Try clicking on both of the red gems on the feet (click twice on each one to change the mode to accordion). Then play the pattern using the above figure as a guide. It's super easy!
Shaman will always be good and always changing, with a variety of possibilities. New versions will always be popping up. It's a fun quest, and the best designed of all quests (both Ungoro and SoU)
Warlock I think will always be meme status, even with more synergies for Plot Twist.
Hunter will only ever be for memes unless they reduce the requirement down to 15 minions. Even that might not be enough.
Rogue is weird. It's a powerful tool to have, but I think there will be better solutions to making the deck work. Mainly more "Discover" cards instead of "Random" cards.
Mage is useless and only fun in a Yogg deck. All praise to Yogg.
Warrior I feel will get more support going forward, but won't be viable until Boom rotates.
Paladin I think will change once year of the Raven rotates. While it won't get any further support with new Reborn minions, what it's end game plan will have some variety to it if they print some different deathrattle cards. I'm not going to underestimate this quest like everyone did pre launch.
Priest will be around for a while. They are going to HoF Divine Spirit and/or Inner Fire soon, and this will leave this quest as pretty much the only win condition for Priest.
Druid will receive more support, but will maintain being just as good as it is.
No longer limited to only cardimg bbcode, you can now use the "gold" attribute on regular card bbcode.
Derpcorn returns.
Changes
The deckbuilder now allows deckstring importing on the class deckbuilder pages.
Originally not a thing to keep things clean, we've heard your requests!
Deckstrings are now more likely to import
After evaluating the different formatting that has been used for deckstrings on various sites, we should now support most of them due to better intelligence in parsing your input.
The direct messages link and unread count now displays on the nav bar.
Moved from the user dropdown to make it easier to access.
The Druid quest is basically just another form of ramp. So yes, the first few turns are the same, but they were the same when you were hard mulliganing for Wild Growth, etc. I think the deck can end up going different directions though, depending on cards released. Right now, b/c of the limited card pool, it's just jam most of the good choose 1's. But, over time, there may be token variants, etc. You're right, It'll never be aggro. But Ramp isn't aggro anyway.
You're probably right about paladin, but I think there is wiggle room here, too. More interesting reborn minions or death rattles could push it in some different directions. Interesting buffs could too. For example, one of my favorite things to do in Quest Paladin is to keep copying Blessing of Wisdom buffs.
The Hunter one is fine, and works. But it's just not as good as Highlander or Mech hunter. I'd wager it's better than Midrange Hunter, though.
I agree, the mage quest probably isn't worth it.
Warlock does need plot twist...but other than that, the deck is really wide open. I think there's a lot of room here.
My favorite Uldum moment was really off-game. I won a giveway of a Saviours of Uldum 50 pack some days after the expansion was released. It felt really great!
I can't seem to finish the final boss anybody got any luck with it?
I picked the treasure that gives your minions a passive plus 1/1 and then went all-in on the Token strategy which seemed to work well. However, I got lucky before the final boss as my 2nd treasure was the Robes that reduce your cards by half (but you can only play 2 per turn). Wispering Woods plus Power of the Wild into 2x Blessing of the Ancients burns down the boss before he gets going.
There are three quests that allow for zero flexibility in building:
Paladin: great reward, good deck, fun deck, but there's only one way to use this quest. Play all of the reborns and add mech deathrattles. There are really no other versions out there. And since they rarely re-use keywords, we might not get other reborns in the future to make the options more interesting.
Warlock: this deck was already built the moment the quest was printed. Plot twist is the only way. Unlike Paladin, though, this one doesn't really work. Also unlike Paladin, however, there is room for future development.
Druid: quest Druid is strong and may be fun, but there is no room for variety. Every quest Druid game plays out the same way. Leave mana for 4 turns, start playing the same bunch of choose ones. Even with more choose one options in the future, this deck is more or less set in stone. There's no way to aggro it, since you have to float mana early.
The other decks work/don't work to varying degree, but they all allow some flexibility in style. You can aim for aggro, midrange, or control with most of them. Priest can only be control, but there are various approaches. Shaman is the ultimate example of flexibility. There are 1,000 battlecry minions in the game, so you have nearly infinitely many combos to play around with.
There are 4 quests that can regularly, easily be completed very early in the game: Shaman, Druid, Paladin, and Rogue. Warrior can sometimes be completed early. Warlock, Hunter, Mage, and Priest all necessarily take a while.
There are 3 quests that are in meta decks - Shaman, Paladin, and Druid.
Shaman in the only quest that is flexible, easy to complete, and good. Some of the other quests check of 2 of the 3 boxes.
What quests have the most potential in future expansions?
Shaman will always be good.
Warlock needs more plot twist synergies.
Hunter has an amazing collection of cards right now and still can't get the quest to work. It's probably not ever happening.
Rogue can complete easily with quality cards, but the reward is weird. The immunity doesn't matter much for aggro, and the damage is too low for control. Rogue would need more weapon synergy cards for this to work.
Mage has tons of cheap spells already. Maybe the reward just isn't worth it.
Warrior...who knows? It's a fine reward, but there aren't ways to build weapon centered Warrior decks right now. It's not fast enough for aggro, and for control, you'd rather have Dr Boom's hero power.
Paladin will probably be exactly as good as it is right now unless they add some variety in reborn minions.
Priest has plenty of potential to improve. Any control support will help this quest.
Druid will probably be exactly as good as it is right now unless they add something ridiculous in the choose one options.
Man, I don't know what I do, but whenever I face a SN1P-SN4P warlock on the ladder, the opponent always finds their combo pieces by turn 5.
There was an exception and I won against them, but literally all of my other opponents killed me on turn 5 because of their stupid starting hand.
[edit] Immediately after I wrote this post, I queued against yet another [Hearthstone Card (snip-sn4p) Not Found] warlock. And guess what - turn 5 lethal........
Favorite Uldum moment: first time seeing an Uldum option in The Dalaran Heist. (During a game via a Disvoer action.) I'm being a crown completist in TDH -- Normal is done and I'm 1/3 though Heroic. Seeing the new cards come into play in various ways has been a nice jolt of added variety in an already high-variety gameplay mode.
Playing my random Quest Mage deck and trying to explain to friends how I ended up with 2 Illidans on board and Mal'Ganis, Beryllium Nullifer and Plague of Wrath in hand, while my Warrior opponent had a Kalecgos on board.
The Pepper Thread - Share Some Good Vibes!
https://hsreplay.net/replay/QMZ3NaugFRnMjYLY2QzcB5
Tombs of Terror Solo Content Giveaway
Mi momento favorito fue cuando llegue a leyenda con chaman misión.
Tombs of Terror Solo Content Giveaway
My favorite moment was opening Zephrys the Great from packs.
Tavern Brawl
100g from the quest for me too and King Krush from the pack, a good brawl for me.
Haven't found an incentive to grind more either but might still play a couple of runs for quests/flavor.
Tombs of Terror Solo Content Giveaway
Saviors of Uldum Theme Song 10 Hour release!
Octosari Lorewalker Cho OTK!
Which is not a bad thing! Its great some ppl can come up with this stuff and enjoy it :) I like seeing his decks :)
Tombs of Terror Solo Content Giveaway
The best Uldum moment for me is bringing back of a conquest format to professional Hearthstone scene =)
Tombs of Terror Solo Content Giveaway
Infinite King Krush!
Solving the Saviors of Uldum Gameboard Easter Egg
Try clicking on both of the red gems on the feet (click twice on each one to change the mode to accordion). Then play the pattern using the above figure as a guide. It's super easy!
Unsolicited ramblings on the quests
I agree with most of your points.
Out of Cards Changelog - 2019-09-05
New Features
Changes
Tombs of Terror Solo Content Giveaway
The nerf to Luna’s pocket galaxy. I hate getting high rolled like that.
Unsolicited ramblings on the quests
The Druid quest is basically just another form of ramp. So yes, the first few turns are the same, but they were the same when you were hard mulliganing for Wild Growth, etc. I think the deck can end up going different directions though, depending on cards released. Right now, b/c of the limited card pool, it's just jam most of the good choose 1's. But, over time, there may be token variants, etc. You're right, It'll never be aggro. But Ramp isn't aggro anyway.
You're probably right about paladin, but I think there is wiggle room here, too. More interesting reborn minions or death rattles could push it in some different directions. Interesting buffs could too. For example, one of my favorite things to do in Quest Paladin is to keep copying Blessing of Wisdom buffs.
The Hunter one is fine, and works. But it's just not as good as Highlander or Mech hunter. I'd wager it's better than Midrange Hunter, though.
I agree, the mage quest probably isn't worth it.
Warlock does need plot twist...but other than that, the deck is really wide open. I think there's a lot of room here.
Tombs of Terror Solo Content Giveaway
Playing Tess with 3 Yogg's puzzle boxes in the pool
Tombs of Terror Solo Content Giveaway
My favorite Uldum moment was really off-game. I won a giveway of a Saviours of Uldum 50 pack some days after the expansion was released. It felt really great!
Tavern Brawl
I picked the treasure that gives your minions a passive plus 1/1 and then went all-in on the Token strategy which seemed to work well. However, I got lucky before the final boss as my 2nd treasure was the Robes that reduce your cards by half (but you can only play 2 per turn). Wispering Woods plus Power of the Wild into 2x Blessing of the Ancients burns down the boss before he gets going.
Unsolicited ramblings on the quests
Here are a few breakdowns on the new quests:
There are three quests that allow for zero flexibility in building:
Paladin: great reward, good deck, fun deck, but there's only one way to use this quest. Play all of the reborns and add mech deathrattles. There are really no other versions out there. And since they rarely re-use keywords, we might not get other reborns in the future to make the options more interesting.
Warlock: this deck was already built the moment the quest was printed. Plot twist is the only way. Unlike Paladin, though, this one doesn't really work. Also unlike Paladin, however, there is room for future development.
Druid: quest Druid is strong and may be fun, but there is no room for variety. Every quest Druid game plays out the same way. Leave mana for 4 turns, start playing the same bunch of choose ones. Even with more choose one options in the future, this deck is more or less set in stone. There's no way to aggro it, since you have to float mana early.
The other decks work/don't work to varying degree, but they all allow some flexibility in style. You can aim for aggro, midrange, or control with most of them. Priest can only be control, but there are various approaches. Shaman is the ultimate example of flexibility. There are 1,000 battlecry minions in the game, so you have nearly infinitely many combos to play around with.
There are 4 quests that can regularly, easily be completed very early in the game: Shaman, Druid, Paladin, and Rogue. Warrior can sometimes be completed early. Warlock, Hunter, Mage, and Priest all necessarily take a while.
There are 3 quests that are in meta decks - Shaman, Paladin, and Druid.
Shaman in the only quest that is flexible, easy to complete, and good. Some of the other quests check of 2 of the 3 boxes.
What quests have the most potential in future expansions?
Shaman will always be good.
Warlock needs more plot twist synergies.
Hunter has an amazing collection of cards right now and still can't get the quest to work. It's probably not ever happening.
Rogue can complete easily with quality cards, but the reward is weird. The immunity doesn't matter much for aggro, and the damage is too low for control. Rogue would need more weapon synergy cards for this to work.
Mage has tons of cheap spells already. Maybe the reward just isn't worth it.
Warrior...who knows? It's a fine reward, but there aren't ways to build weapon centered Warrior decks right now. It's not fast enough for aggro, and for control, you'd rather have Dr Boom's hero power.
Paladin will probably be exactly as good as it is right now unless they add some variety in reborn minions.
Priest has plenty of potential to improve. Any control support will help this quest.
Druid will probably be exactly as good as it is right now unless they add something ridiculous in the choose one options.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Man, I don't know what I do, but whenever I face a SN1P-SN4P warlock on the ladder, the opponent always finds their combo pieces by turn 5.
There was an exception and I won against them, but literally all of my other opponents killed me on turn 5 because of their stupid starting hand.
[edit] Immediately after I wrote this post, I queued against yet another [Hearthstone Card (snip-sn4p) Not Found] warlock. And guess what - turn 5 lethal........
Tombs of Terror Solo Content Giveaway
He should always offer a copy of himself!
Tombs of Terror Solo Content Giveaway
Favorite Uldum moment: first time seeing an Uldum option in The Dalaran Heist. (During a game via a Disvoer action.) I'm being a crown completist in TDH -- Normal is done and I'm 1/3 though Heroic. Seeing the new cards come into play in various ways has been a nice jolt of added variety in an already high-variety gameplay mode.
Tavern Brawl
Beat all 5 bosses first try. Good day to have the 5 wins 100G quest. But yeah, very disappointing to not have any incentive to beat all 5 bosses.
Tombs of Terror Solo Content Giveaway
Playing my random Quest Mage deck and trying to explain to friends how I ended up with 2 Illidans on board and Mal'Ganis, Beryllium Nullifer and Plague of Wrath in hand, while my Warrior opponent had a Kalecgos on board.
Tavern Brawl
I did 4 bosses as well. But the final one with the 4-4 lackeys is tough. If that's the one you mean...
Tombs of Terror Solo Content Giveaway
In this week's brawl :
Cards cost half + Battlecries trigger twice => turn 3 double [Hearthstone Card (King Crush) Not Found]
Mmmmh yummy
Tavern Brawl
I can't seem to finish the final boss anybody got any luck with it?