck on your opponent's turn (generally speaking). Might be a coding quirk.
Mage has been missing a midgame AoE lately, so this will help a lot against any Zoo/Token decks that are running around. Tradeable icing on top, as always.
It appears Garrote Rogue has entered the competition to beat Mage for position of best single player deck.
I honestly wouldn't be surprised if we get a hotfix nerf for both of those decks within a week. I don't think we've ever had a meta were combo decks are faster at killing you than the actual aggro decks.
At least garrote may actually be a bug because the bleeds for some reason works with spell damage.
Well, it is technically a spell..
The only two other examples I can think of thats damage done with the 'cast when drawn' mechanic, bombs and Iron Juggernauts burrowing mine, and those doesn't work with spell damage.
Here are my first impressions - similar to what some have already said. For what it's worth, I have ONLY played a super janky home-brew rogue list that is built with the sole purpose of completing achievements (mainly the unfun grind ones in the neutral cards section). As I complete an achievement, I swap out the relevant cards and replace them with "good" rogue cards. It's probably 3-40 so far since launch.
The Mage quest seems REALLY strong. Before launch everyone was wondering in forums/streams "what kind of a deck wants to play fire/frost/arcane?". I guess we have the answer. I have seen the quest completed on curve, and then you get smacked in the face with their 9 damage Ignite and a couple of reduced cost fireballs on Turn 8 for the game.
The Warlock quest also seems strong. The deck has ample healing and board clears (unless you have big SI:7 minions in stealth in my rare case).
I have not seen the Paladin quest yet. Actually, only a couple paladins out there, period.
The Hunter quest seems strong. There's a ton of burn in that deck, and upgrading the HP is pretty nuts.
Priest quest - I saw someone play High Abbess Alura on 9 or 10 after dropping the quest reward (they completed on curve). And then they played the 0 mana heal both heroes spell to proc Alura and the Shard was cast from deck. I was impressed!
Warrior quest - I played the VS list for the quest for 3 games right after the expansion. Seemed slow (in Standard).
Have not played wild yet. It's hard to gauge what's the strongest thing out there given that I have been playing total garbage (and losing to pretty much everything), but so far it feels like Mage and Warlock are toughest. Honorable mention to the Garrote rogue list that runs Gadgetzan Auctioneer and can kill you on turn 8 as it draws through the entire deck.
It appears Garrote Rogue has entered the competition to beat Mage for position of best single player deck.
I honestly wouldn't be surprised if we get a hotfix nerf for both of those decks within a week. I don't think we've ever had a meta were combo decks are faster at killing you than the actual aggro decks.
At least garrote may actually be a bug because the bleeds for some reason works with spell damage.
Actually pretty easy to get at least 1 extra Attack on this guy. Would obviously be way better if it was an aura rather than a Battlecry, but even then this card seems really strong provided you're running at least a couple hand buffs.
Seems interesting in any deck that's looking to swarm. It being tradeable means that it isn't dead in the lategame either when your board has been cleared, unlike similar cards.
I've actually been enjoying using this in my Divine Shield buff deck as a means of making sure Varian enters with Rush. Buffing it up beyond a 3/3 also makes it infinitely more playable.
I love it! It's probably really bad, but I really like the idea behind the card - the duality of it. Obviously the 1/1s are pretty meh by themselves, but the tension of maximising how many 5/5s you can get seems neat.
It appears Garrote Rogue has entered the competition to beat Mage for position of best single player deck.
I honestly wouldn't be surprised if we get a hotfix nerf for both of those decks within a week. I don't think we've ever had a meta were combo decks are faster at killing you than the actual aggro decks.
At least garrote may actually be a bug because the bleeds for some reason works with spell damage.
Personally i have been really enjoying the expansion so far, really enjoying The Demon Seed in standard right now. And honestly i rather wait untill the meta settles before begging for nerfs. However i do agree that some quests, like the Mage questline is a bit strong. But it's not just Mage, A lot of quest rewards are good because you can just burst your opponent down from cards in hand. There are not that many minions played, or boards to be fought over. It honestly makes the game feel like it's a game of solitaire.
The game feels very fun to play casually right now (which i like), but if your very competative then i imagine that these kind of non-interactive decks might be very annoying/frustrating to face. Also with all this burst we might as well bury the idea of there being Control decks for once and for all. :(
Oh and about Incanter's Flow: PLEASE. That card keeps breaking stuff, and honestly it will keep doing that unless it gets addressed. Either that or there going to nerf every mage spell in the game by 1 mana, including 10 cost spells to 11 mana. (Which baffling enough wouldnt even surprise me these days.)
But having said that, lets wait until the meta settles before we start complaining and begging for nerfs.
Overall i got a good amount of legendaries, cant really complain about that honestly. However in terms of Epics i feel like i was very unlucky. Got like 3-4 epics total. (not sure if thats unlucky or just average.) And i got 1 golden common and 2 golden rares, which feels like a low amount for 60 packs.
It appears Garrote Rogue has entered the competition to beat Mage for position of best single player deck.
I honestly wouldn't be surprised if we get a hotfix nerf for both of those decks within a week. I don't think we've ever had a meta were combo decks are faster at killing you than the actual aggro decks.
New Hunter Minion - The Rat King
Having Rush makes this way better. It means it's not awful to just include in a deck not specifically built for it, with the idea that occasionally you can pop in an extra 5 damage to something while making trades.
Question is, does Hunter really want to be trading that much?
New Druid Minion - Park Panther
Super good card for the Questline, but also just solid in other decks. Essentially has "Battlecry: Deal 3 damage" on top of the Rush, with potential for more if it lives.
New Neutral Minion - Pandaren Importer
I don't think this is ever worth running. If you didn't include a spell in your deck, why would you specifically want to Discover it? Why not just run a card that could Discover it, but can also get you cards good enough that you included them, like Venomous Scorpid?
New Neutral Minion - Mailbox Dancer
I mean, at least you get the Coin first? I'd rather play cards that don't give my opponent things though, as has been the case with pretty much every similar card that wasn't stupid aggressive (or combo material).
New Neutral Minion - Peasant
Cute reference, but a terrible card.
New Paladin Spell - Rise to the Occasion
I'm not big on this, mainly because I think you'd rather be playing better aggressive cards than diluting your deck down a bit to make absolutely sure you can complete this. Yes, First Day of School completes an entire phase by itself, but having to rely on that seems sketchy.
Hunter and Warrior Quests are Total Nerf Targets
Pure speculation, but it could be because the bleeds come from drawing from your deck on your turn, whereas the bombs/mines come from your opponent's deck on your opponent's turn (generally speaking). Might be a coding quirk.
New Mage Spell - Fire Sale
Mage has been missing a midgame AoE lately, so this will help a lot against any Zoo/Token decks that are running around. Tradeable icing on top, as always.
Hunter and Warrior Quests are Total Nerf Targets
The only two other examples I can think of thats damage done with the 'cast when drawn' mechanic, bombs and Iron Juggernauts burrowing mine, and those doesn't work with spell damage.
Hunter and Warrior Quests are Total Nerf Targets
Here are my first impressions - similar to what some have already said. For what it's worth, I have ONLY played a super janky home-brew rogue list that is built with the sole purpose of completing achievements (mainly the unfun grind ones in the neutral cards section). As I complete an achievement, I swap out the relevant cards and replace them with "good" rogue cards. It's probably 3-40 so far since launch.
The Mage quest seems REALLY strong. Before launch everyone was wondering in forums/streams "what kind of a deck wants to play fire/frost/arcane?". I guess we have the answer. I have seen the quest completed on curve, and then you get smacked in the face with their 9 damage Ignite and a couple of reduced cost fireballs on Turn 8 for the game.
The Warlock quest also seems strong. The deck has ample healing and board clears (unless you have big SI:7 minions in stealth in my rare case).
I have not seen the Paladin quest yet. Actually, only a couple paladins out there, period.
The Hunter quest seems strong. There's a ton of burn in that deck, and upgrading the HP is pretty nuts.
Priest quest - I saw someone play High Abbess Alura on 9 or 10 after dropping the quest reward (they completed on curve). And then they played the 0 mana heal both heroes spell to proc Alura and the Shard was cast from deck. I was impressed!
Warrior quest - I played the VS list for the quest for 3 games right after the expansion. Seemed slow (in Standard).
Have not played wild yet. It's hard to gauge what's the strongest thing out there given that I have been playing total garbage (and losing to pretty much everything), but so far it feels like Mage and Warlock are toughest. Honorable mention to the Garrote rogue list that runs Gadgetzan Auctioneer and can kill you on turn 8 as it draws through the entire deck.
Demon Seed Speedrun | Guide and Theorycrafting Discussion
Funny to play – and quite successful. I face many quest-hunter, they have no chance.
Thx 4 sharing the deck!
Hunter and Warrior Quests are Total Nerf Targets
Well, it is technically a spell..
New Paladin Minion - First Blade of Wrynn
Actually pretty easy to get at least 1 extra Attack on this guy. Would obviously be way better if it was an aura rather than a Battlecry, but even then this card seems really strong provided you're running at least a couple hand buffs.
New Neutral Minion - Traveling Merchant
Seems interesting in any deck that's looking to swarm. It being tradeable means that it isn't dead in the lategame either when your board has been cleared, unlike similar cards.
New Neutral Minion - Impatient Shopkeep
I've actually been enjoying using this in my Divine Shield buff deck as a means of making sure Varian enters with Rush. Buffing it up beyond a 3/3 also makes it infinitely more playable.
New Hunter Spell - Rats of Extraordinary Size
I love it! It's probably really bad, but I really like the idea behind the card - the duality of it. Obviously the 1/1s are pretty meh by themselves, but the tension of maximising how many 5/5s you can get seems neat.
New Rogue Minion - SI:7 Informant
You use it in the Questline deck, where it will perform fairly well. I don't think you bother anywhere else, because it's just stats.
Hunter and Warrior Quests are Total Nerf Targets
At least garrote may actually be a bug because the bleeds for some reason works with spell damage.
Quest Hate
Personally i have been really enjoying the expansion so far, really enjoying The Demon Seed in standard right now. And honestly i rather wait untill the meta settles before begging for nerfs. However i do agree that some quests, like the Mage questline is a bit strong. But it's not just Mage, A lot of quest rewards are good because you can just burst your opponent down from cards in hand. There are not that many minions played, or boards to be fought over. It honestly makes the game feel like it's a game of solitaire.
The game feels very fun to play casually right now (which i like), but if your very competative then i imagine that these kind of non-interactive decks might be very annoying/frustrating to face. Also with all this burst we might as well bury the idea of there being Control decks for once and for all. :(
Oh and about Incanter's Flow: PLEASE. That card keeps breaking stuff, and honestly it will keep doing that unless it gets addressed. Either that or there going to nerf every mage spell in the game by 1 mana, including 10 cost spells to 11 mana. (Which baffling enough wouldnt even surprise me these days.)
But having said that, lets wait until the meta settles before we start complaining and begging for nerfs.
Pack opening statistics and saltiness
From the $80 preorder, some gold, and the Reward Track, I received the following:
I received literally zero cards that were on my wishlist; I did however dust Maestra for Raid the Docks and went 5-1 with it yesterday. Still looking for Lost in the Park, Defend the Dwarven District, Darkbishop Benedictus, and/or Highlord Fordragon. Will probably end up destroying Seek Guidance for one of them.
Edit: Crafted Lost in the Park and Highlord Fordragon, because reasons lol.
Pack opening statistics and saltiness
60 packs, i got Sheldras Moontree, The Demon Seed, Bolner Hammerbeak, Defend the Dwarven District and Lost in the Park.
From the Pass: Grand Magus Antonidas and Lady Prestor.
Overall i got a good amount of legendaries, cant really complain about that honestly. However in terms of Epics i feel like i was very unlucky. Got like 3-4 epics total. (not sure if thats unlucky or just average.) And i got 1 golden common and 2 golden rares, which feels like a low amount for 60 packs.
Awesome United in Stormwind Launch Decks from Hearthstone's Top Players and Streamers
They killed control....again.
Pack opening statistics and saltiness
I´m kinda sad too - 100 packs and 4 legendaries:
Auctioneer Jaxon
Highlord Fordragon - I knew it! :D
Sheldras Moontree
The Rat King
I hoped for the quests, at least I got one from RT - Final Showdown, althrough I don´t know if it´s viable.
Varian Handlock
Looks good !
:)
Hunter and Warrior Quests are Total Nerf Targets
It appears Garrote Rogue has entered the competition to beat Mage for position of best single player deck.
I honestly wouldn't be surprised if we get a hotfix nerf for both of those decks within a week. I don't think we've ever had a meta were combo decks are faster at killing you than the actual aggro decks.