This deck has been a blast to play. You will fall behind in the early game as you do not have any cheap minions to play off the bat. Use Penance, Forbidden Words, and Shadow Word: Death to deal with any early threats. The goal is to get to turn 5 and then use Mass Hysteria if you need to clear the board or use one of the five cost minions in the deck Convincing Infiltrator, Sandhoof Waterbearer, and Zilliax. Most often your opponent will focus on killing that minion on their next turn. Turn 6 you can play Psychopomp and Spirit of the Dead if you have them. Khartut Defender or one of the 5 cost minions can also be played. The late game plays will all be based on what is needed. You will get plenty of healing from Khartut Defender, Sandhoof Waterbearer, and Zilliax.
The games I played against aggro could have you down to 10 HP by the time your heals start coming in. Once you complete the quest, then it is game over. Just buff your taunts up huge and use the resurrection items/Bwonsamdi, the Dead to build up your board. King Phaoris is a fun play when you have at least 2 of your 9 cost spells in your hand when you play him.
With this deck you will most likely have big comeback games where you are on the brink of defeat only to turn it around and defeat your opponent with ease.
I like all of the changes except Barnes. It doesn't fix the problem with Big Priest, it just makes its bad matchups vs aggro worse. Big Priest in general is just an awful deck to exist in the game; it's extremely polarizing and repetitive to play against.
I've played a fair bit of Quest Priest in Standard recently, and this card is very strong. Did it need a nerf? I don't think so. There were some scenarios where it was sort of OP in controlling the board, especially in conjunction with other cards like COH, but any good card should be able to do awesome things at least some of the time. I just think it sucks that they buffed it in the first place, only to nerf it again. I would argue for the More Arms to still cost 2, so we sort of split the difference. Same with Pocket Galaxy: how about 6 mana?
I wish they would be more creative with nerfs than just cost adjustments, but I'm not sure what I would suggest. Obviously, Warsong Commander was a "creative" adjustment, but it made the card unplayable. Come to think of it, now that Rush exists, maybe they should fix Warsong with that.
Back to Boom, though, this will sometimes enable aggro decks to win against him, but it won't make much difference in control matches.
This seems good to me. Unlike the Barnes nerf, where a one turn delay of the play seems irrelevant, this might make a difference. I guess we'll see how those decks fare once this nerf goes live.
Your argument is double edged: [Hearthstone Card (Kingbane) Not Found] is a perfectly good card that just happened to be the victim of Leeching Poison, but we can also say that Leeching Poison was a perfectly good card that just happened to be the victim of Kingsbane (in fact before the release of K&C saw little to no play). Which one is cooler? Kingsbane. Which one is more difficult to nerf? Kingsbane again. That's what happened.
Furthermore, on the regard that "nerfs are not supposed to be dust dispensers", yes and no: we can say without the shade of a doubt that the Leeching Poisonnerf completely murdered the Kingsbane archetype as we used to know it, right? Well then, imagine a guy crafting 2 Doomerangs, Valeera the Hollow and a bunch of other stuff just because he found that weapon in a pack. Fun stuff, but then the balance patch hits and he's left with 80 dust and some niche cards (Doomerang fucking sucks).
The same thing can be said for Shudderwock: Grumble, Worldshaker is a tier 4 legendary and yet some people crafted it for that sole purpose.
Now, let's be reasonable: people can't pretend full dust refund if their deck gets hit, but if it is brutally murdered through a nerf of a common/rare card which invalidates other expensive and bad cards, well, I guess the situation is pretty different.
I agree with those saying this nerf is useless. Ok, one turn delay. I don't see it making much difference. However, I haven't been seeing many Big Priests recently, so I'm not too concerned. I have had many really frustrating losses to a turn 3/4 Barnes though, and many REALLY satisfying victories overcoming it.
As soon as Vargoth was printed and began being used in Big Priest I knew that even if Barnes would be nerfed or even straight up deleted from the game that Vargoth would be an instant (and in most cases superior) over Barnes as the hard mulligan 4 drop. While it is true that Barnes created early game high rolls Vargoth is infinitely times better than Barnes in the late game against control decks.
Which would you rather not have a Big Priest player top deck against you in the late game, Barnes or Mass Ressurection with Vargoth in the pool? Did I mention Shadow Visions? How about a single Mind Blast on a board of 4-7 Vargoths?
It doesn't matter how Barnes is changed when Vargoth solidifies the major anti-control playstyle that came about with the intense value, sustain, and high swing turns after the minion was printed.
The difference I find with Vargoth is that if they play him early on I can just ignore him for a couple of turns, and only bother to kill him off when turn 6 is coming. As a result I have more time and actually do OK with midrange decks if they draw Vargoth early instead of Barnes.
None of that helps slower control decks, against which Vargoth is the stronger of the two, but I don't think the aim of the nerf is to significantly improve that match-up. Similar to how any number of combo/jade/pogo/etc. decks have crazy high win rates against control, the issue is that at a fundamental level control decks give the opponent the time to do whatever unfair thing they like. They rely on faster decks pushing the bad match-ups out of the meta.
Now I hate Big Priest as much as anyone (in fact I generally dislike mana cheating as a whole), but my real issue with it has been its prevalence rather than how one sided it is against slow decks. IF (and it is very much an if at the moment) the Barnes nerf lowers the win rate enough that a good portion of the Big Priest players stop playing it, then that is a win for control as much as anyone else, regardless of how bad the match-up still is.
Do I expect the nerf to be enough to eradicate Big Priest? Not at all, but if those who are left are only doing so because they truly enjoy the deck even at the cost of having a low win rate, then I'm OK with that. If instead the nerf does nothing and they still plague the meta, then by all means keep complaining about them.
are you seriously just gonna pull a "they tested this, they know what they're doing?"
you realize yo're talking about the same people who released SNIP SNAP and didn't even consider Reckless Experimenter when it's t he first thing the community noticed when it was announced.
but hey, you'll see it yourself when Warrior's winrate drops a SOLID 0,5% after this and people will still get highrolled to death by Mage.
A little confused here.... Dropping a win rate 0.5% is a pretty solid target. Is this actually a complaint about Blizzard not nerfing a card to the ground?
The card is objectively worse now, but seems like it should be playable. If it works out how it seems (and like you're suggesting) I'd say that's a pretty solid nerf!
I don't think Extra Arms was dominant enough to be reverted to 3 mana. If the devs still wanted to nerf it, I think either only Extra Arms or [Hearthstone Card (More Arms) Not Found] should get changed, not both (Blessing of Kings, but one mana more in exchange for flexibility).
Finished the quest to win three tavern brawls in a total of 10 turns... combined. Hungry crab (to eat their first minion) into mechwarper into cannon into underbelly into my entire hand dumped on the board into everyfin induced the surrender (the other two games were close variants of that). I did sub in the second mechwarper in exchange for a megasaur.
This nerf comes one expansion too late to be meaningfull, as now in Wild big priest isn't a strong deck at all.
However, this nerf is useless, as while it's true that playing barnes ASAP is good in big priest, playing him one turn after have no difference at all.
This is not a nerf for Big Priest, but a nerf for all other decks using Barnes like Spell Hunter - and it's still a bad nerf.
I'm glad they haven't totally nuked the card. It's still useful, even as a defensive card in a pinch. As the power levels in the game have slowly raised then having an 8/8 drop on Turn 3-4 isn't quite as frightening as it would have been 2-3 years ago.
And with the Nerf to Luna's Pocket Galaxy you will probably see more Mage players go back to this Combo. Which means you know what's coming and can Mulligan for it.
Man, Barnes nerf, after all those years of ignoring it, feels like an atom bomb almost... It probably won't kill Big Priest, but that was probably their intention too. I am happy that they did it anyway. There's still no counterplay or interaction against Resurrect mechanics... maybe one day.
They could have done the nerfs differently, sure. But at least its about 2-3 weeks into expansion, so nerfs arrive REALLY quickly this time. Probably 1 week quicker than in RoS i think. So +1 to Blizzard for that :)
No counter play, except for literally any transform effect. Well, except Conjurors calling maybe, but that card doesn't need any more utility. But Plague of Murlocs, Tinkmaster (I mean, I know he's terrible now, but he would affect res mechanics), Poly, Hex, devolve, etc etc etc. All of these just destroy your res pool. Anything to summon minions for the opponent (Leeroy?? For a single example), all of these increase the chance of a whiff, and if you can do the transform before they load their res pool in the first place, then you're home and dry.
Not saying it's auto win every time, but I'm responding to the 'no counter play' comment; that's the counter play.
In control decks nothing changes, except vs very fast aggro deck where you need to survive 2 turns more before healing. This just hurt a little the midrange or tempo deck that wanted to boost their winrate against control.
Personally, I find it rare that I don't have an answer for an early giant, whether its aggro with a bunch of minions, or control/mid with a spell or combo. Most of the time, its the turn 6-7 giant-conjurer combo that gets me, and this nerf delays it by a turn and also, with luna nerf, makes double-conjurer turns way less likely. I'm fine with this.
Thrill of Victory
Do they still offer this?
Golden Celebration
Is there a list of events that have awarded this?
Also, I would use the card back if I got it. One of the best.
Fun Priest Deck
This deck has been a blast to play. You will fall behind in the early game as you do not have any cheap minions to play off the bat. Use Penance, Forbidden Words, and Shadow Word: Death to deal with any early threats. The goal is to get to turn 5 and then use Mass Hysteria if you need to clear the board or use one of the five cost minions in the deck Convincing Infiltrator, Sandhoof Waterbearer, and Zilliax. Most often your opponent will focus on killing that minion on their next turn. Turn 6 you can play Psychopomp and Spirit of the Dead if you have them. Khartut Defender or one of the 5 cost minions can also be played. The late game plays will all be based on what is needed. You will get plenty of healing from Khartut Defender, Sandhoof Waterbearer, and Zilliax.
The games I played against aggro could have you down to 10 HP by the time your heals start coming in. Once you complete the quest, then it is game over. Just buff your taunts up huge and use the resurrection items/Bwonsamdi, the Dead to build up your board. King Phaoris is a fun play when you have at least 2 of your 9 cost spells in your hand when you play him.
With this deck you will most likely have big comeback games where you are on the brink of defeat only to turn it around and defeat your opponent with ease.
Wild · Quest Priest · by robeiroman · 7 years ago
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
I like all of the changes except Barnes. It doesn't fix the problem with Big Priest, it just makes its bad matchups vs aggro worse. Big Priest in general is just an awful deck to exist in the game; it's extremely polarizing and repetitive to play against.
Secret Level
Hey!! There is NO cow level. n00b... :)
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Came here to say the exact same thing. WP, Ganashal.
Card Nerf - Extra Arms
sigh
Secret Level
Card Nerf - Extra Arms
I've played a fair bit of Quest Priest in Standard recently, and this card is very strong. Did it need a nerf? I don't think so. There were some scenarios where it was sort of OP in controlling the board, especially in conjunction with other cards like COH, but any good card should be able to do awesome things at least some of the time. I just think it sucks that they buffed it in the first place, only to nerf it again. I would argue for the More Arms to still cost 2, so we sort of split the difference. Same with Pocket Galaxy: how about 6 mana?
Card Nerf - Dr. Boom, Mad Genius
I wish they would be more creative with nerfs than just cost adjustments, but I'm not sure what I would suggest. Obviously, Warsong Commander was a "creative" adjustment, but it made the card unplayable. Come to think of it, now that Rush exists, maybe they should fix Warsong with that.
Back to Boom, though, this will sometimes enable aggro decks to win against him, but it won't make much difference in control matches.
Card Nerf - Conjurer's Calling
This seems good to me. Unlike the Barnes nerf, where a one turn delay of the play seems irrelevant, this might make a difference. I guess we'll see how those decks fare once this nerf goes live.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
That's actually a really smart suggestion. I guess it will return to be played a bit now.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Your argument is double edged: [Hearthstone Card (Kingbane) Not Found] is a perfectly good card that just happened to be the victim of Leeching Poison, but we can also say that Leeching Poison was a perfectly good card that just happened to be the victim of Kingsbane (in fact before the release of K&C saw little to no play). Which one is cooler? Kingsbane. Which one is more difficult to nerf? Kingsbane again. That's what happened.
Furthermore, on the regard that "nerfs are not supposed to be dust dispensers", yes and no: we can say without the shade of a doubt that the Leeching Poisonnerf completely murdered the Kingsbane archetype as we used to know it, right? Well then, imagine a guy crafting 2 Doomerangs, Valeera the Hollow and a bunch of other stuff just because he found that weapon in a pack. Fun stuff, but then the balance patch hits and he's left with 80 dust and some niche cards (Doomerang fucking sucks).
The same thing can be said for Shudderwock: Grumble, Worldshaker is a tier 4 legendary and yet some people crafted it for that sole purpose.
Now, let's be reasonable: people can't pretend full dust refund if their deck gets hit, but if it is brutally murdered through a nerf of a common/rare card which invalidates other expensive and bad cards, well, I guess the situation is pretty different.
Card Nerf - Barnes
I agree with those saying this nerf is useless. Ok, one turn delay. I don't see it making much difference. However, I haven't been seeing many Big Priests recently, so I'm not too concerned. I have had many really frustrating losses to a turn 3/4 Barnes though, and many REALLY satisfying victories overcoming it.
Card Nerf - Barnes
The difference I find with Vargoth is that if they play him early on I can just ignore him for a couple of turns, and only bother to kill him off when turn 6 is coming. As a result I have more time and actually do OK with midrange decks if they draw Vargoth early instead of Barnes.
None of that helps slower control decks, against which Vargoth is the stronger of the two, but I don't think the aim of the nerf is to significantly improve that match-up. Similar to how any number of combo/jade/pogo/etc. decks have crazy high win rates against control, the issue is that at a fundamental level control decks give the opponent the time to do whatever unfair thing they like. They rely on faster decks pushing the bad match-ups out of the meta.
Now I hate Big Priest as much as anyone (in fact I generally dislike mana cheating as a whole), but my real issue with it has been its prevalence rather than how one sided it is against slow decks. IF (and it is very much an if at the moment) the Barnes nerf lowers the win rate enough that a good portion of the Big Priest players stop playing it, then that is a win for control as much as anyone else, regardless of how bad the match-up still is.
Do I expect the nerf to be enough to eradicate Big Priest? Not at all, but if those who are left are only doing so because they truly enjoy the deck even at the cost of having a low win rate, then I'm OK with that. If instead the nerf does nothing and they still plague the meta, then by all means keep complaining about them.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
A little confused here.... Dropping a win rate 0.5% is a pretty solid target. Is this actually a complaint about Blizzard not nerfing a card to the ground?
The card is objectively worse now, but seems like it should be playable. If it works out how it seems (and like you're suggesting) I'd say that's a pretty solid nerf!
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
I don't think Extra Arms was dominant enough to be reverted to 3 mana. If the devs still wanted to nerf it, I think either only Extra Arms or [Hearthstone Card (More Arms) Not Found] should get changed, not both (Blessing of Kings, but one mana more in exchange for flexibility).
Amalgamation ez win with shaman
Finished the quest to win three tavern brawls in a total of 10 turns... combined. Hungry crab (to eat their first minion) into mechwarper into cannon into underbelly into my entire hand dumped on the board into everyfin induced the surrender (the other two games were close variants of that). I did sub in the second mechwarper in exchange for a megasaur.
Card Nerf - Barnes
This nerf comes one expansion too late to be meaningfull, as now in Wild big priest isn't a strong deck at all.
However, this nerf is useless, as while it's true that playing barnes ASAP is good in big priest, playing him one turn after have no difference at all.
This is not a nerf for Big Priest, but a nerf for all other decks using Barnes like Spell Hunter - and it's still a bad nerf.
Card Nerf - Conjurer's Calling
I'm glad they haven't totally nuked the card. It's still useful, even as a defensive card in a pinch. As the power levels in the game have slowly raised then having an 8/8 drop on Turn 3-4 isn't quite as frightening as it would have been 2-3 years ago.
And with the Nerf to Luna's Pocket Galaxy you will probably see more Mage players go back to this Combo. Which means you know what's coming and can Mulligan for it.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
No counter play, except for literally any transform effect. Well, except Conjurors calling maybe, but that card doesn't need any more utility. But Plague of Murlocs, Tinkmaster (I mean, I know he's terrible now, but he would affect res mechanics), Poly, Hex, devolve, etc etc etc. All of these just destroy your res pool. Anything to summon minions for the opponent (Leeroy?? For a single example), all of these increase the chance of a whiff, and if you can do the transform before they load their res pool in the first place, then you're home and dry.
Not saying it's auto win every time, but I'm responding to the 'no counter play' comment; that's the counter play.
Card Nerf - Dr. Boom, Mad Genius
In control decks nothing changes, except vs very fast aggro deck where you need to survive 2 turns more before healing. This just hurt a little the midrange or tempo deck that wanted to boost their winrate against control.
For me this is lazy and not that usefull.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
I'll just DE Lunas Pocket Galaxy. I cannot see that ever getting played again.
Card Nerf - Conjurer's Calling
Personally, I find it rare that I don't have an answer for an early giant, whether its aggro with a bunch of minions, or control/mid with a spell or combo. Most of the time, its the turn 6-7 giant-conjurer combo that gets me, and this nerf delays it by a turn and also, with luna nerf, makes double-conjurer turns way less likely. I'm fine with this.
Five Card Nerfs Coming Next Week Including Dr. Boom, Mad Genius & Barnes!
Well this change to luna is a nerf right? Meaning we are gonna get the dust out of it at the end of the day. #thankyoublizzard